1.00 News, Info and Gossip

Pretty sure I had def overflow (to a small positive value) in 1.07 after stacking 4 or 5 def shrines... I've posted about it before, somewhere.

Of course that's just the LCS so who knows if it's accurate or not. Anecdotally I *feel* as though it works but that might be based on decade-old thinking before I knew the LCS was garbage
 
i remember that post from going through the 07 thread, i had even put it in my 07 todo list to check it out. :p never got to it though, because i had already sunk down deeper all the way to 1.00, and i typically have rng related stuff at the bottom, especially shrines since they're such an inconsistent thing in actual gameplay.

but yeah, the LCS is just too unreliable. :/ especially for defense rating, attack rating and damage.
can't be sure about anything unless you test or/and read some code. damage is rarely a problem to test, but AR and DR are tedious because the most efficient way to test is standing still and have a monster swing at you a few hundred times, while noting the numbers. :mad:

but i'm still curious.
for one, i read that shrines actually "snapshot". so if you equip a martel de fer with 300 damage and use a combat shrine, and then switch to a hand axe, you will still have that snapshotted +damage from the martel on you.
though even if that's true, you typically use the highest damage weapon anyway.. :p
 
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Hi all

Started time travelling again but in hc this time.

So as per helvetes excellent guide guide I started with 8 players any levelled barb and sorc side by side. They are all in nightmare now except for One of the party members that died at Diablo.

I have a few questions that I can’t seem to find the answer to.

1. What is the best course of action to level the lvl 1ns later on? Leech in hell on maggots? Does partying matter?

2. When rushing do I only need one of the rushees close when the kill occurs (like Diablo for ex). I know it’s different per quest (like none need to be present for Duriel)

Any help is much appreciated

Cheers
 
Hi all

Started time travelling again but in hc this time.

So as per helvetes excellent guide guide I started with 8 players any levelled barb and sorc side by side. They are all in nightmare now except for One of the party members that died at Diablo.

I have a few questions that I can’t seem to find the answer to.

1. What is the best course of action to level the lvl 1ns later on? Leech in hell on maggots? Does partying matter?

2. When rushing do I only need one of the rushees close when the kill occurs (like Diablo for ex). I know it’s different per quest (like none need to be present for Duriel)

Any help is much appreciated

Cheers

1. Hell river of flame maggots, party up the rushees you want to gain exp.

2. I think Andy and Diablo need the rushed character to be there. I think with mephisto I just walked in the portal with the rushees.
 
1. Hell river of flame maggots, party up the rushees you want to gain exp.

2. I think Andy and Diablo need the rushed character to be there. I think with mephisto I just walked in the portal with the rushees.

Ty m8

So all rushed chars need to be there or just one?

I guess I should also mention that I started this a while back and stopped so I don’t actually remember if I had all the guys there or not :)
 
Ty m8

So all rushed chars need to be there or just one?

I guess I should also mention that I started this a while back and stopped so I don’t actually remember if I had all the guys there or not :)

only one, the rest will get the quest in town as long as they are partied.
for andariel and mephisto, the rushee can be anywhere in the level. but for diablo, radament and izual, the rushee has to be quite close to get the quest, about 2 to 3 screens is my guess.
for den of evil, one rushee has to deal the killing blow on 1 monster, that's all. the rushee can then go back to town while the rusher cleans the place. everyone partied in town will get the quest.
and if you plan to do the hellforge, it will drop gems for every partied member in the act that completes the quest. (pretty nice to get 7 or even 8 batches of gems at once, for Diamond shields or something.)

also be aware of some weird bug where the rusher can no longer enter nightmare / hell. it was mentioned a few pages back but i don't think anyone knows exactly what causes it.

