1.00 News, Info and Gossip

That's very interesting. As mentioned before, items in classic do not save their stats and they generate each game. So they get their correct stats when brought to 1.07-1.09. If you bring unique items directly to 1.09 they get their 1.09 stats. For some reason it messes up in 1.10 though. This might have to do with "save bits" for each stat on the item. It is possible that, it does generate from the old affix pool but uses the incorrect bits which causes funky values (105 life, 76 fire res) for that stat. Just speculation...
 
Here are the two rare items i found that "morph" into impossible items. I included the gomule readout so you can see the fingerprint, if that helps anyone.

edit: also of note is that if you use one of the morphed set items with another item of the proper set, you don't get partial set bonuses. not sure why.
 
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One of the problems is pre-lod items uses a dual-fingerprint. They took this out in the expansion to just be one fingerprint. Maybe the item gets two rolls with two fingerprints, allows for it to roll Fire Res twice thus getting you 76%.
 
I also tried morphing some magic items. But nothing noteworthy happened. I wanted to find one of the magic affixes that no longer exists, like the "devious" prefix for shields and see if that did anything but, i couldn't find one to shop.

edit: found a "devious" small shield and forwarded it to 1.13. nothing special happened. disregard.
 
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Whilst toying around with items in an editor to see what stats morph, I found out some new info regarding dupes. If you manage to find an item with the same UID (such as killing the cow king in the same spot), the dupe will be deleted when brought to 1.06. This is bad news.

The good news? 1.06/1.06b is the ONLY patch that deletes these dupes. 1.05b and 1.07+ do not. I remember reading somewhere someone said 1.06 was just a dupe patch and they were right. So in other words, all along we've been forwarding our 1.00 characters to 1.06b. Don't do that! Forward them to 1.05b instead. The only thing 1.06 did was literally dupe detection and cd drive fix. Use 1.05b for cubing rare amulets!

@pharphis @helvete I'm tagging you guys in this since it's relevant to the guides and pharphis asked about it.
 
I also tried morphing some magic items. But nothing noteworthy happened. I wanted to find one of the magic affixes that no longer exists, like the "devious" prefix for shields and see if that did anything but, i couldn't find one to shop.

edit: found a "devious" small shield and forwarded it to 1.13. nothing special happened. disregard.
What does devious do?
 
Sooo close but not quite. We are about to uncover something that has been hidden for 17 years!
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NOOOOOOOOOOOOOOOOOOO!!!!
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....crash :(
 
Just to check: even though the exp bar is borked after 70ish, I can trust the numbers, right? It seems accurate so far
 
I noticed if I use leap attack in melee range it does not use mana. I know the 1.00 guide says it is counted as a missile attack, is that still the case if I don't leap and mana is not used? Is it just doing a regular attack when I don't jump?
 
Yeah the numbers are accurate. It's just the bar. This is clearly a side effect of them raising the max level past 50. Notice how the bar gets buggy after level 50 XP in the beta?

Code:
          Beta            Final
40        58277610        19235252
41        72847010        21376515
42        91058760        23710491
43        113823450       26254525
44        142279310       29027522
45        177849140       32050088
46        222311420       35344686
47        277889280       38935798
48        347361600       42850109
49        434202000       47116709
50        542752480       51767302
MAXEXP    2000000001      3837739017
 
I see my old gold find barb is mentioned quite a few times here which is fun to see. Looks like many are getting their gold find up to the magical number. :)

As I previously mentioned, the Patriach's really worked for me even though the damage seems very low so I never bothered swapping them for a high end rare. In the big picture one might argue you can gain more gold per hour with a high damaging weapon, but I was never convinced that the speed made up for the loss of gold find. I also found it more fun to use dual Patriarch. :D Also the higher level I got the better chance to hit, which in turn speeds up the run.

One thing I would love to have you test is whether or not one should get more dexterity to increase hit chance instead of vitality. Strength really doesn't matter that much since the damage is so low already on the two swords, but I was nowhere close to dying at any time honestly and the increased hit chance could speed things up (and steal more life!).

As everyone has mentioned by now the map itself is what makes most impact. Change the route a little if you want to manipulate drop seeds. I have found literally identical rare items due to running the same route 1000+ times. I also recall having popables on maps which dropped Superior Harpoons, which for some reason I remember were quite common on many different map seeds. They stacked up quite nice in my inventory and sold for a good amount of gold.

By the way, in regards to dual leech rings and gold find. Know that it is possible to get dual leech amulets with gold find too! :)

I sparsely still browse these forums even though I quit playing two years ago or so, but I am happy to answer or help if anyone want to know something about 1.00. I played it for many many years, but picked it up almost exclusively from 2009/2010 until I quit in 2015. It just was too much fun! ^_^

Edit:
Some very good discussion about 1.00 here which should be read: https://www.purediablo.com/forums/threads/1-00-fcr-breakpoints.922343/.

