1.07 News, Info and Gossip

Yes, they shouldn't count. I think it was frozzzen in this thread who said he had tested this. At least it didn't work from charms. Tiamat's is good shield for Java, I especially like the cold it delivers.



I'm sure Frenzy is a good candidate, but better than WW? Not so sure. Pharphis has done a 99er, so he could maybe compare.

Javazon is pretty damn fast too, but misses Find Item ofc. Phar, what were your running times about?
I don't know exactly but somewhere in the 45-55 sec range iirc. I was pretty slow because I picked up a TON and always killed toorc. I also didn't have any CB on my char iirc or saracen's. I used HLW for frw and nat's boots for more frw.

If it's true that WW only uses the first weapon then lightsabre secondary is a good idea to nullify MSLECE conviction combos, though I used 2x GF.

Switch was wizardspike + ali baba (before I found that it was gull) for some more MF (huge gold find with 2x lem) and faster hork.
 
I don't know exactly but somewhere in the 45-55 sec range iirc. I was pretty slow because I picked up a TON and always killed toorc. I also didn't have any CB on my char iirc or saracen's. I used HLW for frw and nat's boots for more frw.

If it's true that WW only uses the first weapon then lightsabre secondary is a good idea to nullify MSLECE conviction combos, though I used 2x GF.

Switch was wizardspike + ali baba (before I found that it was gull) for some more MF (huge gold find with 2x lem) and faster hork.

If going without crushing blow, the damage from GFs would be nice and the indestructible and life mods are obviously helpful. Frenzy with the two weapons I mentioned with even one crushing blow item would be pretty effective as you are hitting 3 or 4 times a second so you proc the crushing blow a lot, and even with the lowish damage number on the weapons your max sheet damage will be 700+ max with the lightsabre if you have any charms, which is not too bad for 1.07, especially when you factor in critical strike from masteries. I will try to time a run sometime with frenzy. I did backup my character and used some of the 30 points I have saved to max ww just to test it with the items I have, but the cast on hit items were not only making me stop, but stop indefinitely to where I had to exit the game as I could not move. So, ww is out if you use anything with cast on hit.

I am curious, how much life did you have with two GFs and what did you socket them with?
 
I never had a problem with cast on hit.. I guess that's from lightsabre?

I used 'shae' in both GF and at lvl 99 I had about 8.5k life. At level 90ish I probably had about 8k life, though I don't remember exactly. I did msot points in VIT but I did split some into more str and/or dex (maybe). I can check my barb's stats later if you want
 
I never had a problem with cast on hit.. I guess that's from lightsabre?

I used 'shae' in both GF and at lvl 99 I had about 8.5k life. At level 90ish I probably had about 8k life, though I don't remember exactly. I did msot points in VIT but I did split some into more str and/or dex (maybe). I can check my barb's stats later if you want
Man, that's nuts! Valor as well I am guessing? I would not mind seeing a screen shot/character readout! I am torn on my barb where to spend my last points and stats. I like using the two weapons I have for frenzy since they are fairly quick on their own I can eth both of them, which really helps.
 
Also, for anyone interested, the chance to cast on hit from Lightsabre does seem to be bugged. I can WW around with a Baranar's Star and the meteor cast is not a problem, but the chain lightning on Lightsabre makes my barb stuck in place.
 
is one of them on attack and the other on hit? Maybe that's the problem. Just a guess.

Send me a PM later and sometime this week I'll get around to taking a SS while mostly geared. He won't have all the same gear so stats won't match up exactly but it will be close enough to give you an idea

edit: and yes valor
 
Found a 100% stable Sacred Targe rack. So, just to be sure I understand correctly (for Exile), I want an eth base with zero sockets? Then cube recipe for sockets. Does it matter if you cube in 1.07 or 1.13?

Hmm.. the rack right next to it can drop Martel de Fer..
Code:
The Gavel of Pain 
Martel de Fer
Two-Hand Damage: 152 To 247 (199.5 Avg)
Required Level: 45
Required Strength: 85
Base Weapon Speed: [20]
+150% Enhanced Damage
Adds 25-60 Damage
150% Damage To Undead
3% Chance To Cast Level 5 Iron Maiden When Struck
3% Chance To Cast Level 5 Amplify Damage On Attack
Requirements -50%
Attacker Takes Damage of 20
Indestructible

More added damage, and only 85 req Str.. o_O Anybody know if these stats are correct?