Finally, a use for this, the only ornate plate I have saved so far in this run of 1.00:
View attachment 10295

I only even consider saving -40 ones, 170 strength is awfully high.

looks like it's a double-edged thing :(
berserk penalizes you with -50 physical resistance, so if attacks do go through your Defense, you'll be hit very hard. they really didn't want us trying different builds huh. :P
 
only one, the rest will get the quest in town as long as they are partied.
for andariel and mephisto, the rushee can be anywhere in the level. but for diablo, radament and izual, the rushee has to be quite close to get the quest, about 2 to 3 screens is my guess.
for den of evil, one rushee has to deal the killing blow on 1 monster, that's all. the rushee can then go back to town while the rusher cleans the place. everyone partied in town will get the quest.
and if you plan to do the hellforge, it will drop gems for every partied member in the act that completes the quest. (pretty nice to get 7 or even 8 batches of gems at once, for Diamond shields or something.)

also be aware of some weird bug where the rusher can no longer enter nightmare / hell. it was mentioned a few pages back but i don't think anyone knows exactly what causes it.



looks like it's a double-edged thing :(
berserk penalizes you with -50 physical resistance, so if attacks do go through your Defense, you'll be hit very hard. they really didn't want us trying different builds huh. :p


Ty fruit :)

Yeah I read about that bug. I guess frequent backups can be important :).

I think I will skip hellforge as Hephasto is a scary guy :). Plus I plan to time travel in all the best patches and rune count are at 0 at the moment hehe.
 
Does the den of evil condition hold for other patches as well? I've often wondered why my rushees ion the den don't get the quest in 1.07 and probably later versions
 
yup, they never changed it.

funnily, any rushee that makes a kill in the den does not even have to be partied, nor does that rushee has to be in act 1.
so a rushee can potentially make the first kill in the den, then unparty and chill in act 4. if the rusher then clears the den, the rushee will complete the quest and can get the reward.
if there are more rushees that need the den quest, then they will have to be 1) partied to a rushee that made a kill in the den and 2) be in act 1. not that that's ever a problem, but it's good to know i guess. :D

it's always been standard routine for me in rushes to start off a difficulty with Den. open a TP in there, static the first monster to a sliver, make the kill with a rushee and put it back in town, then just clear the den with the rusher. i prefer to just get those quests out of the way.

in newer patches, the jade figurine is probably the most annoying quest to do in rushes.
while in older patches, the figurine will drop even if the killer has already completed the quest, which i'm sure you know. :) no clue in which patch they changed the jade figurine thing, but i wish they hadn't. :P
 
I still don't know how the jade figurine drop works. Maybe part of my confusion is based on differences between versions
 
Re gidbinn. So in 1.00 you can just open the fire and kill the monsters with the rusher? And the the others in town will also get the reward?
 
I finally got to do it! I've been taking my paladin through nightmare and when I got to Diablo, a fire shrine spawned right next to his spawn-pentagram!

View attachment 10386
View attachment 10387
View attachment 10388

A good healthy chunk of Diablo's HP gone in one single click! I drank a full rejuv right after clicking it so it was no problem. Feels so good!

By the way, this paladin has been quite a journey; I've been trying to keep a good balance of zeal/fanaticism/hammer/concentration and it's working out pretty well so far. I'v never done a hybrid melee/hammer pally, and certainly not in classic. But it's actually going pretty well.

The usual crowd control scheme is like this: cast several hammers, then switch to zeal and start hacking. the hammers will damage or kill some of the mob while you hit them, so it's like multitasking! I'm worried about my chance to hit as I enter hell, as the level disparity will become greater as I advance. That's why I put points into fanaticism, for the AR bonus, and a couple points into dex.

This is very much in line with a guide i found on the old lurker lounge which suggests the more common method of playing a paladin in classic was to diversify skill points among a great number of skills/auras.
 
So, this must be public knowledge by now, and I'm not sure when this stopped being the case, but, I decided to rush my paladin through hell with my bloodomancer, and I discovered that, you can just skip all of act 3. No gathering of body parts, nothing. Your rusher can go to the Durance of Hate waypoint and open a town portal, and the rushee can just enter it. I hope the following screenshot captures this: the only completed quest is the final one.

One of the unique council members on the Durance of Hate lvl 3 actually dropped the jade figurine, too! But I forgot to screenshot that.

View attachment 10413
 
So, this must be public knowledge by now, and I'm not sure when this stopped being the case, but, I decided to rush my paladin through hell with my bloodomancer, and I discovered that, you can just skip all of act 3. No gathering of body parts, nothing. Your rusher can go to the Durance of Hate waypoint and open a town portal, and the rushee can just enter it. I hope the following screenshot captures this: the only completed quest is the final one.

