1.07 News, Info and Gossip

First; Fool's doesn't exist in 1.07.
Fool's does exist, however it is called "Trump" in the excel files. If you don't believe me, here's the official affix page for 1.07-1.08. I've seen it spawn on items.
Furthermore, a Grand Matron Bow (qlvl67) caps out at alvl56, and a Hydra Bow (qlvl74) caps out at alvl66. This means that Cruel can indeed spawn (alvl51), but Grandmaster's can not (alvl69).
Master's (alvl56) can spawn though, which is 250 AR and 150% ED at max.
I'm not sure I understand what you mean by "caps out" exactly. It is possible to craft +2 skill amulets, which have an alvl of 90. Therefore, all the affixes I listed should be spawnable. Then again, I'm too lazy to dig through and find the formula for crafting.
+% Damage to Demons would most likely be the best stat, had it not been bugged to not work with arrows. :( According to the patch notes, this wasn't fixed until 1.09.
Sadly that is true, so LoH is rather useless until then :/ My bowazon has a Cruel lance on switch for demons/bosses. Takes em down fast with LoH.
Don't forget that crafts will not generate more than 4 affixes, so you might actually want exactly those: Master's, Cruel, of Evisceration and of Alacrity.
It says 5 on the arreat summit, but that must be a typo. I tested it and yeah 4 is the max.
Btw, I'm under the impression that a GMB is an objectively better pick than a Hydra Bow: GMB has more min and more max damage, while speed, requirements and dexterity_bonus are identical.
I totally forgot about GMB's. Those would indeed be superior to a Hydra Bow by 4 average dmg, and also get staff mods.
 
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Ok I actually tested it out by restricting the affix pool. I rolled it with a level 99 testing character. It spawned with Cruel, Grandmaster's, Evisceration, and Alacrity. Larzuk with 3 15/40 jewels (only possible in 1.08+). Here's the result, it rivals Windforce and in many cases can beat it with having 65 IAS.
Screenshot001.jpg
 
Didn't realize it was called Trump in 1.07, but yep, you're right.
However, Trump shares group 111 with Master's, so ultimately you do not want it.

By caps out I meant that a GMB will simply not generate affixes higher than alvl56, unless it bugs out.
I have also never seen a Blood Amulet or Caster Amulet with +2 to [class] skills. These recipes can generate alvl65 at the most, at clvl99.
The only way for them to generate alvls higher than that would be if they bug out, and then it should be alvl99.
As far as I know, nobody knows yet why/when ilvl bugs out on crafts.
 
Indeed, the formula is as buggy as hell. I did some more testing and the minimum clvl to roll the affixes I mentioned is 43. However, at clvl 47+ there seems to be a much greater chance of rolling them. I'm wondering if there is some kind of +4/-5 applied to crafting, like with gambling.

This crafting delimma makes me want to play 1.07 again after not playing it since like 2008. Might bring some of my 1.00 characters forward and do some rushing. Qual-kehk gives an Ort rune so I presume it could be viable...
 
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Bringing forward 1.00 characters seems like a waste. They are still pure! :p I have yet to start the patch, but I am certain that I will some day.


I'm not entirely sure what bugs you're referring to.
When crafting a GMB, the maximum alvl will always be 56; clvl has no impact on this. Maybe you've changed something in your excel files that affects the formula? Did you change playerpct a, playerpct b or fixedlevel a by chance? Or maybe even alvl or qlvl directly?
Because the bottom line is that Grandmaster's can not spawn on a GMB, unless the ilvl bugs out hard to becomes 80 or higher.
The only weapons that can spawn Grandmaster's in crafting are Colossus Blade, Giant Thresher and Demon Crossbow. They're all qlvl76.


As for clvl47, I presume the only reason you're seeing a greater chance is because ilvl31 is a breakpoint for when the minimum number of affixes generated is bumped up from 1 to 2. At ilvl61, it becomes 3.
At ilvl91 it becomes 4, but this can only be "reached" if the ilvl bugs out. It would be cool if someone ever figures out this bug, because it could mean that we can force 4 affixes at every craft, and also get higher alvl affixes for some recipes.

According to one of WoRG's posts, the chances for number of affixes are:
Code:
          40% chance for 1 affix,   20% chance each for 2, 3 or 4 affixes
 ilvl31:  60% chance for 2 affixes, 20% chance each for 3 or 4 affixes
 ilvl61:  80% chance for 3 affixes, 20% chance for 4 affixes
 ilvl91: 100% chance for 4 affixes
 
Give it a go for sure. 1.00 is awesome!

