1.07 News, Info and Gossip

No, ATMA will just not recognize a drop if it hasn't yet been saved (at least in-game), if I understand correctly. It is wholly separate from D2 and therefore couldn't tell it to do anything
 
No, ATMA will just not recognize a drop if it hasn't yet been saved (at least in-game), if I understand correctly. It is wholly separate from D2 and therefore couldn't tell it to do anything
Okay, I understand fully now. You can't hotmule an item until it's located in the d2s file (which happens when d2 writes to disk, which is when the ilvl is removed).
 
@zemaj
Good ol' GalaXyHaXz drawing false conclusions because he manipulates the files too much. Sloppy guy. :p But yeah, it was already pretty close. It's just that nobody thought of the idea that maybe runes initially do get a "normal ilvl". I really just bumped into the "solution" by luck, because after helvete mentioned the bug, I checked the misc.txt file (where the runes are listed) to see if there's anything funky going on, and when I realized that the column is called "compactsave", it hit me that maybe the item is actually "normal" until it is saved. So one quick test with a cow and a craft was all it took to find out. :D (This compactsave column dictates which items are "simple", used for items that don't have any variable values.)


What I'm reading about ATMA confuses me at this point. :p Wasn't it so that when you hotmule an item, it immediately disappears from your inventory in-game, real-time? Because that sounds to me like the item is taken from memory, rather than from a save file.

Because saving your character file does not affect your character in-game. You could even verify this by creating a single-player game with the same character in 2 different instances of D2. Let's say you empty your inventory in one instance, then leave the game, thus saving the character file, it's not like that's going to real-time affect the in-game character in the other instance. So if ATMA would take an item from your save file, then it should not just disappear from your character in-game, even if ATMA saved the character file after taking the item. So you'd think that ATMA takes an item from memory directly, not from a file on disk.

Ja? Nein?
 
What I'm reading about ATMA confuses me at this point. :p Wasn't it so that when you hotmule an item, it immediately disappears from your inventory in-game, real-time? Because that sounds to me like the item is taken from memory, rather than from a save file.
This doesn't happen. I first realized this in ~2010 when I was still playing SC because I would accidentally dupe items by muling them off while still in-game.

edit: the rest of what you said is correct afaik
 
What I'm reading about ATMA confuses me at this point. :p Wasn't it so that when you hotmule an item, it immediately disappears from your inventory in-game, real-time? Because that sounds to me like the item is taken from memory, rather than from a save file.

Because saving your character file does not affect your character in-game. You could even verify this by creating a single-player game with the same character in 2 different instances of D2. Let's say you empty your inventory in one instance, then leave the game, thus saving the character file, it's not like that's going to real-time affect the in-game character in the other instance. So if ATMA would take an item from your save file, then it should not just disappear from your character in-game, even if ATMA saved the character file after taking the item. So you'd think that ATMA takes an item from memory directly, not from a file on disk.

Ja? Nein?
Nein! ;)
ATMA reads and writes to the character file. That's why you need to be careful with hotmuling or you might end up duping an item. Basically when you hotmule, e.g. a Gheed's Grand Charm, you open your character with ATMA, take the Gheed's that's already on your character and stash it. Now you go back into the game, drop the Gheed's that you have on you (because you removed it via ATMA, but the game doesn't know about it), then pick up the new one. If you remove an item with ATMA, then just Save & Exit in the game, you will find the item that you removed still on your character when you open it next time.
 
That's why you need to be careful with hotmuling or you might end up duping an item.
I first realized this in ~2010 when I was still playing SC because I would accidentally dupe items by muling them off while still in-game.

Phew, dangerous. Also, we need dupe police. How else you think @DiabloTwoinDC could bank so many jewels? Very suspicious indeed.


But thanks guys, that certainly explains things. And so much for preventing the ilvl wipe. No choice but to carry around the ingredients and hope for the right runes to drop, I guess. Awkward. :D
 
Seems like quite the discovery. Maybe it’s time for me to give in to the dark side of the force (1.07). ;) So far I’m proudly current patch + RWM only... But to be honest, nowadays the upgrades I am really looking for in 1.14 are mostly crafted items.

Should I choose to give in at some point, a major incentive would be 1.08 amulets. Maybe after getting things like FCR/MPK rings and some uniques like Ark in 1.07. ;)

Does the ilvl bug behave the same in 1.08? In other words, is it possible to craft +2 ammies for all classes with up to 25% FCR in 1.08 (or was that possible already)?
 