One of the unique council members on the Durance of Hate lvl 3 actually dropped the jade figurine, too! But I forgot to screenshot that.

I think this is common knowledge for most time travelers, because it wasn't changed until 1.10. So most veterans of pre-1.10 patches know it by now. :)
In 1.00-1.02 you do not even have to complete Q6 in act 3 to take the red portal to Act 4. (Although I wonder now if this may be the cause of that progression bug? Well, probably not..)

I think the figurine for Q1 keeps getting re-assigned, so if a monster spawns with the figurine but you swap to a different area before killing that monster, it will get re-assigned to another pack in the new area. I think they have slightly changed how this works in later patches, but I'm not sure. :D
What's nice (for boosts) in earlier patches with this quest is that the figurine will also drop if the killer has already completed the quest. In later patches it will only drop if the killer has not completed the quest yet, so you typically save this quest for much later.
 
Oh, that's quite interesting. I've been playing off and on since release and I never knew that. I never knew about rushing way back in the past so I guess I never discovered that. Cool to know, though!
 
I found a very cool cow level map where the red portal spawned nearly in the center of an intersection of four squares. i don't think i've seen this map before, in over a year of playing 1.00.

View attachment 10495
 
what's everyone's experience with FE explosions? has anyone ever been insta-gibbed?

mainly out of curiosity i checked it out, and it actually seems to do 60-100% of (base) corpse life as 50% fire / 50% physical. so it's basically Corpse Explosion up to that point.
however it does not seem to scale with player number, and also does not scale with the health multiplier that unique bosses get.
the radius seems hardcoded: 4 in Normal, 5 in Nightmare, and 6 in Hell, but because of the star bug, the area of effect is actually fairly big.
i saw the exact same numbers in 1.07, so i suppose it took quite a while before blizzard touched/nerfed FE explosions.

anyway, despite not scaling, this would mean that it's fairly easy to get killed by FE, especially if it crits or while you are cursed.
some late-Hell enemies could even do over 1000 (non-crit) damage.
does that seem to match experiences? :D
 
I only died from it in norm (from council) while leveling a sorc. Can't remember what my resistances were but I had about 200 hp
 
View attachment 10687

Why is this item worth so much?

I have gathered that the game overprices certain items. Armor, especially ancient armor and full plate mail. The exceptional versions, which I think only appear as minimally, "superior" and never just "ornate plate", often go for the maximum 25,000 even before you repair them. war boots and war belts; death masks, winged helms, grand crowns, magic or rare, often when repaired sell for around 10,000 or 20,000.

This is much higher than any one pile of gold. Even with gold find gear, i do not think you will see piles of 21,489 gold every five minutes. That, and if you run Chaos Sanctuary, you find many of the above items but also war staves, war scepters, grim wands; which, with staffmods, also routinely sell for the max 25k without being repaired.

This makes gambling very lucrative if you only gamble for items with minimal cost. Gamble for items that cost less than 10,000. That way you get many more chances at rares, but every attempt is not very taxing on time, because to do one CS run and gain 170,000 gold, you then gain a fairly large number of attempts at rares and uniques.

Which brings me to this item, the Arctic Binding, part of the set, "Arctic Gear".

The base item, "light belt", costs:

View attachment 10688

just 3900 gold. So, when I'm in a penny-pinching gambling session, I will inevitably get one or two of these. And, it costs 3900 to gamble, and sells back for 25,000-- always. Just the full max always. No need to repair first. It's like a lottery ticket.

So, I have to ask: why is this item worth so much?

The game follows certain patterns for over-valuing items. Exceptional armor, helms, belt, and boots. Essentially, high dense items. Those, along with wands, scepters, staves, who have staffmods which the game also overvalues, especially with the exceptional versions, make up a class of items that are very good drops, and they happen very often in the chaos sanctuary, and hell cow levelruns.

The "light belt" item type does not usually ever reach max selling price. Even a rare example would not break 15,000.

So, why, exactly, does the set version sell for more than the unique and any other rare version?

It follows none of the usual overvaluing schemes of the game. No high defense, no staffmods, nothing really at all.
 

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