Saturday, April 21, 2012

1.07/1.08 arreat's face

What does 15% target's defense mean on 1.07 arreat?

Is this -15 % like eth rune, does it leaves target with 15% only defense overall or what?

Any ideas?

For PVM play.|||it's -15% of your opponent's total defence.

the .08 version is -15% def per hit. which is even better.|||I recall reading recently that 15% target defense was exactly that, reduces targets defense to 15% it's original value.

Currently asked here in the barb form:

http://diablo.incgamers.com/forums/s...d.php?t=783353|||I believe that is indeed the case. But main question is if it keeps that in 1.10.

Some people believe it get changed to -15% defense. We'll see.

grief phase blade question

Hello, I had a question regarding using a grief pb with smite.

I know the ias doesn't matter on the grief, but if I plan on skipping out on cbf and I am frozen, does the ias on weapon come into effect?

I am intending on using 20% ias glove with max fanaticism, would getting a 40% ias weapon allow me to free up a glove slot?

Any help is appreciated, thank you!|||with maxed fanaticism u don�t need any ias while using a phaseblade to reach the max smite breakpoibt, not matter if its a 30 or 40 ias grief.

the 20 ias glove matter when u�re cursed with decrep: u need 20 ias with a 30 ias grief on the gloves to reach 7 fpa and 10 if its a 40 ias grief (in total 110 to reach 6 fpa). i don�t know exactly how the frozen would change the numbers, but i think a raven is a pretty standard choice for smiters, or a cham in whatever helmet u use|||i use phase blade with max zeal and max fanaticism and when you turn blue from the cold you do slow down a bit. i do not know whether adding overkill IAS will push through that cold aura effect, and make you keep attacking as fast as before. but it cannot hurt?|||Alright ty for your help krupa.

How much ias would I need with a grief berserker axe for 7 fr smite? I seem to recall the grief having 34 or higher ias was important? Had all this stuff down long ago and can't remember lol.|||Use weapon speed calculator. Depends on your fanat level.

Magic find useless for charms?

http://diablo3.ingame.de/tips/calcs/...lt&window=true

is this calculator accurate? i was trying to figure out what my odds were of getting charms off of random mobs with varying amounts of magic find....

According to the calculator, magic find doesn't even matter, your odds of getting charms off any mob are the same with 0%MF as it is with 1000%MF. also, according to this calculator-- the odds of getting non-magic items off of trash-mobs is lower the higher your magic find is... so less socketables the more MF i have.

If this is the case i'd rather stack gold find LOL.|||this is accurate|||More magic find does not increase the amount of items. It only increases the chance that when an item drops it becomes magic, rare, set or unique.

Except for three, charms are always magic. Two of those (anni and torch) are acquired by special events, so the only thing that more magic find increases here is the chance to find Gheeds.|||Well more mf would decrease the chance of white items. That is one of the big down falls of high mf. But statistics say more mf=better.|||Quote:








Well more mf would decrease the chance of white items. That is one of the big down falls of high mf. But statistics say more mf=better.




But that's 100% unrelated with this thread since there aren't any white charms.|||If I can ask something slightly related, the mode that calc applies to is Lord of Destruction...does that calc also hold true for Classic (given the fact that there are fewer unique/set drops and fewers affixes for rares and magics)?

If it does not hold, then is there a way to see drop probability for Classic?

--EDIT

That German calc has the ability to display for Classic.|||Quote:








If I can ask something slightly related, the mode that calc applies to is Lord of Destruction...does that calc also hold true for Classic (given the fact that there are fewer unique/set drops and fewers affixes for rares and magics)?

If it does not hold, then is there a way to see drop probability for Classic?

--EDIT

That German calc has the ability to display for Classic.




in classic the same principle applies: the more mf the less whites drop, however if u go for quest drops u�ll most likely don�t want any mf, since that would increase the unique and set drop rate and decrease the rare drop rate. except ur hunting sojs or those tri-dura items|||Quote:








But that's 100% unrelated with this thread since there aren't any white charms.




Oh my god I guess I did not read the OP's post right. Sorry about that.|||bottom line: the only effect MF will have on charms is increase the likelihood of getting a Gheeds.|||Quote:








in classic the same principle applies: the more mf the less whites drop, however if u go for quest drops u�ll most likely don�t want any mf, since that would increase the unique and set drop rate and decrease the rare drop rate. except ur hunting sojs or those tri-dura items




Shouldn't it be the opposite thing?

