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Can anyone explain precisely how bonefarming works? I can't really get it to reliably work. I've heard various things like, fill the screen with bone walls, walk several screens away and wait. Or, walk several screens away and then come back and kill them with bone spear, etc.
 
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edit: treeharl had apparently uploaded a youtube video early 2017 where he shows it off.
he mentioned that 1) magic find doesn't work and 2) ilvl = 56.
imo the magic find thing would still have to be explored. rng is rng after all.
i hadn't even thought of checking the ilvl, but this could give us clues as to what's happening.
edit: all my items so far are ilvl 57, regardless of which act (on Hell) i spawned the bonewalls in, which implies that the bonewalls use their own mlvl. i assume treeharl made a typo when he wrote 56.

my lightweight testing didn't give me the impression that it matters how the walls are destroyed/killed.
i don't know what happens technically, but i believe it to be something along the lines of:
- bone wall is cast
- bone wall is created, treasureclass is fetched and returns 0, timer starts
- player(s) move far enough away from the area, area is compressed and stored in memory
- player moves close enough, area is retrieved and decompressed, bonewall is "restored", treasureclass is set, timer starts (from the top, because time_left isn't stored apparently)

(i read that town portals keep areas alive, as in keep areas from being compressed, so if that's true you'll have to use waypoints, or walk.)

so when treasureclass is set when bonewall is being "re-created", clearly something is going wrong. i do wonder what happens. does it get assigned the treasureclass of the nearest monster? if there is no monsters near (enough), does it grab a default value? perhaps the first entry from treasureclass.txt of the appropriate difficulty?

anyway, in practise, as in if you want to see it in action, the easiest way is: take a waypoint where there are usually no enemies (so they don't attack/destroy the walls), cast a bunch of walls, go to town. return, and wait out the timer or destroy them.
sewers level 2 is perhaps the best/safest option. durance of hate 2 is probably also good, perhaps catacombs level 2. etc.

imo, rather than hoping to get good loot, i'd figure out how the walls fetch the treasureclass. i feel sure that it fetches a treasureclass from the current difficulty, and i highly doubt it's "just random".
i read a claim that bonewall always fetches a treasureclass from act 4 when re-created, but i have no clue if it's true.
to me it wouldn't really be interesting (to use for loot) unless we'd know how the treasureclass is fetched. right now it's so random that i'd rather spend my time gathering gold and gambling stuff.

it would also be valuable to know if an entire wall is treated as only one monster, or if each segment has a chance to drop loot (probably the former). what would be even more interesting is if it matters if 1) more players affect the nodrop chance and 2) if destroying the walls with magic find would affect the quality.

i'm pretty sure you can get any kind of quality (regular, magic, set, rare, unique), though i have not tested enough to confirm that.
i can confirm that bonewalls can drop all the way up to Ornate Plate (the highest level base).


edit: there may need to be a short time after leaving an area for it to be compressed and thus for the bonewall to lose its initial 0 treasureclass. not sure.

edit: also, just a note, once a certain threshold of sprites (i guess) has been reached, you will no longer be able to interact with some objects. so if you keep casting bonewalls near a waypoint, eventually you won't be able to use the waypoint anymore. so either use a few different locations, or make a new game. :p

edit: forgot to mention that subsequent bonewalls seem likely to drop the same stuff as bonewalls before it. so if your first walls drop an emerald and a spear or something, it's likely that they will keep dropping. this could support the "bonewall uses treasureclass of nearby entity".
this is after 3 "batches" of bonewalls:
fjBGzMe.jpg


this isn't enough to draw a solid conclusion, but it seems to even repeat the quality, and whether or not it rolls exceptional. imagine finding a Silks of the Victor, and then another, and another, and another.....
or better yet, the same sick rare for all your toons!

the thing seems to be strictly seeded. there's a good chance it's seeded in a very simple way, but not necessarily a predictable one. possibly similar to how the cow king thing works, or racking in 1.07.



sorry for the wall (again). should probably also have used capital letters and such. Oh well. :oops:
 
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lots of good stuff above. i can't begin to understand all of the datamining going on with 1.00

anyway, i found this,
View attachment 10038

and since i routinely judge pikes based on them being 100+ damage (and other mods), maybe i should make a zealer/other skill paladin? there are many options since i'll have loads of skill points. zeal/smite/conversion/thorns? or maybe something else.
 
