1.07 News, Info and Gossip

As I've been running in the RFL, I've been crafting with the runes...its been nice, as the high ilvl of the runes (at least 90), has meant ilvl99 crafts even though the character I'm running isn't lvl99

Unless you sell the rune to a vendor and buy it back, of course... The rune I tested that with was used to roll these boots:
Code:
Skull Greaves
Boots
Defense: 2
Durability: 11 of 12
Required Level: 32
Item Version: Expansion
Item Level: 56
Fingerprint: 0xce464e9
+15 to Mana
Regenerate Mana 5%
Increase Maximum Mana 10%
32% Better Chance of Getting Magic Items
30% Faster Run/Walk
This was such a good start, but because the rune had no ilvl, they're only ilvl56 and only rolled two affixes...if the rune had been ilvl90, they would have gotten 2 more affixes... The cost of science, eh? :p

I did roll these gloves, which I was very happy with:
Code:
Imp Grip
Vampirebone Gloves
Defense: 102
Durability: 10 of 14
Required Strength: 50
Required Level: 61
Item Version: Expansion
Item Level: 99
Fingerprint: 0x231c0ead
+22 to Life
6% Life stolen per hit
78% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
20% Increased Attack Speed
15% Chance of Crushing Blow
+43 to Defense (0.5 per Character Level)

@Fruit I was wondering, what is the ilvl of quest reward runes in Normal/NM/Hell? (Hellforge, Qual-Kehk) Is it clvl? some set lvl? What about in 1.08?

WoRG
 
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Unless you sell the rune to a vendor and buy it back, of course...
Wow, I assumed the item would just get moved around, not saved. What horrible losses must we suffer in the name of science.
I was wondering, what is the ilvl of quest reward runes in Normal/NM/Hell? (Hellforge, Qual-Kehk) Is it clvl? some set lvl? What about in 1.08?
Hellforge is indeed area level (27, 60, 93), and Qual-Kehk is clvl.

So NM and Hell Hellforge are very convenient as far as ilvl goes, Normal Hellforge is less interesting as you will end up with a craft of ilvl 82 at best, so no guaranteed 4 affixes. (If you have a ton of Jewels, you could still do it, I guess.) As for Qual's runes, I suppose one way to use them is to do Ancients on all difficulties for your rushees, to get them to clvl 52. Then to get a craft of ilvl 91+ for guaranteed 4 affixes, the crafter has to be at least clvl 87 (if the rune's ilvl is 52).

I'll check 1.08 later today, unless someone beats me to it. :p


Edit: Correction per the post below, cheers @helvete!
 
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@WoRG Those are insane gloves... I'm gawking. But yeah, with light/fire res, those boots would be the best boots I've ever seen. I am very excited to time travel later this year.

Edit: would you mind to take an in-game screen shot of the gloves?
 
@helvete Cheers! Corrected the post. I have some rushed clvl 42 characters and assumed I had done Ancients on all difficulties for them, but I see now they haven't completed it on Hell yet. Probably didn't have the guts to do P8 Ancients on HC. :p



What I still don't understand is the one-shots on some act bosses. I've "run the numbers", and the table showed that Mephisto, Diablo and Baal would never have so little hitpoints that they'd be a one-shot, but I'm pretty sure I've had it happen with all those three bosses.

Edit: Here's that table:
Code:
                P1       P2       P3       P4       P5       P6       P7       P8
Andariel:   22,777   45,554   68,331   85,413  102,496  -48,192  -36,804  -25,415
  Duriel:   48,250   96,500  -23,022   13,166   49,352   85,540  109,665  -33,981
Mephisto:   59,213  118,426    9,867   54,277   98,686  143,096    4,931   34,537
  Diablo:   67,108  134,216   33,552   83,882  134,213   16,773   50,327   83,880
    Baal:   69,431  138,862   40,521   92,594  144,667   28,969   63,684   98,399

So, the only one-shots "should" be:
  • Andariel at P6
  • Andariel at P7
  • Andariel at P8
  • Duriel at P3
  • Duriel at P8

I can't think of anything I might be missing (but obviously I am missing something). A de-sync in TCP/IP? Doesn't sound so plausible. Any ideas?


