Item Generation Tutorial for Patch 1.11 (v1.0)

Very detailed guides. Thanks a lot for the author as well as the other content contributors.

For the Countess, can I get this conclusion:

- Looking for Key of Terror, you should go in games with more players so as to reduce no-drop chance

- Looking for runes, you should solo to "encourage" no-drop chance so that the special drop property of the Countess would give more runes in return?

For the drops from the chests and the like, I don't really understand what the significance of "25% chance for every chest to drop from its TC". Does it mean that, if it fails to fall within that 25% chance to drop from the chest TC, the chest will definitely give no items?

Even if it falls within that 25% chance, it still gets 100/142 chance to have no drop? Although I observed by experience that multiplayers will make chests more likely to drop items, but exactly from your knowledge of the program language, will the number of players in the game kick in to reduce no-drop chance?
 
Alywin said:
For the Countess, can I get this conclusion:

- Looking for Key of Terror, you should go in games with more players so as to reduce no-drop chance
Yes.

Let me show you details. The Countess drops the key from “Countess Item (H)†TC. Her chance for this TC is 1/1 or 100%. This TC has following content (5 picks total):

Item — Probability
No-drop — 19
Gold — 11
“Act 1 (H) Equip C†TC (weapons and armor) — 19
“Act 2 (H) Junk†TC (scrolls, bolts, etc.) — 15
“Act 2 (H) Good†TC (runes, gems, etc.) — 3
pk1 — 1

(“pk1†is named as “Pandemonium Key 1†in Misc.txt, however its in-game name is “Key of Terror†as you can find in Patchstring.tbl.)

If you don’t run in team other players in the game is counted as non-partied. Here is her no-drop for different players amount in a game:

Players (power) — no-drop chance for every pick — pk1 chance per pick
1 or 2 (1) — 19/68 — 1/68
3 or 4 (2) — 4/53 — 1/53
5 or 6 (3) — 1/50 — 1/50
7 or 8 (4) — 0/49 — 1/49

Too complicated?
Here is Countess’ chance to drop Key of Terror:
Total players in your game — Chance
1 or 2 —7%
3 or 4 — 9,1%
5 or 6 — 9,6%
7 or 8 — 9,8%

Here is Summoner’s chance to drop Key of Hate:
Total players in your game — Chance
1 or 2 — 8,6%
3 or 4 — 11,6%
5 or 6 — 12,5%
7 or 8 — 12,8%

Here is Nihlathak’s chance to drop Key of Destruction:
Total players in your game — Chance
1 or 2 — 7,9%
3 or 4 — 10,4%
5 or 6 — 11,1%
7 or 8 — 11,4%
Alywin said:
- Looking for runes, you should solo to "encourage" no-drop chance so that the special drop property of the Countess would give more runes in return?
Yes.
Alywin said:
For the drops from the chests and the like, I don't really understand what the significance of "25% chance for every chest to drop from its TC". Does it mean that, if it fails to fall within that 25% chance to drop from the chest TC, the chest will definitely give no items?
Yes. 25% of times the game ignore the fact that you open a chest without lock (normal one, not sparked/special). Locked chests always drop from their TC twice (the result may be 2x4 no-drops, though).
Alywin said:
Even if it falls within that 25% chance, it still gets 100/142 chance to have no drop? Although I observed by experience that multiplayers will make chests more likely to drop items, but exactly from your knowledge of the program language, will the number of players in the game kick in to reduce no-drop chance?
Yes. After the “25% check†non-locked chest has 100/142 no-drop. Chests have 4 picks, though. It means that with all checks:

Total players in the game (no party) — Chance of non-locked chest to drop nothing at all
1 or 2 — 43,4%
3 or 4 — 29.5%
5 or 6 — 26,0%
7 or 8 — 25,2%

Note for All: The point of the tutorial is not in calculating every chance in the game. It is impossible. Instead of it the tutorial tries to explain how to calculate them. In this post I just use information given there.
 
Thanks for the info. Really good job done.
One question, though. Where can I find all of these files: monster.txt levels.txt, weapons.txt, etc?
I thought maybe they were server only files, but even then, wouldn't I need them on my computer to play single player?

Thanks,
 
Thanks for the detailed reply. :thumbsup: :clap: I am happy that I am always carrying keys to open locked chests left out by other players. It seems carrying keys is worth the trouble to eliminate that "25% chance".
 
FeralFury said:
Thanks for the info. Really good job done.
One question, though. Where can I find all of these files: monster.txt levels.txt, weapons.txt, etc?
I thought maybe they were server only files, but even then, wouldn't I need them on my computer to play single player?
I put up a link to these files right after the Tutorial's posts. You'll need Excel (or any other spreadsheet program) to view, as they are tab-delimited .txt files.
 
QUESTION about Crafted affixes

Is it possible to create a crafted item with +3 skills tab?

(Edit)From reading this guide, the answer appears to be whether crafted items pull only from the "Rare" pool of prefixes, or from the Magical AND Rare pool.