Is there something different about socketing white items brought forward from 1.00? I bought some white flails from Hratli in 1.00 and brought them forward to 1.14d (via 1.07, of course). They are ilvl 28, so they should be able to get up to 4 sockets, but 3 attempts at the cube recipe all yielded only one socket. It's possible this is just bad luck but before I wasted any more materials that could be used for crafting caster amulets I thought I'd ask and see if there was something else going on. I suppose I could settle the issue by taking one to Larzuk but I'd prefer not to waste that on a base item that's so easy to acquire more of.
 
I'm in the process of renovating my new home and will move soon. I'll edit my guides to comply with revised forum rules at a later date. I've been so busy that I just noticed the revision.
 
I'm in the process of renovating my new home and will move soon. I'll edit my guides to comply with revised forum rules at a later date. I've been so busy that I just noticed the revision.

if you plan on changing any content, i'll suggest a correction, and a note on gambling:

there was no such thing as magic level until 1.07. the +2 that amulets get is actually global, it applies to absolutely everything. (every item, every source.)
so if a monster with mlvl6 drops an item, then the "qlvl"=6+2. if a player of clvl38 shops staves at nightmare, qlvl=38+2. etc.

similarly, imbue ilvl=clvl+4, and then gets the +2 bonus. gamble ilvl=-5 +4, then +2. (again, not just amulets, everything gets this bonus.)

and a small note on gambling, i'm not sure if it's know, but: ilvl=clvl-RND(10)+4
what difference does it make? well, after the subtraction, if ilvl is <1, then ilvl=1. and then the +4.
so at the very minimum, ilvl=5, and therefore the minimum qlvl is 7. (so even at clvl1, qlvl is guaranteed to be high enough to spawn affixes of lvl 7.)


i realize my noname-self doesn't have a great amount of credibility, so if anyone could chime in to confirm? :p this forum is too good to house misinformation. right? B)

especially the global +2 i mentioned is easily confirmed. ilvl = clvl when you shop vendor items, so with an affix table handy, check out charsi her inventory. you'll find that her items can have affixes 2 levels above your clvl. (but keep in mind the ilvl caps on normal.)

the second one also isn't hard to test, but certainly more tedious: take a clvl 1 char and gamble some stuff, you would see that affixes up to alvl 7 can spawn at that clvl.



@Barl
vengeance might be fun :p i wouldn't touch zeal on hardcore myself. (perhaps with absurdly high AR.)


and in case you were still interested in bone farming, last week i did a bit more testing and know now exactly what walls can drop.
on nightmare and hell they use the same treasureclass, but because mlvl is 32 in nightmare and 57 in hell, there are a bunch of items that won't drop on nightmare. (which means they are more likely not to drop anything.) furthermore, a lot of affixes won't be able to spawn on nightmare.

i won't discuss Normal bone walls too much, since they're only mlvl 7: the game first picks a base item, and then compares the lvl of that base with mlvl+3, so the walls will drop nothing most of the time because 10 is often too low for the picked base. (and of course the affix pool is terrible as well.)


some factz and assumptionz:
- MF sometimes applies. unfortunately i don't know why it sometimes does (not). note that MF will only apply if you kill(destroy) the walls.
- walls can drop any quality, including rares and uniques.
- health of the segments scales with player number just like the health of normal monsters does. walls also have "standard" health regeneration (2).
- high poison and high cold resistance. 0 resistance to all other damage types.
- each segment has its own life, and its own regeneration. segments don't share damage. if one segment drops, they all drop, so AoE won't do you any good: focus fire on one segment. (or just let the timer expire, but then MF surely won't apply.)
- i'm pretty sure that 1 wall can only drop 1 item, regardless of how many segments the wall has.
- i'm pretty sure that the number of players in the game has an effect on the "nodrop" chance. and if that's true, it would be most efficient to farm at P5.

