1.07 News, Info and Gossip

1.07 crafting tournament when?
actually would be cool for something like that in a couple of months. Maybe have a voting system for top qualifiers or something like we've had for another tournament or 2 (I recall one ~4 years ago that did this... pindle?)
 
Just read the cool theory crafting work. Well done @Fruit and @helvete.


Edit : Interested to learn if time is the only trigger for the auto-save character function.

@helvete, what were the steps when you crafted the items.
For example, After the rune dropped did you return to town to collect the boots, jewel and gem from your stash prior to cubing them?
 
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Worked perfectly:
Code:
Dire Grip
Heavy Gloves
Defense: 5
Durability: 11 of 14
Required Level: 20
Item Version: Expansion
Item Level: 99 <-------------
Fingerprint: 0xfa51793
+19 to Life
+5 to Maximum Stamina
Lightning Resist +23%
Poison Resist +16%
4% Life stolen per hit
Replenish Life +3
6% Chance of Crushing Blow

Are we gonna start a 1.07 LK chest patterns thread? First known Tir pattern!!! :p
View attachment 12704

@TedDeeBoy - Yep, I kept a few Gems/Jewels in stash. Rune dropped. Went back to Kurast, and gambled gloves. Transmute.
 
Someone would have to do the math using stats from the 1.07 superchest thread (also we don't have all patterns, presumably, for important runes like ko and lum) but council in 1.07 is actually very difficult to kill very quickly.

Being stuck with /p1, they may be comparable ONLY with a barb due to find item's properties against council even on /p1
 
helvete, what were the steps when you crafted the items.
For example, After the rune dropped did you return to town to collect the boots, jewel and gem from your stash prior to cubing them?
Correct. No changing of act. For this reason, cows may be a good source of runes, since you can make the portal right next to a merchant to speed up shopping if there is a timer before the game auto-saves. If the 5 minute countdown is reset when changing act, might want to do that just before starting the run.

No LK run should take 5 minutes, but gambling the base could still be tricky.
 
Has it been confirmed that the auto-save feature is enough to overwrite the ilvl in-game?

I would think it should have no effect, unless the game specifically opens the .d2s file to find the item and it's properties (but where was the item saved? In stash, inventory, and in which position? - how would the crafting recipe no this and why would it matter?)

I think this should be tested
 
Oops, sorry, not confirmed. Testing it would only require backing up a char, go find a rune, change act, then craft and check ilvl. At work now, but will play when back home. Fortunately, Disney movies keeps the kid in stasis and the wife is off to some murder workshop with Joshua French.
 
Worked perfectly:
Code:
Dire Grip
Heavy Gloves
Defense: 5
Durability: 11 of 14
Required Level: 20
Item Version: Expansion
Item Level: 99 <-------------
Fingerprint: 0xfa51793
+19 to Life
+5 to Maximum Stamina
Lightning Resist +23%
Poison Resist +16%
4% Life stolen per hit
Replenish Life +3
6% Chance of Crushing Blow

Are we gonna start a 1.07 LK chest patterns thread? First known Tir pattern!!! :p
View attachment 12704

@TedDeeBoy - Yep, I kept a few Gems/Jewels in stash. Rune dropped. Went back to Kurast, and gambled gloves. Transmute.

That's is music to my ears!.

Correct. No changing of act. For this reason, cows may be a good source of runes, since you can make the portal right next to a merchant to speed up shopping if there is a timer before the game auto-saves. If the 5 minute countdown is reset when changing act, might want to do that just before starting the run.

No LK run should take 5 minutes, but gambling the base could still be tricky.

Yes, I am already considering where to run currently.

If @Fruit mentioned the ilvl of the rune is the place it dropped which is confirmed for Hell LK.
Still to test if a monster dropping the rune gives the same ilvl as the monster dropping it. I would expect so.

