1.09 News, Info and Gossip - Make 1.09 Great Again

art_vandelay

Well-known member
Mar 16, 2020
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452
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Welcome to the time travel thread for the most unpopular patch ever!

In the old SPF there was no exact such thread but I'm hoping that new developments will drive people back to 1.09. First off here are RobbyD's 1.09 guide as well as his 'Rollcall' thread for 1.09 which is close to a 'News, Info and Gossip' Thread:

Here is a repost of the guide to the new forum:


Why is patch 1.09 relevant again? It turns out that there are Zod patterns at certain player settings in the sparkly chests of act 5! Albeit only at a chance of 1 in 327670 (=5*65534) this is still the most viable way of getting a Zod pre 1.10. For comparison the chance for a Hell Bovine to drop a Zod at p7 in 1.09 is only 1 in 39.936.216 according to ATMA.

A pre 1.10 Zod is the only known way to permanently turn armor indestructible in order to make ethereal indestructible RW bases. Pre 1.10 socketing an item with a Zod will overwrite its durability and if the Zod is removed via a cube recipe (available in 1.10a+) the item will remain indestructible. (Fruit tested a Monarch socketed in 1.09b with a Zod and then unsocketed it in 1.13d and it remained indestructible)

The good news is that there is potential for even more Zod patterns. The patterns mentioned above apply to sparkly chests opened with 0 MF. Each MF value has the potential to lead to different patterns and as a consequence one would have to look through all ten distinct playersettings (1,3,5,...,15,17 and 21) at all possible values of MF in order to find out whether there are additional Zod patterns hidden away. (Assuming up to 1k MF are definitely doable on a pure chest run this means at least 10k different configurations)

I will end this post with a spoilered discussion on the two known Zod patterns but before that here's a few ideas on what to do with ethereal indestructible armor (or weapons):
  • eth Spirit/Phoenix for 146 strength required instead of 156. This comes out to 255 defense in a perfect sup eth Monarch.
  • eth Enigma, e.g. in a perfect sup eth Dusk Shroud with a whooping 805 base defense and up to 1580 defense after the + Def from Enigma is applied. Basically as much as 1.07 Arkaine's.
  • eth Grief or other weapon runewords for those that are uncomfortable with the ATMA bug.
  • ... something that is not related to min-maxing endgame characters in 1.14d. Your imagination is the limit!

Now to the patterns themselves! All results are due to Fruit's pattern generator and Fruit himself verified the two Zod patterns ingame.
What follows are the number of certain HRs in act 5 sparkly chests at playersettings 3 and 17 respectively:
Code:
p3 and 0% MF
           12%   20%   30%   38%
   Zod:      0     1     0     0
  Cham:      1     1     1     1
   Jah:      0     0     0     0
   Ber:      0     0     0     0
   Sur:      0     0     0     0
    Lo:      0     0     0     0
   Ohm:      0     0     0     0
   Vex:      0     0     0     0
   Gul:      1     1     1     1
   Ist:      1     1     1     1
   Mal:      4     5     5     5
Code:
p17 and 0% MF
           12%   20%   30%   38%
   Zod:      0     1     0     0
  Cham:      0     0     0     0
   Jah:      0     0     0     0
   Ber:      0     0     0     0
   Sur:      2     3     2     1
    Lo:      0     0     0     0
   Ohm:      3     6     4     3
   Vex:      1     2     1     1
   Gul:      1     2     1     2
   Ist:      2     1     1     3
   Mal:      5     7     6     6
The percentages over the numbers refer to the individual chest cases while the numbers below are the number of that specific rune over ALL 65534 patterns in that case. (Each chest case has 65534 patterns)

Now to the more troubling part: Applying MF has a good chance of changing the patterns, here is an example:
Code:
p17 and 3% MF
           12%   20%   30%   38%
   Zod:      0     1     0     0
  Cham:      0     0     0     0
   Jah:      0     0     0     0
   Ber:      1     0     0     0
   Sur:      2     3     2     2
    Lo:      0     0     0     0
   Ohm:      3     6     4     3
   Vex:      1     2     1     1
   Gul:      1     2     1     2
   Ist:      2     1     1     3
   Mal:      5     7     6     4
So compared to p17 and 3% MF we gained a Ber pattern in the 12% case and a Sur pattern in the 38% case but lost two Mals in the 38% case.

I've looked through MF values ranging from 0 to 100 for p17 and certain patterns just seem to 'come and go', for example the Ber pattern disappears at 5% MF. Right now there is no quick way of finding out if there is another hidden Zod pattern at some obscure MF value. In fact due to the modulo arithmetic involved in calculating the drops it seems that brute forcing every possible combination and searching through them is the only way to do so.

So p17 not only has a chance at a Zod (faint) but also a huge chance at Sur, Ohm and Mal for beta runewords. Add the chance to get 5% FRW SCs and this is a viable running target. In fact a combined superchest/sparkly chest approach can be considered as well. These are the numbers of runes Mal to Zod for act 5 superchests in 1.09:
Code:
p17
             U     L
   Zod:      0     0
  Cham:      0     0
   Jah:      0     0
   Ber:      0     0
   Sur:      1     1
    Lo:      0     0
   Ohm:      3     3
   Vex:      1     1
   Gul:      1     1
   Ist:      1     1
   Mal:      2     3
The U column refers to the unlocked case while the L column refers to the locked one. Again there's a lot of Ohms, a Sur and some Mals worth looking at.

Hopefully this will serve as a motivator for people to pick up 1.09 once more ;)
 
Last edited:

CaseyJones

Member
Mar 16, 2020
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91
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If I had unlimited time I would probably be all over this...however, I can barely manage to keep up with some 1.14d chars...

Definitely neat information though and I hope a few of you can put it to good use!
 
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art_vandelay

Well-known member
Mar 16, 2020
276
452
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Turns out there's another pattern at a very specific MF value so chances would be 1 in 100k... still painful though :D

***

I compared all the 1.09 versions and when it comes to .txts they are the same, meaning they have identical 'excel' folders in patch_d2.mpq. So for example Sets, Uniques, Affixes, Monsters and similar things did not have their constants changed in that series of patches.

So far the only differences between patches I can see is that in 1.09d specifically CtC is sometimes broken while in 1.09b you can play with playersX where X goes up to 64.

Considering this I think the best patch to start is 1.09b since it offers more superchest patterns to choose from and it allows this interesting technique:

If you visit Mephisto at p14 you can sliver him with static and then finish him off with FO. He will drop 6 items then AND give a good chunk of XP. I leveled from 72 to 77 on Mephisto alone. This is particularly easy if you have plenty of 1.07 items amassed, especially three piece Tal's and Wizardspike are a huge boost. You can even tank his cold attack with high enough cold resist or some damage reduction.