in single-player testing, it seemed that walls go "inactive" after about 4 seconds:
i would spawn walls in the cow level, take the red portal back to town, wait 5 seconds, and that would consistently do it. in multi-player it was less reliable, unfortunately.



anyway, it's not pretty, but here are two lists. at the top are the affixes that can not spawn on Hell due to the mlvl being too low. everything else can spawn.
below it are all the items that the walls can spawn on Hell. imo i would not bother farming on nightmare or normal.

and if you were wondering why the +2 skills affix isn't shown, well as you can see below, amulets can't drop at all, so those affixes are irrelevant.
also note that most items, even though they can't spawn a certain listed affix, can spawn higher versions of it. (for example a belt can't spawn 31-39 life, but it can spawn 41-59 life.)

Hell Bone Wall drops:
JdPB605.png



edit: WHOOPS, sorry for the wall. :-( it didn't seem like that much as i was typing it.
 
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Thanks for the info. I did mess around with it a bit based on your previous info and had mild success. It didn't occur to me to try it in the cow level. I thought town portals mucked the whole thing up? Or is the red portal special in this way?
 
Thanks for the info. I did mess around with it a bit based on your previous info and had mild success. It didn't occur to me to try it in the cow level. I thought town portals mucked the whole thing up? Or is the red portal special in this way?

Right -- red portals don't keep areas active. In this regard, you can consider them to be more like any other entrance that swaps (map) layers, like going from City of the Damned to River of Flame, or from Lut Gholein to Sewers Level 1, etc. But of course they do share with town/player portals that you can't use them while hostile to another player, so I see why you thought what you did. :)
(I wonder now what rules would (not) apply to portals created by shrines.. :D)



And for the interested, while checking out the Bone Wall stuff I also I took a closer look at Magic Find, and learned that there are actually more "bad breakpoints" like the infamous 150/151 one. The following is specifically about Rare Exceptional items:

4fBUEmD.png


Lazily quoting myself to explain the tables/picture:
i'll try to explain what the stuff on the picture means:
the "bad" column means that your chance to find a rare exceptional is now lower than the "good" column.
the "global recovery" column means that if you reach that amount of MF, then you no longer have less chance to find a rare exceptional (compared to the "good" column) for every mlvl.

the "avoid" table on the left shows the MF values you should avoid if you want to be absolutely sure that you are not hurting your chances for rare exceptionals (from any monster).
there is no other bad_breakpoint again after 151, so if you reach at least 201 MF, then you are completely safe from further bad_breakpoints, and every bit of extra MF is good. :)



And then Blood Golem + Iron Maiden in 1.00-1.03. I will spoiler this up, because it's alotta text:
Most know how it works in later patches: Golem returns damage of (physical_damage*iron_maiden), and leeches a percentage based on the damage it dealt.
I'm not sure exactly what goes on in 1.04-1.06, as those patches have a bug that was fixed in 1.07 (according to the patch notes).

Anyway: In 1.00-1.03, this is not how it works. In fact, the amount leeched has absolutely nothing to do with damage dealt.



Firstly: Monsters, like players, have a default h2h (melee) physical damage of 1-2 that goes through the ToHit check (independently), using the attack rating of the attack that is used.
That means that if a monster uses an attack of 4-5 damage, the potential of the attack is actually 4-5 + 1-2.

The silly thing about it is that it also applies to ranged attacks (when the attackee is with melee_range of the attacker). The h2h damage is considered a melee attack, even if a ranged attack was used.

So if a Damned attacks you with his Lightning Ball attack while you stand within his melee_range, he will also attack you for 1-2 melee physical damage (using the attack rating of the Lightning Ball attack).
If the h2h damage hits, then everything that "returns", will go off: Thorns, Iron Maiden, Attacker Takes Damage, even Frozen Armor, etc.