But if that is the fact it isn't that difficult to get and ilvl 91+ item with the (clvl * . 66) + (ilvl * 66) formula and the spots for running are vast if you can get the base item

I am going to try NM Icy Cellar and Ancients Way with a 75 Sorc for some less crafts first test
 
Has it been confirmed that the auto-save feature is enough to overwrite the ilvl in-game?
I guess I was unclear as usual. :p Sorry!
...but that would not affect the item in-game in real-time, and therefore wouldn't go in affect until you leave the game.
No, the auto save does not affect the item in-game. Saving just updates your character file on disk, but it changes nothing about the game you are in.

But what happens when you use ATMA or GoMule to hotmule the item, I wouldn't know, as I don't have/use them.
Interested to learn if time is the only trigger for the auto-save character function.
As far as I could tell the only other triggers are quest-related. But I didn't look for long, so I could easily have missed something. :p But the auto-save won't overwrite the ilvl of the item in-game, so if you use the rune in the game it was found in, it'll be good. :cool: No need to hurry, and no need to keep any save-triggers in mind.


Edit: Maybe good to mention that the ilvl of crafts gets capped to 99, so if your rune came from LK, the ilvl will already cap out when you're clvl 63, and there would be no benefit to being higher level (sorry pharphis!). I didn't mention it before because I thought that ilvl 65 was the maximum anyway. :P Oh the good ol' pre-99 days, eh?
 
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Now for the real question (at least for Greater Crafts): what ilvl are Hellforge runes?
Whew, good thinking. Just checked, and it's the area level. So on Hell, ilvl 93. o_O

What runes can the Hellforge quest drop in 1.07 on each difficulty, is this known? I just got a Dol rune on Hell, not too promising.
 
Cheers. Can confirm it's El - Amn for Normal and Sol - Um for Nightmare & Hell. Not even a bug, they really wanted us to suffer for our runes, bunch of bastards. But at least all runes for crafting can be gotten there. I wonder if it would it be faster to rush 7 chars to NM / Hell and do Hellforge 1 by 1, as opposed to farming LK for runes? Although, you'd probably run low on jewels quick. :/
 
Rushing (in HC) isn't sooo bad since the only tough place to complete is CS in Hell. It's tough in NM, too, at high p settings (no I'm not joking! - at the very least it's slow). I always bring a barb for BO so one less mule in NM/Hell, basically

I'd estimate something like 3 hours to get everyone there very very safely, then ~5-10 mins/game to collect individual forges (more time as well for crafting in-game). You won't need to mule every game since you won't get worthy runes very game.

So maybe 4 hours in HC. Honestly probably pretty comparable to LK, if I had to guess. Ko, Lum, Fal are the most relevant runes... are there some I'm forgetting from NM/Hell

(edit: forgot about NM forge collecting but that is obviously much safer on /p1 so should be a bit faster)

edit2: BTW I've done this about a dozen times in 1.07. You need to abuse quest glitches/shortcuts in Act 2 (mule on staff in NM and Hell, only one char needs to talk to Tyrael), Act 3 (skip to Meph, only one char needs to be present for kill (does it even have to? I forget)
 
Jewels are indeed few and far between. If you want high runes in older patches these days, it's usually for 1.10s anyway, so just bring the rushees forward.

Edit - how about loading the mules with bases prior to collecting HF? 1 forge can be collected while rushing, just unparty that char. But unless only after jewelry, LK or cows or council is probably still more productive.
 
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hmm ya lack of jewels makes forge rushing TRASH, unless you specifically want um runes or the HELL forges for 1.10s runewords (I normally collect in NM and then leave those for forwarding, if I can be bothered)
 
Looks like I'll be sending all my runes in stash forward to 1.10. Got a nice ~400 jewel head start now, which should keep me crafting for a while. I'll be looking into HF rushing as well. Doing greater crafts with a single character is gonna be annoying.. Looking over Worg's guide, you'd need to keep 2x belts, 2x Gloves, 2x Armor, and Luna shield on hand. Plus the jewels/gems needed. :confused:


That's doable. But, if your running LK with single character, you're gonna have to mule off stuff you pick up every other run! :eek:
 
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