The MagicPrefix.txt file lists both in one table, with a single column ("Rare") which contains a 1 if the item is rare.

I guess the real question is does a crafted item look at this column or not when picking the 1-4 affixes.
 
Second CRAFTED question

Someone check my thinking.

If trying to get an item with +3 skills (level 60 affix), I should be able to limit the "wrong" number of prefixes by choosing the Ilvl of the base item used.

If I use a lvl 86 character to craft the item, and I'm looking for a level 60 item, then the formula would be:

Crafted Ilvl= (Character level)/2 + (Item Ilvl)/2

60 = 86/2 + X/2 so X would be 54

I should look for Ilvl 54 items to eliminate the chance of higher affixes being chosen. Do I have this correct?
 
Hi everybody!

I´ve been trying to find a primal helm with combat skill staffmods for a while know (LoD 1.11). It seems that they drop only on low levels in norm difficulty (the blue, grey and white ones - the yellow ones do drop with combat skills in hell as well). Me and some other people found a lot of primal helms the last days - but no one with combat skill staffmods on higher levels (nightmare and hell difficulty). I also tryed with the cube: I get myself a blue primal helm from Baal norm (Ilvl 60)and cubed it ~50 times (the 3 perfect gems reciept) with the result: no combat skill staffmod occured! So my question is: Is this a bug (I´m pretty sure it is!) and is it a known one (I did not read the postings before)?
 
See chapter 11 of the tutorial. There staffmods are explaned.

In short the level of skills that you find on items (I mean required character level for the skill) depends on item level. At level 1-11 items you can find level 0 and level 6 skills. At level 12-18 items — level 0, 6 and 12 skills. At level 19-24 items — level 0, 6, 12 and 18 skills. At level 25-36 items — level 6, 12, 18 and 24 skills. At level 37+ items — level 12, 18, 24 and 30 skills.

It means that you cannot find level 0 and level 6 skills on high level items.

You may lower item level with several cube recipes. However, I’m afraid that if you cube high quality item then the quality level with be used instead item level as is in all affix level calculations. I’m not sure, though. It is a question for more knowledgeable people like RTB, Thrugg, Jarulf. It is another thing I should test.

Also low quality items should be able to spawn level 6, 12, 18 and 24 skills. I mean high level low quality Barbarian helm may have level 6 masteries IFAIK.
 
Oh well, I think, I did not describe the problem clear enogh - my English :D .
The question was not about the level 0 and level 6 combat skill masteries on barbarian helms with high ilvl - it was about the hole combat skills skill tree (like amok, frenzy, bash,... regardless if level 0, level 6, level 12, 18, 24 or 30 skills). The primal helms I mentioned (the blue, white and gray ones) are not willing to drop with any skill from the combat skills skill tree on higher level items (nm and hell difficulty) - regardless the level of the skill. Neither bash nor amok or frenzy or whatever do occur on them! So this looks totally like a bug to me - or ist there any other possible explanation?
 
Oh! I forgot to include this into the tutorial. Good point!

Barbarian helms cannot spawn with combat skills.

I don’t know why it is so, whether it is a bug or feature, but it is a fact.
 
Warrior of Light said:
You may lower item level with several cube recipes. However, I’m afraid that if you cube high quality item then the quality level with be used instead item level as is in all affix level calculations. I’m not sure, though. It is a question for more knowledgeable people like RTB, Thrugg, Jarulf. It is another thing I should test.
The Ilvl is still used.

And only Leap may legitly spawn on 1.10+ barbarian helms.
 
Smite and Holy Shield actually, as they're allowed to spawn on shields only, which can't get staffmods.
I'm at school now, so I can't provide a list, but you find it yourself at skills.txt itype (include weapon type) and etype (exclude weapon type) columns.
 
RTB said:
And only Leap may legitly spawn on 1.10+ barbarian helms.

Is this valid for all kinds of barbarian helms? Regardless if white, grey, blue or yellow - the only possible combat skill to spawn is leap? Did I get that right?
 
Warrior of Light said:
I though it is used for weapons you need to hold to be able to use this skill. Are you sure?
Yes, it's also used for determining if staffmods can spawn on certain item types.

Barb helms cannot legitly spawn with:
Bash
Double Swing
Stun
Double Throw
Leap Attack
Concentrate
Frenzy
Whirlwind
Berserk

Paladin scepters cannot legitly spawn with:
Holy Shield
Smite

Necromancer wands/shields cannot legitly spawn with:
Poison Dagger

I guess this was originally done to prevent strange items such as Wands with +Poison Dagger, but it had a little more effect.

Mynioka: Yes.
 
We've seen a helm with +3 Whirlwind and a guy states he found several Berserk Helms. I'm not sure how trustworthy the second guy is, but the +3 Whirlwind helm has a screenshot so how do you explain that? Did Blizzard change the itemgeneration that drastically with 1.11?
 
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