Now for the Blood Golem leech:
- The life the Golem leeches is the listed percentage of the current life of the monster. So, yes, this scales with players. And yes, this can end up in the thousands of hitpoints per hit.
- The leeched life is not removed from the monster's life.
- This total amount is then split 30/70 (you/Golem). Any surplus will potentially go to the ally. Note that damage is subtracted before leeched life is added.


And this would be where the h2h thing comes in:
Let's say the Golem stands within melee range of a Damned: The Damned attacks the Golem with Lightning Ball, the 1-2 h2h damage is successful in the ToHit and thus hits the Golem. Now, first the Damned deals 1-2 damage to the Golem, then Iron Maiden will return damage based on the damage roll of 1-2, and then the Golem will leech life based on the current_life of the Damned.

Now if the Damned had rolled to have its maximum 639 life, on P8 that would be 5112, and a level 1 Golem would leech about 1580 life, significantly more than the damage the Damned would have caused.

- Obviously, the more life a monster has, the more life will be leeched, so Champions and Uniques usually mean god_mode.
- The h2h thing applies to all attacks, but not to spells (like the Shaman's fireball, or Diablo's hose).
- For melee attacks, the attack's damage and the h2h damage are applied in one hit, meaning the leech from the Golem will go off only once, not twice.



Additional facts:
- Damage dealt to the Golem is split 10/90 (you/Golem), but damage dealt to you is not transferred to the Golem.
- The Necromancer can not be killed by damage dealt to the Golem: If life<1, then life=1.
- The Golem should receive 25% of your healing, but in my testing it only seemed to apply to rejuvenation potions, and not to regular healing potions. Note that a Rejuvenation Potion heals the Golem based on your maximum life, while a Full Rejuvenation Potion will max out both you and the Golem.




Last but not least, an overflow bug (hey, what's new):
The total_life_leech is calculated by multiplying current_monster_life by the listed percentage, before dividing it by 100.
If the value exceeds 8388607 before the division, the value will wrap around, starting at -8388608. (In reality, the value that needs to be exceeded is 2147483647, since the game stores life/damage with a precision of 256.)

This means that the life leech will potentially "heal" you and the Golem by a huge negative amount (-83886).

At this point, the Golem will certainly be one-shot, while you will be left with life very far into the minus. I suppose the negative leech will not count as damage, but simply as -life gained, so it will not apply the (if life<1, then life=1).

Your life may seemingly wrap around (0-8192), but in reality your life may be many thousands into the minus, and any damage at this point will one-shot you. In my testing, healing at an NPC or leaving and re-joining a game would not fix this. Using a Full Rejuvenation Potion however, would. (I suppose the potion acts more like a modifier that directly sets current life/mana to the maximum.)

Note that subsequent hits that "add" -life will further reduce your life, and if your life gets below a certain value (I think -83885), your game will crash.



Normally, the above bug only applies to the following three monsters, because only their life can get high enough (>239674) for the leech to pass the threshold. What player numbers are safe depends on the level of your Golem, but you will be guaranteed safe from this bug for these monsters at the following player numbers:

Hephasto: P7 and lower
Diablo: P5 and lower
Izual: P4 and lower
 
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Wow, all good info thanks!

Also weird aside, I was reading the lurker lounge archive and noticed a discussion that mentions iron golem and life tap combo instead of the well-known blood golem and iron maiden. (https://www.tapatalk.com/groups/thelurkerlounge/life-tap-thorns-question-t10966.html) this is not something i've heard of before.

I shopped a +3 life tap wand and I already had a lvl 2 iron golem (+1 from soj) and about lvl 8 golem mastery. While he's not a broken invincible tank like the blood golem is, he definitely stays alive for longer than i would think in the river of flame. Maybe with more points he'd be better? % damage returned from the golem's thorns aura caps out at about 400% and unfortunately life tap never goes above the starting 50%.
 