And this thread is when I discovered duplicate items with same seed. Not much of a discussion in 2009 on 1.00 though :(: https://www.purediablo.com/forums/threads/diablo-1-00-oddness.747133/.

And there should be a bounty for whoever finds out how to exploit this:
https://www.purediablo.com/forums/threads/question-regarding-the-1-00-1-03-wear-anything-bug.845034/.
 
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Ok, I'll just create a new reply and not edit the one above again as this is a very different subject.

Warning: wall of text!! But please read it all if you are interested in impossible items. :)

Here are the two rare items i found that "morph" into impossible items. I included the gomule readout so you can see the fingerprint, if that helps anyone.

edit: also of note is that if you use one of the morphed set items with another item of the proper set, you don't get partial set bonuses. not sure why.

Yes, I guess I can share my research on this matter. As I have explained in https://www.purediablo.com/forums/threads/bugged-deaths-guard-sash.936696/page-2#post-8778812 I have literally every unique and set item converted to 1.10+ and did a lot of research on rare items as well.

I have honestly never shared this information because I know how conservative this community is with exploits and what not, especially back when I discovered this. While I cherish exploits that are possible without any third party or game modification (such as dual wielding staves and what not in 1.07) I have seen outbursts from respectable members of the community when it comes to these kind of things.

However, I might as well share it now. We are in 2017 and I am sorry I never brought this up before... let me present to you some very interesting and 100% legitimate items from 1.00 converted directly to 1.10+ (1.11b in this case IIRC).

Found my old notes from the research I did on the subject and in my laboratory environment I converted the following amount of rares only for scientific purposes:

Antall boots overført: 500+
Antall belts overført: 500+
Antall helms overført: 150+
Antall gloves overført: 250+
Antall armors overført: 50+
Antall shields overført: 50+
Antall rings overført: 500+
Antall amulets overført: 150+
Antall våpen overført: 50+
Antall wands overført: 50+
Antall staves overført: 20+
Antall scepters overført: 30+

Pardon the Norwegian, but it's translated as "number transferred". So quite a bunch of items, but honestly no where close to the sample one require to find the real potential of these items.

Let's warm up with what has potential with impossible items when kept in classic 1.10+.

50% attack speed weapon
View attachment 5818

77% GF ring
View attachment 5821

100% poison length reduction! ^_^
View attachment 5817

+2 sorc 1 hander
View attachment 5822

+2 sorc shield
View attachment 5823

While these properties only have real potential in classic 1.10+, it still very cool.

A sorc can have +4 skills with a 2sorc/20 FCR scepter (and potentially 60+ resistance and 100+ mana from what I have seen on other scepters) and a 2sorc/30/20/60+ resistance shield and why not poison immunity too with 100% poison length reduction? :D.

Unfortunately, only +sorc skills are possible. Paladin skills become sorceress skills when converted, and vice-versa.

The 50% IAS on weapons could potentially mean one could have more attack speed on bows as well which could be a big deal in classic 1.10+. I guess some weapons might hit a faster breakpoint for WW too, and it's generally nice with more IAS of course.

Having impossible GF on rings in classic helps with GF builds of course in 1.10+.


Now the properties that have potential in LOD.

44% MF rare amulet and 31% MF rare ring
View attachment 5819
Maximum ten images, but the ring has +104 AR/+4 STR/+8 mana/+31% MF and +3 Light radius.

151 GF boots
View attachment 5816

As you probably have realized, it looks like it spawns with magic item only affixes on these impossible rare items, combining affixes from the same group. More on that later though.

And 151% GF boots of course have potential as well.

Speaking of potential, these are nice! :)
View attachment 5824
View attachment 5825

Yup, these are indeed very possible. When I got these gloves in particular it got me thinking, which I will get back to right underneath here with my theory.

Some simple observations
Please excuse the scrambled thoughts, but these are all from my old notes (although translated for you! :)):

First of all, the same item will produce the same item in 1.10+. So it is very consistent in that regard. If you were to have a pair of identical items they would both end up the same. That's good I guess for whoever wants to reproduce and look more into consistency between affixes before and after conversion.

The name of the rare item remains many times and changes many times. Not seen any pattern here, and I am not sure I really care.

Even though a pair gloves end up with 54% lightning resistance it doesn't mean the original need to have any sort of resistance or anything remotely similar at all. According to my observations it seems very random and inconsistent even after trying to reproduce items with similar affixes before conversion which end up completely different.