What about in 1.08?
Edit: Forgot to post this earlier, but yes this is the same in 1.08. Qual's runes = clvl, Hellforge its runes = area level.
 
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Definitely happens to meph... but maybe I'm thinking of nm?
Could be. On Nightmare it's possible for all bosses except Andariel to end up with negative hitpoints. But I really thought I've had it happen to all bosses on Hell. Well, maybe I'm just misremembering, it's been a while since I've done mass boosts.



Edit: I really think it's a shame that they changed this skill's graphic, even though it makes sense since it now actually functions as an Inferno-like skill.

1.07:

EoAFsfa.png


hZWHrqf.png


1.13:

3mJHO6X.png




Looks like they originally went for the look from the intro cinematic, like it was his dangerous high-damage signature skill (at 3 minutes 14 seconds):

 
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Wow that is cool. I have played all the patches, so must have seen that in the past, but honestly don't recall it.
 
Ah yes, the true "corkscrew o' doom"...

Without it, Baal is much less of an end-boss than Diablo... in fact, usually a breeze after the minion waves
 
In Hell, it's pretty much 1HK, unless you are terribly lucky and geared as close to optimal, for that fight, as possible.

Just think: when have you ever seen a melee Gaurdian in 1.07?
 
Just think: when have you ever seen a melee Guardian in 1.07?

It's on my to-do list, I'll get around to it eventually ;)

Also, to add to the list of things that will wipe a rune's (temporary) ilvl...if you die with a fresh rune (one with an ilvl) in your inventory, it loses its ilvl...:oops:

You know, just to rub a little salt in the wound...:rolleyes:

WoRG
 
It should be doable with barb... probably don't even need an elite weapon... but you'd have to get guillame's (easy to find and rack) and want a big BO bonus to help with baal and in general.

Council is probably the hardest part if you aren't properly geared with res and mdr... but if you're smart you just reroll until their mods are not horrific (CELE conviction Toorc...)
 
But untwink single pass would be pretty scary. SPF horror story?
1.07 melee sounds like a proper difficult single-pass HC playthrough. I was really interested in trying out Fury Druid this way, but there is a massive de-sync between client- and server animations, so that's not nearly as good as on paper. So I wonder what (viable) options there are besides WW barb. I was thinking maybe a Maul Druid, but I've never really been a fan of skills like that, that have so many charge levels which you have to build up, and then only keep temporarily. Assassin has crippled kick damage because boots don't provide any. :( Not quite sure if any of the claw skills are interesting, at least Dragon Claw is bugged to attack only once in stead of twice, and it doesn't even apply its +%Damage. Death Senty is great, but then it's no longer melee enough.. :p Zeal I guess is an option. Maybe Vengeance?
glorious axes seem to be nerfed when brought forward...
How so? The average damage should go up from 74 in 1.07 to 92 in 1.14. The max dmg goes down slightly, but the min damage gets a juicy boost (from 16 to 60!). Edit: rangeadder also goes up by 1.
 
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I'm also not really seeing how glorious axes got nerfed...STR req did go up a bit (164vs155), but DEX req went down much more (55vs73)...durability isn't wonky like claws or anything...socket potential is actually the same in all patches (very unusual). I guess the fact that the lowered maxdam means it gets a bit less of a boost from 1.07Etherealness than it might have could be considered a slight nerf, but overall I'd say the forwarded weapon was better...

I certainly never said anything about untwinked single-pass, ESPECIALLY for a melee (and therefore weapon-dependant) character...I'm not that much of a masochist (1.07 is STINGY...single pass would be BRUTAL)

@Fruit I know you're much more likely to roll a Stone of Jordan with the resistance ring recipies in 1.08, but can you tell me what the odds of doing it in 1.07vs1.08 are? I mean, how unlikely is it vs say getting a Zod from Cows?

WoRG
 
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