Didn't change the plvl/ilvl columns at all. I deleted the "spawnable" from all affixes except the aforementioned ones. According to what you are saying, it should be impossible to get affixes > alvl 56. But nearly all rolls are getting Grandmaster's. Regardless, the base ilvl can increase after you craft, so subsequent crafts will have a higher ilvl for the formula.

Edit: I think you're confusing qlvl and ilvl. The base level doesn't matter in crafting, only the ilvl. If you rack a Short Sword in Lower Kurast (alvl 8.8) then 8.8 is used in crafting and all affixes can spawn, regardless of qlvl. I haven't tested to see what ilvl larzuk or anya give bows.
 
I did read up a tiny bit on 1.00, but it felt like learning a new game again, like I had to do when I went from 1.14 bnet to 1.07 single-player :D




For the 1.07 crafting recipes, the ilvl of the item that you use is not used. It's solely the crafter's clvl that's used to set a new ilvl, so subsequent crafts will actually not have a higher/lower ilvl. The 1.07 guides mention this stuff.

For example if you use an ilvl 1 Short Sword and then craft with a clvl99, then the ilvl will come out as 65. If you then use that same sword to craft again, the sword will again come out an ilvl65 item. It's a straight-forward int(0.66*clvl), with no other factor, that sets ilvl.
(If you have anything installed that can spy ilvls, then you can easily check this.)



And I'm not confusing qlvl and ilvl:
The qlvl is the level of the item base, like how a Grand Matron Bow is qlvl67, a Short Short is qlvl 1 and a Colossus Blade is qlvl76. This is a static value set in the excel files.
The ilvl depends on source (shop, area_level, monster_lvl, clvl..).

It are in fact qlvl and clvl that are used in crafting, and not current ilvl.
(Well, magic_lvl is used also, but only for orbs (because there are no circlet recipes), and nobody crafts orbs.)

Each time I mentioned alvl btw, I meant affix level and not area level.
(Maybe I should stop using abbreviations, because it's a bit of a mess with: area level vs affix level, monster level vs magic level, and item quality level vs unique or set quality level.)



Regardless, the base ilvl can increase after you craft, so subsequent crafts will have a higher ilvl for the formula.

The base level doesn't matter in crafting, only the ilvl.

Are you maybe confusing patches? It's common knowledge for most 1.07 players that the ilvl of the item that you use for crafting, is simply not used. And qlvl absolutely is.
Actually, are you certain you've been testing in 1.07? :p Heh.

As for the rest: I posted this earlier; the ilvl of the reward from Anya = clvl.
And racking anything in LK would mean ilvl87 actually :p Because ilvl=(area_level - 1) for racking. For chests however it's ilvl=area_level.




Edit: So.. I don't know if your testing environment is "tainted" or what's going on, but in my own testing environment I can absolutely not get a GMB to generate Grandmaster's with a weapon crafting recipe.
I pulled fresh unmodified .txt files from the .mpq to make sure there were no left-over changes from prior testing.
 
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I don't know man, I patched to 1.07, removed all prefixes except Grandmaster's and Cruel, and 90% of my crafts roll both of them. I tested it twice.

Edit: tested it for the third time. You are correct that racked items have alvl-1. However, everything I said still stands true. qlvl is not used at all in crafting, and never has. I set the qlvl to 1, 50, and 99. Didn't change anything.

Also as I said, the ilvl increases with a subsequent craft. Lets say Anya gives me a GMB and I'm clvl 40. The GMB is now ilvl 40 and can't roll certain affixes. However, once I craft it, the ilvl will then get set to 99. Now the next time I craft, ilvl 99 will be used and I can get any affix. If you don't believe me, I can record a video of everything I do, step by step.
 
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For what it's worth, I've done relatively extensive testing, and I definitely wasn't the first to do so.
For example, here you can see some of WoRG's testing results from 2011. He crafted everything with a clvl 1 character, and got different outcomes depending on qlvl. (He also mentions clvl as a factor, and mentions that ilvl isn't one.)
I posted a portion of my own results a short while back as well, and those also showed that qlvl is a factor, and that ilvl isn't.
There are a ton more posts discussing 1.07 crafting, but a lot of them are scattered over multiple threads and pages.

I'm not getting the same results as you with regards to ilvl. For example if I use an ilvl99 item and craft as clvl99, the item will become ilvl65. If I then craft it again, it will again be ilvl65.

Crafting in 1.07 produces ilvl65 at the maximum. Higher is only possibly if it bugs out.
(You might have found this bug unintentionally, I guess..)

Just to be clear, it's not that I don't believe your results, I'm just thinking that something might be off in your setup, and that your conclusions aren't legitimate. (Not because my own results are different, but because I have not seen results like yours before in any 1.07 thread.)