Also, popped another LoH.
 
Seeing as the cube recipe didn't exist until 1.10, you'd be better off in 1.13, but eth 1.07 armors work in a worse way than weapons. They don't update their defense like weapons update damage. Also, it stays as 50% enhanced defense, which will get added with the enhanced defense from exile, not multiplied like a normal eth item. On top of that, the base defense of pala shields is worse in 1.07.

I'd look for exile bases in newer patches.
 
Thanks @helvete my 1.13 rack is very unstable. Guess I better keep looking.

I guess I don't feel as bad now (just ignorant). My 1.07 is bugged, and drops all superior items. And, I kept trying out the cube recipe. Dang, I forgot it doesn't work on superior items. I thought I was at a disadvantage with sup drops. Turns out recipe doesn't work at all in 1.07.. lol :p
 
Frak...typed this response to @DiabloTwoinDC last night prior to @helvete's post, wife called me for supper right as I was finishing, so I hit 'Post Reply' and spent the rest of the evening with the family... Turns out my browser crashed and the message didn't post, but it did save the draft, so I'm just gonna go ahead and post it...

Base defense of pally shields in 1.07 is completely borked...and pre-1.09, ethereal armors get (+50% Enhanced Defense), NOT (Defense * 1.5) This makes 1.07 eth armor SEEM better, at first glance, because +ED on armor means its base defense is automatically set to max+1, while modern eth armors get a base defense from the normal range for that armor type, then multiply it by 1.5

Now, its true that (150%X) = (100%X * 1.5), but when something adds MORE +%EDef, the difference becomes VERY important, because different sources of %EDef are ADDED together...so if you added +100%EDef, it becomes (250%X) < (200%X * 1.5)

Example: Ancient's Pledge (only runeword that exists in both 1.07 and modern, +50%ED) in an eth Tower Shield (base defense 22-25)
Code:
1.07:
  base def= max+1, or 26 (shield def (150%*26) = 39)
  ED= 100%(base) + 50%(eth) + 50% (runeword) = 200%
  so 200%*26 = 52 defense

modern:
  lets say base def = 24 (shield def (24*1.5) = 36)
  ED= 100%(base) + 50% (runeword) = 150%
  so (150%*24)*1.5 = 36*1.5 = 54 defense
The 1.07 base looked better (39 def vs 36 def), but once you made the runeword, it was worse (52 def vs 54 def). The higher the base defense or +%ED on the runeword, the bigger the difference.

Note that there are quite a few armor/helm/shield RWs that don't have +%EDef, but they are generally NOT those that would be given to a merc (Treachery being the major exception)...for these RWs, 1.07 eth armors ARE better (well, better def, anyway:rolleyes:)

Exile, btw, has +220-260%EDef, so would be a poor choice for a 1.07 eth base anyway, but the low base def of 1.07 pally shields REALLY makes them a poor choice...

Also, there is a known bug in 1.07 where unique 2handers with both +min/+max damage (like your Gavel of Pain) do NOT add that damage. You can see this on yours: Martel de Fer damage 61 to 99, GoP +150%EDam, (61 * 2.5 = 152) to (99 * 2.5 = 247). Note that 152 to 247 is what is listed for your GoP...the +min/+max is not added. The bug does not affect 1handed uniques or non-unique 2Handers, nor unique 2handers that have neither or only +min OR +max damage

WoRG
 
@WoRG = Wealth of RPG Goodies? :rolleyes:

Yea, I knew 1.07 armors aren't as good. But, I play +50% in 1.07. And, my 1.13 characters don't find much useful stuff. So, I'm somewhat stuck working with what I've got.. :confused:

I remember someone mentioned that 2H wep bug. Didn't realize it when I was looking up GOP stats. I think I'll try and rack one anyway for the low reqs. Ya never know..
 
With the cham find from a "hidden stash" @Yann can you confirm this is what it was by name and the screenshot you took? I wanted to go back to a post that jjscud made years ago regarding LK (non-super)chests

Re: LK Screenshots Needed - Normal Chests

So I've been hinting in other threads (LK and RoF) that I've got some sort drop simulator going. I will continue to keep the exact details quiet but I've had it working on normal chests in LK for most of the week.

Earlier I posted this:



and mentioned that the other Lo drops I've seen from that chest also match.

I call that a soft match, technically the drops match but without specific items, there's a reasonable chance that the match is coincidental.