Yeah! That's an interesting topic. :)
I did briefly test Thorns + Life Tap a short while back, but it did not seem to work at all in 1.00.

It's definitely possible that things were changed between 1.00 and 1.05 with regards to damage (returned), and potentially healing off of it. Specifically 1.04 brought a few major "behind the scene" changes, where significant chunks of code were re-written. It was also this patch that changed how Blood Golem's leech worked. But it wasn't until 1.07 that some bug was fixed related to Blood Golem + Iron Maiden.

And we shouldn't forget that even then, Blizzard very much kept separate server and client versions. On that very forum you'll find a lot of talk about differences between single-player (or open bnet), and closed bnet. (But usually this was just because the server was updated before the client updates went live.)
So there is a chance that what Ohmn described (Thorns and Life Tap working together) was actually a (closed bnet) thing that never even applied to single-player.

At this point I don't know too much about 1.01-1.04, since I haven't played any of those versions yet.
Honestly, I'd love to cheese the game with Thorns, Life Tap and maybe Conversion or something :D



I assume that at this point you are not 100% sure if Life Tap + "Iron Golem Thorns" works together?
Keep in mind that Iron Golem will still leech normally if he deals damage with his attacks directly, so it's possible it was just that which was keeping him alive for longer.

Do share if you find anything else, we need more cheese-builds! >;D



Edit: Life Tap + "Iron Golem Thorns" isn't working in 1.00. Notice the lack of leech overlay graphic whenever he is slapped. :( And if the leech was working, my IG would last infinitely longer than he does right now.
If it works in any patch at all, my bet is 1.04.
Edit: Life Tap + "Iron Golem Thorns" isn't working in 1.04b.
Edit: Life Tap + "Iron Golem Thorns" isn't working in 1.03.

I honestly think people were just remembering incorrectly. To preface: There are a few functions related to damage/attacks that exist, but certain attack types don't call all of them. For example Thorns won't reflect bow/arrow damage because that attack type won't call the function that handles Thorns. Similarly, Thorns will not reflect Thorns damage because that type won't call the function that handles, well, itself. Life Tap happens to grouped with Iron Maiden and Thorns, so these will never call one of the others.
But after reading those claims, I thought maybe in an earlier patch it worked differently, or maybe there was a bug, or maybe 1.04 messed with functions or attack types. But after testing [the above patches], I'm skeptical. :P
 
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Edit: Life Tap + "Iron Golem Thorns" isn't working in 1.00. Notice the lack of leech overlay graphic whenever he is slapped. :( And if the leech was working, my IG would last infinitely longer than he does right now.
If it works in any patch at all, my bet is 1.04.
Edit: Life Tap + "Iron Golem Thorns" isn't working in 1.04b.
Edit: Life Tap + "Iron Golem Thorns" isn't working in 1.03.

I honestly think people were just remembering incorrectly. To preface: There are a few functions related to damage/attacks that exist, but certain attack types don't call all of them. For example Thorns won't reflect bow/arrow damage because that attack type won't call the function that handles Thorns. Similarly, Thorns will not reflect Thorns damage because that type won't call the function that handles, well, itself. Life Tap happens to grouped with Iron Maiden and Thorns, so these will never call one of the others.
But after reading those claims, I thought maybe in an earlier patch it worked differently, or maybe there was a bug, or maybe 1.04 messed with functions or attack types. But after testing [the above patches], I'm skeptical. :p

re: remembering incorrectly
this was less than one year after release. i don't think people forget things that quickly! maybe there's more to it? but i'm not sure how to search tapatalk.
 
re: remembering incorrectly
this was less than one year after release. i don't think people forget things that quickly! maybe there's more to it? but i'm not sure how to search tapatalk.

Well it's not uncommon for people to combine different memories to form a false one, but you do have a point. :>
I'm just having a hard time coming up with another angle. Perhaps I was stupid to test only Iron Golem + Life Tap in 1.03/1.04, maybe it was only Thorns + Life Tap that worked. But we don't really have much to go off of other than a few claims that [so far] haven't checked out. The patch notes say nothing that would help narrow it down, let alone confirm anything.