Items seem to spawn randomly with either pre-lod or lod affix. For instance two different converted belts could end up with 20% FHR and 24% FHR respectively. This is kind of interesting, seeing as the +2 sorceress shield should be very impossible seeing as +2 paladin is not possible to spawn on shields (only amulets) in classic, so it must have picked the LOD affix for +2 paladin but then changed it to +2 sorc...

The n-1 affix bug seem to remain on items when converted and when it picks from the pre-lod affix table.

No item have been observed to break the 6-affix rule on rare items.

Impossible skills (such as smite or holy shield on scepters) can be rolled in 1.10+, so it doesn't follow normal item generation (which I guess is obvious).


Now...
..back to what is the most interesting with this whole thing and my theory of this whole thing.

I have a theory that the converted item for some reason picks affixes from either the pre-lod affix table or lod affix table.

Or both!!!! :eek:

Back to the 49% magic find gloves. Magic find can only spawn as a suffix on gloves. In fact, even combining both suffixes that are available for gloves (chance [15%] and fortune [25%]) one would not be able to get 49%. What I suspect is that the item has spawned with the fortune suffix from the pre-lod affix table and the fortune suffix from the lod affix table, making 49% possible.

This also explains having a rare amulet with 44% MF or a rare ring with 31% MF. So instead of the 44% MF amulet spawning with affixes from the same affix group (of one which is reserved for magic items only), for instance with both the fortune and luck suffix (which could have 60% max MF) I think the amulet actually spawned with a combination of fortune + fortune or fortune + luck suffix from pre-lod and lod affix tables respectively. This mean it could potentially spawn with luck + luck meaning a maximum of 69% MF (n-1 bug on pre-lod affix) on rare amulet. This then means that the rare items cannot spawn with magic only affixes when converted.

This means the maximum fire resistance on boots would be pre-lod affix 49% + lod affix 40% meaning 89% and belts could have 119 life.

I don't think one affix can spawn twice from the same table, because I would probably see many more instances of this from my sample pool as it would make the chance many times greater.

As you can tell from the items with impossible stats, they never have 6 affixes. I believe that when the game picks the same affix from both tables they count as two affixes, such as 50% IAS on the Martel (meaning it could potentially be 80% IAS!!).

I have images of the original items too, but I think whoever wants to look more into this should look more into the original items and consistency, and perhaps what happens with magic items and their affixes.

Now this is of course just my theory, I would love to have someone look more into this.

Basically, this means that boots with 199% GF, 30 FRW and 89 fire resistance is possible. Or boots with 69% magic find, FRW and resistance to fire, cold and lightning...

It means that gloves with 49% MF, 15 strength and 40 to fire, cold and lightning resistance is possible. Weapons could additionally spawn with a lot more damage to be kept in classic.

It also means that wands or scepters with 40% FCR and 4 skills should be able to spawn!!!


Or even ****** rings with 20% FCR!!!


.....


Excuse me while I kiss the sky. :cool:

View attachment 5826


Yes, you see that right. You can actually spawn rings with 20% FCR and 4 more affixes from either table.

You can even in theory spawn a +3 and 4 skill / 20 FCR amulet, with 1 more prefix and 1 more suffix from either affix table!!

I recon these will be the most sought after items from 1.00 soon enough, as these will indeed be pre-lod exclusive. I only saw one ring with 20% FCR, and no amulets with either 20% FCR or more than +2 skills, but again my sample wasn't very big. Although I guess rings and amulets will be most interesting with this bug, there is obviously potential with other items as well.

With more research and persistence I am confident someone will manage to find something very clever with these potentially broken items.

Have fun experimenting! ^_^
 
O... K....

Well, that would be another GOOD reason to ban pre-LoD items from trade.

Especially the possible (but unlikely) +4/20 amulet would be the most valuable item ever.

Other valuable stacked stats would be FRW, if 70% FRW can be made on a good pair...
 
Wow! That is certainly really cool. I had kind of hoped there was someone out there who had done more research into this bug, because I was just now starting to think about maybe getting further into it. So, thanks for coming forward.

At the moment though, it seems like just rolling the dice and converting a /lot/ of rares is the only real way to get ones with impossible stats. Unless someone is able to reverse-engineer exactly how it works. e.g., which affixes turn into which affixes exactly, and how to predict how and when similar affixes will stack.

As far as set items, the most interesting one I've come across is the Milabrega's Rod that turned into +1 sorc skills and acquired the name and level req of Cleglaw's Tooth. Required level 4 for +1 sorc skills is pretty cool, although a strength requirement of 55 is pretty steep to be a powerful twinking item.
 
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