While I'm at it; some additional stuff on the Anya situation:
On Hell, she will simply give you a random elite: Bow, Crossbow, Amazon Bow, Amazon Javelin or Amazon Spear. (Rarity might be a factor, but who cares.) There are 17 possibilities. (Again, clvl doesn't matter.)
I'm pretty sure that the formula used for affix generation is the same one that's used in crafting, but the difference is that ilvl = clvl in this case, meaning you can get higher affixes as a result. (Unfortunately rares < crafts, so there's not much use to this.)
Edit: Although it's obvious, I forgot to mention that these items are given to Amazon :P Haven't checked other classes.


And something different: Whirlwind!
The dual wielding bug, it's very simple: You always attack twice with main hand!

I had read multiple times that Whirlwind is broken in 1.07 to not use off-hand (which is true), but what (apparently) wasn't known is that what actually happens, is that in stead of using main-hand once and off-hand once, it uses main twice.
So in the same frame, you will attack with primary twice. You can either hit one monster twice, or hit two different monsters, in the same frame, with the same weapon. Nice!
 
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Interesting info about Whirlwind, I always wondered exactly what the 1.08 WW notes meant.

So I have some good news and bad news. The bad news is that @Fruit is right, crafting is capped at alvl 65. However, the good news is that I think I finally figured out why 1.07 crafting is bugged...

The reason I was always getting alvl 99 on my crafts was that I removed the other items from the recipe. I.e. I could put a weapon in the cube and keep rolling without the other ingredients. This led to an unexpected discovery, that the ilvl of the last item in the sequence is used! The sequence for crafting is:

Item -> Jewel -> Rune -> Gem

In 1.09+, the first item in the sequence is where the ilvl comes from. However, in 1.07 it is the last item in the sequence. This means the game uses the ilvl of the gem for crafting. As you may or may not know, Gems do not store any item data. They are just a header and data code, they have no item level! This means when 1.07 looks for the ilvl, a "buffer overflow" occurs. It will read garbage data in memory, since the needed data does not exist. This "garbage data" contains random numbers. Occasionally, the random number in the ilvl position will be high enough to roll an item with alvl 99!!! When I removed the other items from the sequence, the ilvl of the actual item I was using was being used. Which explains why the ilvl was increasing every time I rolled.

Sadly, because this is a buffer overrun, we have no way of knowing for sure. Forcing alvl 99 probably isn't possible, unless you could see ilvl in game and wait until the memory on stack overflows so every craft will guarantee it. :(
 
err

Does this mean that you can get a base item you want for something like a blood weapon for example, and keep rolling it with a gem as the last item added (last item added or does it depend on placement or is it always that sequence and therefore random?) and then change the order once you get a high enough ilvl?
 
By "sequence" I mean the order the game reads the ingredients. There are 7 ingredient columns in the cube recipes. The last item specified in this "sequence" is where the ilvl comes from. Unfortunately, this will always be the gem. The order you place items in the cube has no affect on the sequence, as the game processes each ingredient in that order.

This bug is easy to figure out. Basically in 1.09, it stores the ilvl of the first item processed, but in 1.07 it gets overwritten by all other items.

Edit: the item buffer the cube uses should usually be big enough that the remaining data will be all "zeros". This explains why 65 is the max, since only 2/3 of the clvl is used. However, the memory can be placed elsewhere, overwriting garbage data and thus boosting ilvl.
 
Moved my 1.00 sorc up to 1.07 yesterday and i've been farming LK. Man it feels great to be playing 1.07 again, finally have awesome crafts and sweet charms/MF. I rolled a few cobalt rings and got this, 37 is the max isn't it??
Screenshot001.jpg

Excuse the terrible paint drawing :D. I drew a hypothetical overflow. lets say your crafting a Tyrant Club. The ilvl is stored outside of the bits within the gem, in the "garbage" area. This area is usually all zeros, as memory allocation tries to achieve. But not always, sometimes other data occupies that space.
Capture.png
 
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Interesting development! :)

I think the problem might be the runes specifically, and not the gem or the order.
Because if you set numinputs to 3, and have the order to be wep -> j.ew -> gem, the gem will not overwrite the ilvl of the j.ew, and the ilvl of the j.ew will in fact be used to generate an ilvl of (0.66*ilvl)+(0.66*clvl). However, if you set numinputs to 3 and have the order to be wep -> j.ew -> rune, then ilvl=0 and thus you will end up with (0.66*clvl) as final ilvl.

Perhaps the game is supposed to simply skip simple items, and it successfully skips the gem while failing to skip the runes? Wrong flags assigned?



Edit: Good lord, censuring on this site.
 