As for searching at Tapatalk, hover your cursor over the magnifying glass (top right, just to the left of the Register button), then the search bar should appear.
The most concrete stuff I've found on the matter came from Jarulf, and he simply explained [why] it doesn't work. And then there are those who said "it used to be possible", while I didn't find anyone saying that it is possible, so we really just have their memory of playing an older patch, which may not be right. :p
But yeah, some of them do seem pretty convinced..

Edit: My point with that last bit was that, if someone had said "hey I just tested it, and it works!", then I would feel differently about it, but I've only seen "it doesn't work" and "it used to work". :/
 
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Wow guys, just hopping in to check how 1.00 land is in 2018. I'm deeply impressed by the amount of time and energy you guys put in. The quality of the information is amazing.
A question for fruit, when i played sorc in 1.00 the last breakpoint seemed to be extremely fast. I understand that the system of fcr was with points in 1.00. My question is was the last possible fcr point faster then 200fcr in 1.07 etc. Because it shure felt like it.
 
Wow guys, just hopping in to check how 1.00 land is in 2018. I'm deeply impressed by the amount of time and energy you guys put in. The quality of the information is amazing.
A question for fruit, when i played sorc in 1.00 the last breakpoint seemed to be extremely fast. I understand that the system of fcr was with points in 1.00. My question is was the last possible fcr point faster then 200fcr in 1.07 etc. Because it shure felt like it.

The system has never actually changed. The only difference between 1.00-1.06 and 1.07-1.14 is that they added the diminishing returns part, by which I'm referring to this: EFCR = [FCR x 120 / (FCR + 120)]

I suppose the main reason that they used to talk about "points" is because the underlying calculations weren't known to the majority of players. But another reason could be that it was just easy language, since FCR only came in 10 or 20 anyway. :) They talked about IAS the same way.

For example, for Sorceress in 1.00, the actual breakpoints are: 0, 8, 17, 28, 41, 56, 75, 100, 134, 181, 250
After that (367, 600), the animation speed essentially becomes so fast that the action doesn't happen anymore (so you will do the casting animation, but you won't actually cast anything.). Caps weren't implemented until 1.07. And at 1300 you would reach a 0-frame breakpoint, but I don't know what happens then. :p


Anyway, the maximum obtainable breakpoint for Sorceress is actually the same: In 1.07+ you need 200 FCR to reach the 7-frame breakpoint, while in 1.00-1.06 you only need 75 FCR to reach the 7-frame breakpoint (thus 8 points, in 1.00 language :p).
100 FCR isn't possible in an un-modded game, so you can't actually get any faster than you can in 1.07+. Unless there is some bug I don't know about. :D
 
https://www.purediablo.com/forums/threads/1-00-fcr-breakpoints.922343/ I actually mention it here, were im pretty sure it felt alot quicker then 200fcr in 1.10. The post actually started a few of you guys in here to start the 1.00 adventure lol. Anybody that can try with maximum fcr possible? Maybe it was all in my head^^ Or maybe it contributes a new fact. So you can get 20fcr shield 20 fcr from weapon ( or is maelstrom 30fcr ?) 30 x from jewelry and 20 from magefist. So thats 90 fcr right? and that's what i used. So hmm.

Thx for answering btw, your awsome!
 

I remember coming across that thread at one point, in fact it was probably when I was looking into FCR and such. I'll definitely be reading the full thing to see if there's some juicy 1.00 info that I've missed.
One of the things I still need to check out is "Coldworm farming". It's my kind of cheese. :cool:


I'm 99% positive on breakpoint-related stuff, as I didn't want to make any mistakes there. I'd rather not find out at clvl 80 that 20 of my FCR had actually been redundant all that time, you know? :>
Specifically, I recorded at 25 frames per second and played back the clips frame-by-frame, to verify tables/formulas. I double- and triple-checked a lot. 75 FCR on Sorceress is definitely a 7-frame cast.
Unfortunately you can't really verify my claims unless you're also willing to record, and play back frame-by-frame.