Maybe handy to know:
There are 3 recipes that need an Ort rune, and you can of course get one by completing Qual-Kehk's quest. The ilvl of the runes that he gives is equal to the clvl of the receiver, so you'll be wise to save this quest for later to score a high ilvl Ort rune. You can potentially mass-rush characters to farm Ort runes here, since doing the Ancients quest on all difficulties will quickly boost their level from 1 to 42 (iirc). Maybe that rushing fresh characters is not worth the time, but I'd at least save the quest for later, whenever you make a new character.

Edit: If you want ilvl 91+ crafts for the guaranteed 4 affixes, get and use your Ort at (at least) level 70 so that your craft will have an ilvl of 92. Or if you want ilvl 99 crafts, then do this at at least clvl 76. (Because 2*(70*66/100) = 92, and 2*(76*66/100) = 100.)


@ffs
I don't know anything about 1.08, but +2 skills is possible on crafted amulets in 1.07 if your rune's ilvl and your clvl are high enough. Unfortunately the cast-crafts only get 1 FCR in 1.07, so at most you get 11 FCR on an Amulet. What we need here is a bug like with life leech and MPK, where some stat gets merged with FCR to produce absurdly high values.. :p
 
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@zemaj
But that's the thing, 1.08 changed the +2 skill affixes so that rare Amulets can spawn them, thus crafts as well. And I just went through the 1.08 thread started by GalaXyHaXz, where he said:
Crafting recipes only use 66 as well, but they for sure can get +2 skills. I'm still trying to figure out why they can and rares can't.

...

I bet that in 1.08 the formula is also bugged.

Check the thread for some context, if you want. It sure looks like the craft function was not yet fixed in 1.08, and still uses the rune's ilvl. And I bet that runes still get a proper ilvl initially, since GalaXyHaXz sounds like he had crafted amulets with +2 skills himself. I recently installed 1.08, so I'll be checking it out this week. Doesn't sound so bad, 25 FCR and +2 skills. :rolleyes:
 
Well, the official 1.08 patch notes say it, and magicprefix.txt from the 1.08 patch_d2.mpq file also has the good ol' rare column set to 1 for the +2 skill affixes. I'm not too skeptical. :p

But yeah, if this same thing applies to 1.08, I wonder what options this opens up there, besides the +2 skills.
 
First person to craft 2sorc 25fcr 20 prismatic 60 life ammy gets to start new IFT? 1.07 blood ones can roll chromatic 3tab of whale/lifeeverlasting of apprentice though...
 
The infamous Nulio ammy was a 3/10 craft from 1.08 IIRC, so that was possible already. I’m really only interested in FCR ammies, but if +2/25 for every class is possible that makes quite the difference IMO. I could think of several builds for which this would allow meaningful upgrades in comparison to setups with a 20 FCR amulet.

And for all builds, even those that "only" need 20 FCR from the best possible ammy, it will of course give you much better chances of rolling a 2/20 (or higher) due to the greater automod range.

Does anyone have the opportunity to test whether the ilvl bug/fix behaves the same in 1.08?

Just curious. Again I’m a current patch purist so far, but by now it’s super hard to find upgrades in 1.14.. surely seems appealing. ;)
 
30 combo LK/Bazaar runs: (1x craft-able runes, 3x jewels)
Transportation 30% Faster Run/Walk, 80-90% Slower Stamina Drain Boots(65)
Code:
Imp Track
Light Plated Boots
Defense: 14
Durability: 9 of 18
Required Strength: 50
Required Level: 57
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1740794c
+14 to Dexterity
+20 to Life
+22% Enhanced Defense
1% Life stolen per hit
Replenish Life +6
69% Extra Gold from Monsters
30% Faster Run/Walk
87% Slower Stamina Drain
 
40 FRW is a requirement in 1.07. Delete that garbage!

Corpse Tread
Boots
Defense: 10
Durability: 12 of 12
Required Level: 73
Item Version: Expansion
Item Level: 65
Fingerprint: 0x4e9e18b5
+6 to Dexterity
+13 to Mana
+164% Enhanced Defense
Regenerate Mana 4%
Lightning Resist +18%
Increase Maximum Mana 7%
40% Faster Run/Walk
 
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