RobbyD's Time Traveler's Guide to 1.09 v1.1

Are you interested in playing the 1.09 patch (and why?)


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It's hard if not impossible to find out exactly what's happening unless your game is heavily modified, since you would want/need to see what goes on a few screens away from you. I'll leave this one to the pros!

I never tested if the double-aura thing is visual or functional however. In name of curiosity I might check that out one day on softcore, as I sure wasn't gonna risk my HC chars for science :D
 
I think this had something to do with it: -> 1.10 patch notes
- Reduced the levels of all auras used by Unique monsters.
- Leaving the vicinity of a Super Unique monster and returning after 20 seconds, now properly respawns the Super unique for treasure drops.
I noticed the aura problem occurs frequently for super uniques (Cow King will have Fanaticism, but when you return he has Holy Shock). This is probably due to the fact that the aura table is entirely hardcoded, so when the monster was respawned and the internal id (not monster id) get's reset, the hard-assigned aura is no longer valid. Not sure how this applies to regular unique monsters.

I've never seen it happen before, but apparently in early versions of classic monsters could spawn with thorns aura (supposed to be disabled). This may have been a bug in 1.00 or even prior patches during the beta.
 
This is probably due to the fact that the aura table is entirely hardcoded, so when the monster was respawned and the internal id (not monster id) get's reset, the hard-assigned aura is no longer valid.

I've never seen it happen before, but apparently in early versions of classic monsters could spawn with thorns aura (supposed to be disabled). This may have been a bug in 1.00 or even prior patches during the beta.

Not really helpful to the conversation I guess, but I learned in testing that:
SUs will always have aura X when mlvl <=19, and always aura Y when mlvl >=20. I had read before that, that Holy Shock can not spawn for mlvl <20, which showed to be true for SUs in 1.07.
I bothered making a complete list of the aura every SU spawns with depending on their mlvl, because I was testing aura-related stuff at the time, and knowing which aura which SU would have at a given mlvl, always guaranteed me the aura I needed. Turned out very handy!
A handful of SUs always had the same aura, regardless of mlvl, but most of them had one for <20 and another one for >19.

I also read about Thorns spawning, but I've never seen it myself. :) Would've been interesting if that was ever enabled. Do you have anything on the beta? How about the demo? :-D


Edit: Forgot this is a 1.09 thread. Not sure if the above applies to 1.09, as it was 1.07 stuff.
 
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The aura-bug thing happened to me earlier today in 1.06:
De Seis spawned with Conviction + Fanaticism. Fanaticism dropped after a few seconds. I wonder how far back that bug goes.


Edit: Just noticed this part of the guide:
LE sparks, if the monster is also CE or FE, carry the damage from the other enchantment when they hit. So, for a LE/CE monster, even if you have max LR and some absorb (meaning lightning fills your bulb), you will receive cold damage from the sparks equivalent to a CE death frost nova each.

Are people aware that the above info is incorrect? Refer to the red text here:
https://www.theamazonbasin.com/wiki/index.php/Lightning_Enchanted
I've tested and confirmed for multiple patches that the bolts don't carry anything. The conclusion that the bolts carry the damage from other enchantments was probably drawn by players who stood close enough to get hit by the invisible nova/explosion as they got hit by (a) bolt(s).
 
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Are people aware that the above info is incorrect? Refer to the red text here:
https://www.theamazonbasin.com/wiki/index.php/Lightning_Enchanted
I've tested and confirmed for multiple patches that the bolts don't carry anything. The conclusion that the bolts carry the damage from other enchantments was probably drawn by players who stood close enough to get hit by the invisible nova/explosion as they got hit by (a) bolt(s).

I think that applies to 1.10+. If you actually go to the [8] citation from the page you reference, copied here http://www.mannm.org/d2library/faqtoids/boss_eng.html#bug, you see the following:

Bugs
There exist some strange constellations, which are applied to beetle monsters (Scarabs) as well as to lightning enchanted bosses, since that bolt-emitting stuff is the same thing for both.

  • Combination fire and cold enchanted: Frostnova and fire-explosion both are triggered two times each on death
  • Combination fire and lightning enchanted: if boss is forced into Hit Recovery each time the death-fire-explosion is triggered also, but it isn't graphically displayed
  • Combination cold and lightning enchanted: if boss is forced into Hit Recovery each time the Frost Nova is triggered also, but it isn't graphically displayed
  • Combination fire, cold and lightning enchanted: if boss is forced into Hit Recovery each time the Frost Nova and the fire-explosion is triggered also, but it isn't graphically displayed; Frostnova and fire-explosion both are triggered two times each on death
  • fire-explosion damage first was nerfed in Hell on closed battle.net, then with a client side patch (1.11), but not in Nightmare.
  • if a Flayer Shaman Boss is killed, he will spawn his carrier Flayer - since 1.1x also as boss and with same name and attributes like the late Shaman
  • 109.gif
    in 1.09 multiple shot lightning enchanted bosses emitted more bolts, which also carried damage of any other elemental enchantment. Since 1.10 multiple shot doesn't work in combination with that bolts anymore.

Emphasis added to the 1.09-only note.
 
Hm, I can't find my 1.09 notes. May have deleted them accidentally while re-organising some stuff. :(
Oh well. At least for my own peace of mind, I'll test this later to know for sure. I know that MSLE was patched in 1.10, but I don't recall there ever being a change for LECE or LEFE throughout the patches. The bolts in 1.06, 1.07 and 1.14 certainly don't carry any damage, but of course that doesn't prove anything for 1.09.

Cheers :)


Edit: Tested the following combinations. LE: to confirm the damage of 1 bolt (91). LECEFE: each bolt does 91 lightning damage. MSLECE: each bolt does 91 lightning damage. MSLEFE: each bolt does 91 lightning damage.

Like I said, the conclusion was probably drawn by players standing close enough for the fire explosion or/and cold nova to hit them. Even in testing specifically it would make sense to stand close enough (to make sure that (a) bolt(s) would hit you). Key part is that the cold nova and fire explosion are invisible, so it just appears like the damage came from the bolt(s).
I'm not sure what to say in case you're skeptical. I would suggest testing it yourself, but that demands a time investment. As for my own tests, in case you were curious:
- I modified The Cow King to spawn with the mentioned combinations. I modified velocity (movement speed) of cows to be 0, to make sure I was in control of distance.
- I positioned myself so that (only) 1 bolt would hit me, while being outside the range of fire explosion and/or cold nova.
- At his level (93), each bolt would consistently do 91 damage, or crit for 182, while I had 0 lightning resistance.
- I was never chilled.
- Damage received was always in multiples of 91.
(After moving closer, I would be chilled and damaged by the invisible nova after putting him into hit recovery. Moving even closer, the invisible fire explosion would also hit me.)

I noticed a short while back that the 1.06 guide lists the same information, but in that patch it also is not the case. I highly doubt there has ever been a patch where the bolts carried any damage, I think it was just an untrue conclusion that spread naturally. Btw, I know the site you linked is a very reliable source, so I can understand why nobody would ever think twice about it. But it is what it is! :)
 
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