I only did a couple tests and both gems and runes seemed to generate an ilvl of 0. Whenever I swapped it to Jewel -> Rune -> Gem -> Weapon, it "correctly" used the ilvl. I'll look into it more later, but it could possibly be the runes. Gems were already in the game and properly coded, but runes/runewords were bugged like hell in 1.07.

Also, regarding MPK rings and why they exist--in "Classic" D2 the "Cold Resist" prefix used group 121. In the expansion, group 121 was changed to "Triumphant". Therefore, the recipe bugs out because the game simply sees it as "oh we need 36 in group 121" so it then adds it to that group. The same bug exists for all the other recipes:

Prismatic Amulet -> Can merge with poison resist (group 120)
Cobalt Ring -> Can merge with Triumphant (group 121, does spawn on rings)
Garnet Ring -> Could merge with sockets (group 122, doesn't spawn on rings)
Coral Ring -> Could merge with Att/Dmg vs. Demons (group 123, doesn't spawn on rings)
Viridian Ring -> Won't merge with anything (group 124)
 
I only did a couple tests and both gems and runes seemed to generate an ilvl of 0. Whenever I swapped it to Jewel -> Rune -> Gem -> Weapon, it "correctly" used the ilvl. I'll look into it more later, but it could possibly be the runes. Gems were already in the game and properly coded, but runes/runewords were bugged like hell in 1.07.

Perhaps the game is supposed to simply skip simple items, and it successfully skips the gem while failing to skip the runes? Wrong flags assigned?

Edit: ^ Something along those lines perhaps? Maybe they just forgot to assign the flag.
It kinda looks like runes are tried to be used in ways they can/should not be used.
Neither gems or runes seem to store an ilvl at any point. If you're saying that runes do generate one, that's probably part of the problem then.


If the first item is a gem, the recipe simply won't work (Transmute won't do a thing). Possibly because gems are flagged to be a simple items without an ilvl etc, and are not allowed to be used like that. If the first item is a rune however, the recipe will work, but as expected, none of the automods, nor an ilvl will be applied. Because the output uses the first item from the chain, and a rune will not receive any affixes, or an ilvl.

I guess the reason that (Jewel -> Rune -> Gem -> Weapon) works, is because the weapon will overwrite the "ilvl of the rune".
If you would change the order to (Jewel -> Rune -> Weapon -> Gem), then the jewel will use the ilvl of the weapon, effectively skipping the Gem. However if the order was (Jewel -> Gem -> Weapon -> Rune), then the rune overwrites the weapon and the formula uses ilvl=0 for calculations.


Looks like you're right that the runes in 1.07 are bugged pretty hard. I thought it was just runewords that were buggy, but it definitely seems like the runes are the reason why all the crafting recipes are broken. I also assumed that the itemlevel pct column was just disabled in 1.07, but now I see that it's actually functional.


Your theory that an overflow causes the ilvl bug probably doesn't change, if the problem is in fact the rune and not the gem?

And it most likely was an oversight, or perhaps a bug, that the next item in the chain overwrites the ilvl of the prior. Since the weapon or armor is always the first item in the chain for the crafting recipes, its ilvl would never actually be used; it would be the jewel's. The rune unfortunately sets ilvl to 0.



Edit: I said that the output uses the first item from the chain, but that's probably only true for the weapon recipes, and not for any of the others. But this has no impact on the ilvl situation of course.
 
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@Fruit Yeah everything surrounding runes is pretty buggy. Apparently in 1.07-1.08 you could put "RalOrtTal" in a 4os paladin shield and it will still have Ancients' Pledge, but you get 1 free socket to put something in. I could not get this to work however. There are also more bugs out there.

Even if it is the rune instead of the gem, this will not change the overflow bug. There are three types of items:

Simple Items -> Runes, Gems, Potions, Books, Scrolls etc. (contains only item header--runes do however contain a fingerprint on the realms AND in 1.10 beta)
Extended Items Type 1 -> Weapons, Armor, Jewelry, Jewels (contains header, data, item level, properties)
Extended Items Type 2 -> Set Items, Runewords (contains header, data, item level, properties, runeword/set properties)

Note that extended items type 2 are bugged in 1.07/1.08, and do not correctly save the runeword properties. (Partial) set properties don't exist until 1.10, which is why set items brought forward do not have them on the inherent properties.

I'll do some testing later, I'm pretty busy running a Shako rack with my Sorc. Doing it all day with no luck, quite a few points toward sanity damage :eek:

But it looks like for the time being, our new shiny crafting formula (for 1.08 as well) is:
Code:
qlvl = base item level
ilvl = extended item level
clvl = character level
flvl = affix level

if(qlvl > ilvl)
    ilvl = qlvl;
else
    ilvl = pct_ilvl; // uses gem/rune, can overflow

flvl = (clvl+ilvl)*0.66;
 
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