My simulators have picked up a couple other soft matches during the week, it was getting closer but nothing solid.

Then, earlier today (well, yesterday now) I got this drop:

Bolts,Io Rune,Gold,Gold

which matched an earlier drop

Bolts,Io Rune,Gold,Gold

Even the order matches, which isn't required or always the case, but its similar to the layout we see in LK screenshots that are ofter the same. That all amounted to more evidence but Gold, Gold and Bolts are still very "soft" items and I couldn't quite call it solved.

BUT

just now I got this:

Gold,Antidote Potion,Fal Rune,Gold,Antidote Potion,Gold,Cracked Two-Handed Sword

which matches this earlier recorded drop

Gold,Antidote Potion,Fal Rune,Gold,Antidote Potion,Gold,Low Quality Two-Handed Sword

Note the order matches and, as we've seen from special chests, the item quality still varies.


[highlight]So, that my friends is the proof I've been hunting. Normal chests have limited seeds and will have unusually high chances of dropping certain runes, if they manage to drop them at all.[/highlight]

What does this mean immediately. Not alot just yet, except perhaps pop the chests around meph if you are already running him, as they clearly have a Lo drop at p3. There's alot of investigation work to do, though I will put my simulators on it, but that is still a bit time consuming.

I still need to figure out what chests should have matching drops and what ones should have different drops. I had completely overlooked that before when considering special chests but now I realize that special chest drops don't change within each act. I don't know if that's the same for normal chests or not.

Also, this shouldn't necessarily mean open season on normal chests. They are still governed by their basic odds which will make it an extremely rare case that they will drop an HR at all.

Please keep in mind that this only applied to normal chests, not sparkly chests, quest chests, or other stuff like logs and corpses.
(my emphasis at bottom)

I guess this probably doesn't apply, then, to hidden stashes but it would be interesting to find out if it does.
Well, perhaps players in A4 should pop hidden stashes just to be sure.
 
However, does this mean A5 chests are truncated? Can @GalaXyHaXz or someone confirm that the object type matches for A5 (regular)chests to regular chests in LK or elsewhere?

edit: according to jjscud lots of items in A5 are considered chests. If this applies to things like graves, pots or other extremely common objects this has a tiny chance of being a reliable way of getting zod just running outside areas or nihl temple or something like that. I don't have an editor or anything like that so I can't check the item types

edit: here's another relevant post from the same thread

Re: LK Screenshots Needed - Normal Chests

1. I don't see a reason to check other objects in LK. The corpses and what not have at best a 1/690K chance of dropping a Ber. But by the time you get down to Vex its only a 2-3 time worse chance. So I think if you are after Ber (Infinity, Enigma or similar) then you will be more efficient sticking to the Special Chests. If you're just rune hunting in general without any real target, hitting a couple objects that fall right in your path won't slow you down too much. Teleporting around hunting for them will though.

2. In Lk, a normal chest is anything that looks like a chest, not spinning or crumpling towers or anything else, just items that look a chest with a lid that opens. The only place that really gets questionable is in Act 5, like so much else there, LoD developers didn't fully understand the original developer's goals and all sorts of odds and ends are chests there.

3. Its not that simple. First, with only 4 items dropping from an unlocked chest, there will be a lot of identical looking drops that come from different seeds making a simple count impossible.

A more interesting point and that I have wondered about for a long time is the question of Locked chests. I always guessed that the seed was selected and then locked state was determined, giving us roughly 17K locked chests and 48K unlocked chests. It turns out the order is reversed.

Locked state is determined and then the 16 bit seed is set. So for normal chests you should have ~65K unlocked drop patterns (even if simple ones are repeated) and another ~65K that are a combination of the unlocked drops and an additional drop cycle. If a rune dropped in the unlocked portion, it should always drop for the seed and have 2^16 odds, if it dropped in the second cycle, it would have 1/4 that or 2^18th or 1/262000 odds. Also note that the locked chests always go through the drop cycles while unlocked chests have a fair (25%) chance of rolling a general nodrop before it gets to the item select cycle. These drops cause a third state where the first cycle happens differently than an unlocked chest but I don't think it changes the basic numbers enough to worry about. (Edit: Actually, considering the 25% chance of a general no drop and wildly guessing that it doesn't change based on player settings, the odds for unlocked drops are (4 * 2^16)/3 or somewhere in the 1/87K range.)


