Item Generation Tutorial for Patch 1.11 (v1.0)

Re: Item Generation Tutorial for Patch 1.11 (v1.0)

Alright, there's a lot of stuff in there and maybe I missed it, but does it say what the chance of getting no staffmod is? I'm primarily worried about higher end stuff, so >ivl 36, if that matters(claws). Also, this is an old thread, hopefully someone that understands it is still around!

There's a quote on chapter 11 that explains the staffmod generation. I think the part you need is this:
The total skills on the item will have been set by a RND[100] and if an imbue add ilvl to that random number.
If 91 or above: 3 skills
Between 71 and 90: 2 skills
70 or lower: 1 skill

EDIT: Ok, now i realize that my post doesn't answer your question and the FAQ don't refer to it either. IIRC there's a thread about this particular question around. Try to search for it. Sorry for my mistake. :shame:



 
Re: Item Generation Tutorial for Patch 1.11 (v1.0)

How much MF would I need to cap out my chances of finding unique items from act bosses? What about set items?

Based on your calculations, which mobs would be best to farm for Stones of Jordan? Tal Rasha's set? Occulus?
 
Re: Item Generation Tutorial for Patch 1.11 (v1.0)

For uniques, 300-400% MF are enough. The diminishing returns for MF on set items and rares are less severe, so perhaps another 200% will provide a significant boosts as well, but if that reduces killing speed too much, better don't go that far.

SoJ/Occy: Nightmare act bosses are good enough for SoJs, Occys and Tal Rasha items, except the armor.

Tal's armor: L85 areas. Regarding act bosses, hell Meph cannot drop it, but Diablo and Baal can.
 
Re: Item Generation Tutorial for Patch 1.11 (v1.0)

How does glitching act bosses work so they always drop the best items?

Also, where do these items most frequently drop?
-Harlequin Crest/'Shako'
-4 socket Archon Plate
-Chains of Honor runes (Dol, Um, Ber, Ist)
-War Traveler
-Arcahnid Mesh
-Mara's Kaleidoscope
-+Sorceress/+All skills charms, preferably small charms
 
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Re: Item Generation Tutorial for Patch 1.11 (v1.0)

Endarire, you should download ATMA (in the Single Player forum) - it has a drop calculator where you can look up the answers yourself.

For Tal's armor, Hell Baal is likely the best. With ~300 MF he has something like 1:700 odds to drop it, which is pretty high.

And the only place you're going to find a +skill small charms (of any kind) is from DClone. Otherwise they don't exist.
 
Re: Item Generation Tutorial for Patch 1.11 (v1.0)

Hi, in chapter 11. Affix Selection there is this:

If (ilvl>99) then {ilvl=99}
if (qlvl>ilvl) then {ilvl=qlvl} ;** see note below
if (magic_lvl>0) then {alvl=ilvl+magic_lvl}
else
{
if (ilvl<(99-qlvl/2))
then {alvl=ilvl-qlvl/2}
else {alvl=2*ilvl-99}
}
If (alvl>99) then {alvl=99}

and i have question, is this glvl/2 rounded down, or up, or it is not rounded at all? Thank you for answers...
 
Re: Item Generation Tutorial for Patch 1.11 (v1.0)

It's rounded down.
 
Re: Item Generation Tutorial for Patch 1.11 (v1.0)

Thank you, and one more think, in chapter 8. Item quality selection, there is this:

Here is quality check algorithm:

1) Find proper line in itemratio.txt.
2) Chance = (BaseChance - ((ilvl-qlvl)/Divisor)) * 128
3) if (we check for unique, set or rare quality) EffectiveMF=MF*Factor/(MF+Factor)
else EffectiveMF=MF
4) Chance= Chance* 100/(100+ EffectiveMF).
5) if (Chance 6) FinalChance=Chance-(Chance*QualityFactor/1024)
7) If (RND[ FinalChance ])<128 return Success
else return Fail

BaseChance — The value from Unique, Rare, Set, Magic, HiQuality and Normal fields of itemratio.txt.
ilvl — Item Level, usually ilvl=mlvl.
qlvl — quality level of item type.
Divisor — The value from UniqueDivisor, RareDivisor, SetDivisor, MagicDivisor, HiQualityDivisor and NormalDivisor fields of itemratio.txt.
MinChance — The value from UniqueMin, RareMin, SetMin, MagicMin fields of itemratio.txt. For high quality and Normal items MinChance=0.
QualityFactor — The value from Unique, Set, Rare, Magic fields of TreasureClassEx.txt file for TC of the monster, that dropped this item.

and it seems, that in this row:
5) if (Chance 6) FinalChance=Chance-(Chance*QualityFactor/1024)
, there is missing text, and it seems that there should be:
5) if (Chance < MinChance) Chance = MinChance 6) .....
is it true? Thank you very much...
 
Re: Item Generation Tutorial for Patch 1.11 (v1.0)

In general, the answer to a Diablo question along the lines of "is it rounded?" is "Yes, it is rounded down!"
 
Re: Item Generation Tutorial for Patch 1.11 (v1.0)

I made a plot to visualize the possible alvl depending on ilvl and qlvl after the code in the Affix-Generation quote U made. Feel free to use it as U like. THX for this guide :thumbup:
http://fexor.dyndns.org/files/alvl.png
Could'nt upload it so I made a link to my Server...
 
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