And yeah, 90 FCR should be the max for 1.00-1.06. Maelstrom is 20 FCR (everything is 10 or 20).
1.04 changed the descriptions on a few items (from Fast to Faster iirc), but not their values.

There is of course that chance that there's a bug where cast speed is sped up unintentionally, but I haven't read about anything like that.
I mean, you never know with Diablo.. perhaps you can somehow keep the FCR of an un-equipped item? :p



Edit: Finished reading the thread you linked, there's one thing I failed to understand:
word of caution. if you plan to mule more characters with high lvl chars make sure you have all quests on the rushers. I have had my 64 sorc become a normal only char. cant go to nm and the diablo q is done. strange bug that kills chars.

Could you elaborate?
Sure sounds important.. :eek:
 
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O my, that sounds terrible yeah. My memory is very efficient. What it doens't use/does anymore it forgets (add/adhd). So i'm unsure what exactly i was trying to say. But i was rushing characters. So i think what it means is that when your mules dont complete a certain quest it can bug your rusher. So that should be a very important thing.

I rushed alot of characters. With the sorc i would static diablo until 1 hp and then let the mules kill dia (in hell this takes time even with 1 hp ). I was trying to find out if dia cant drop what is already dropped ( what was on mules and in there stash ). Again i'm super efficient so my memory is clogged up with facts like "you now have kids and this means you need to check if you have enough diapers so you don't have to use towels like last time you forgot because your playing video games " I was trying to get some of the rare stuff like ume's lament.

In leveling the mules also discovered that when you let you mules leech in the coldworm lvl the xp gets divided between chars if they are in party. When you go through the portal with the char that is doing the killing the amount of xp it gets for the kills made by his firewalls increases a lot. So this means that if your rushing and you need 1 character leveled unparty the others. The bug that lets you farm happens when you kill off the maggots only and then when most died go to town. If the mules are to close to coldworm the bugging doesn't work. Some maggotlair 3 spawns are actually not capable because there is not enough distance possible.

I remember using a bug to block the maggots from getting to the my rusher character in the tunnel leading up to coldworm. It involved getting on mule to die and leave the corpse in blocking the maggots form getting further. This i found important because the maggots could overwhelm you and leave your items on the ground. And setting up a good maggot cheese takes time and i would want to be in there a few hours.

From the foggy depths of my memory i remember that the fastest possible way to get to hell and leveled up in 1.00 in your first playthrough was by teaming up a sorc and a nec and to have 6 mules in game. The longest and hardest part was getting to act 2 coldworm norm and get your sorc to lvl 18 for tele and then just push for hell. So maybe there should be a 3rd char that has the best skill to get to act 2 from scratch in a 8 players game? When you get the sorc and nec to lvl 6 your good to go to andy/maggot. Use golem and static then you can chain ce and lvl only the nec and sorc by not partying the other mules. I think you can then just power through the game with tele and static the bosses to 1 hp (while dying a lot ) and getting the mules in game at the right times to get them the q's. Get to hell maggots and use the coldworm cheese until your nec is around 70. From this point i would get to hell and with my sorc i would tele to the choas sanctuary then make sure i kill at least 1 demon then get the nec to CE the entire Choas sanctuary in no time. I think in this way you can get to 86 extremely fast then it slows down (udars only good source from this point ) What are your fastest ways to get leveled in 1.00?.
 
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Is it just me or is lightning resistance much more common of a modifier on rare items? That and the fact that 40-49 lightning resistance can spawn on helms and armor are interesting. I have often thought that lightning resistance was given a slant in favor of finding because lightning damage from many enemies is the most deadly. lightning enchanted boss? could be death very quickly for a lot of characters. Multishot lightning enchanted? very very dangerous. So what to do? just make it much much more likely a player will have lightning resistance.

I can't recall if I found this theory elsewhere but this is my gut feeling.
 
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