Now, this locked state is determined the same way for Special chests. If you've had enough of the technical details I'll just say that it does not affect the special chests as dramatically and I would venture to guess that all of the known HR patterns do not change as the locked state changes.

Here's why, but we need a little background on the special chests mechanics first. First, the special chests stop drop cycles when cycle passes the magic+ test. To pass the magic + test, the first item dropped in the cycle must be magic or rare (actually set and unique too but those can't happen from special chests). The special chests drop one cycle or two cycles (locked and unlocked), each cycle consisting of 4 drops. If any of those cycles pass the magic+ test, the chest drop is finished. IF they don't, the chests continue to drop, up to 10 more cycles, until a cycle passes the magic+ test.

So what does this mean for the actual number of special chests drops? Very little. The locked chests will always drop a second cycle but they won't alter the magic+ pass if the first drop passes it. So the only thing it can do is add a single second cycle when the first one fail and the second one passes. A very specific set of circumstances and so it would change only a small percentage of drops. The other thing that can happen, is that all 11 of the unlocked cycles fail the magic+ test and so when that same seed is used on a locked chest, it gets 12 cycles. That will also be a rare event and in both cases, its only one additional cycle, not a whole new drop. So the basic odds we've been working with in Lk hold up.


But, that's not all, lets look at one last real world (D2 wise) application of all that.

Lets take the famed P3 LK Lo drop. (RIP recent find). Now we have never seen an alternate version with more items so using the above information, we can guess that both items did not drop on the same cycle. If they had, then there would be a few Lo drops with additional items. So we can guess that the Lo alone dropped on the first cycle and the Balanced Axe dropped on the second.

Interesting but do we have any supporting evidence. Well, if Lo really is from the first cycle and since special chests use the same drop mechanics as normal chests, there should be a normal chest drop with just a Lo. And of course, there is: Lo from chest - P3 - (Skinny). We can also guess that there will be a 4x rarer version of this drop from a locked chest that will exactly match the special chest drop, Lo/Balanced Axe.
 
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You can see the remains of the opened hidden stash here:
APlQy0I.jpg


I TKed the objects in immediate succession in the following order: bottom left super chest, hidden stash in between the chests, upper right super chest. The rune dropped from the hidden stash basically while I was TKing the 2nd super chest. So yeah - I can confirm :)

I always open the hidden stashes in the vicinity of the 2 super chests when there are any.
 
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Awesome. Now we just need to know if it is 16bit or 32bit for number of possible drops. It's probably 32bit, though, in which case a confirm cham doesn't really accomplish much (there should be many many cham patterns out of 4 billion...)

and most importantly, how many objects are "chests" in A5
 
I would like to see a screenshot of what jjscud was running. There are two types of 16bit objects I know of. -581 and -580. -580 is your typical superchest. -581 is a regular chest that spawns in places like Sewers L2 and armor rack huts in LK. That chest should have 16bit drops as well, but it doesn't spawn in Act 5. The ONLY 16bit chests in act 5 (that I know) are the ones in "Matron's Den" from the uberquest. Those might have a Zod pattern but are impractical to run (and don't exist pre 1.11 anyway).

@Yann's find was from a bone chest. I don't know for sure if thats a 16bit drop. It could be confirmed through stress testing. I doubt it though, I call some extreme luck on his part.
 
Ok, I finally (it's been a few years now) found a good vampirebone glove rack so I'll probably roll 50 blood gloves over the next month or two. The adjacent weapon rack also has a champion sword so I guess I'll get a doombringer or whatever it's called finally.
 
Nice, I need to eventually find myself a vampirebone gloves rack as well, got like 15+ Shae runes I need to craft!

Been running the same LK/RoF map (this one for ~5 weeks. Because it was so great I didn't want to lose it, which on the other hand limited my options. Since I had to mule off my Cham via tcp/ip I have now lost that map. Small price to pay for sure.

This should be a good time to do some leveling in cows to at least level 91 (when +3 skill tab on amulets becomes available according to WoRG's crafting guide) - I'm close to level 89 right now - as well as rush a batch of additional sorcs.
 
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I'm pretty sure jjscud said the chest in A5 are not 16 bit. It is only the "classic" chests.

@Yann: I would not risk that Cham in ATMA, even after socketing.
 
He did say that regular objects (many of them) are "chests" though. Not the ones we normally consider to be superchests, though
 
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