Item rarity

So after Tyrael/Mang Song/DWeb/Astreon what is the 5th rarest unique?|||That's probably Darkforce Spawn, but Death's Fathom is probably pretty rare as well. I'm assuming Baal drops BTW.|||http://diablo3.ingame.de/tips/calcs/...lt&window=true

looked up baal's unique drops sorted by item rarity:

with no MF and 1 player game here's the bottom part of the chart copy and pasted:

Death Cleaver 0.0031314% 1:31934

Shadow Dancer 0.0025622% 1:39029

Steelrend 0.0025622% 1:39029

Griffon's Eye 0.0025622% 1:39029

Crown of Ages 0.0025622% 1:39029

Templar's Might 0.0022775% 1:43908

Death's Fathom 0.0017074% 1:58568

The Cranium Basher 0.0015657% 1:63869

Earth Shifter 0.0015657% 1:63869

Darkforce Spawn 0.001397% 1:71582

Mang Song's Lesson 0.001044% 1:95790

Astreon's Iron Ward 0.001044% 1:95790

Death's Web 0.0010413% 1:96032

Tyrael's Might 0.0002847% 1:351264|||Not all items come from Baal, pit run is a good place to get item when you are not good enough. A couple of items can only be get from Baal/Nilithac. Those are considered the rarest.|||Wow...I actually found an Astreons a couple ladders back and just charsi'd it after trying to trade it for a while. I had no idea it was that rare! lol|||There is no easy way to calculate rarity. Drop frequency from killing Hell Baal is a sensible method - and I use this method as well. But I spend very little time killing Hell Baal and I have spent many hundreds of hours playing Normal and Nightmare where high-level TC items cannot fall. So, for me, (and for most people who quest), TC-81, -84 and -87 items are much rarer than TC-3 level items even if they have comparable drop frequencies from Hell Baal.

Similarly if you run Baal, then Cow King Set items will be the rarest.|||Quote:








Not all items come from Baal, pit run is a good place to get item when you are not good enough. A couple of items can only be get from Baal/Nilithac. Those are considered the rarest.




which ones? according to the drop calculator i just linked, tyraels might and all of the others listed can drop off bossmonsters in the pit.

as far as i know the only thing that can only drop off baal/nihl are some high-end charm affixes. but we're talking about uniques here, right?

Current Drop Rates

how are the current rune and item drop rates compared to the last ladder season?|||I don't see how they would've changed |||High rune drop rate and countess drop rates havent changed noticeably.



If you're not baal or boss running you should get aproximately 1 high rune dropped for ~ 30 hours spent killing monsters in hell.|||last season there was a big change in rune drop rates. thats why i asked. thanks for answers. how about items? i asume they drop the same too.|||The change of drop rates is not tied to ladder season, but to d2 patch. Since there was no new patch coinciding with the last ladder reset, the drop rates are the same.|||oh. right, i didnt think of that..

The Sanctuary aura

I know about it being bugged and whatnot, but I don't know how the "ignores physical resist" part works. What exactly does it do to the undead's physical resist? Does it sum with amp and decrip? Does it work only for the carrier of the aura? (seems to be the case as my merc kills decripified ghosts very slowly)|||It makes the carrier of the aura ignore the physical resist (meaning it will be considered 0) of an undead monster if the physical resist is positive. This comes after the effects of curses.|||Thanks

10

Should I Craft Berserker Axes from Shops?

Hey, how's it going?

My girlfriend is playing a Concentrate Barbarian (according to Hal's guide) and we're now crafting weapons. Will crafting Berserker Axes bought from Larzuk in act 5 of Hell be good enough?

I remember reading years ago that crafting items found in Frozen Throne and later will have the potential to have better mods. What about shopped items from Larzuk?

Thanks,

-=ViC|||The title of your thread confused me. I thought you were meaning buying from online shops. (I'm dumb).

From what I recall the ilvl of items that you shop is dependant on the level of character that is buying them. The level range will be -4 to +5 of character lvl. Or maybe +5 to

-4, can't remember. As far as level range and mod availability, I'm not sure.|||I would never buy items from online shops, if only because that would be contributing to the amount of bots on Battle.net (I really dislike bots of any sort that makes the gameplay unfair.)

Thanks for the information. I remember reading that items dropped in the later parts of Act 5 in Hell difficulty will give the item, when crafted, an additional mod or something like that. That's my memory from years ago though, and I can't seem to find much information right now.

Cool wolf avatar, by the way!

-=ViC|||Ahem, returning to the 'real world' of D2.



Crafting blood axes is one way of getting a better weapon. You would need luck and patience to craft one weapon than the runewords that are available online but the high quality level of berserker axes means that imbuing white ones with level 8 characters which can get all available affixes on the item too is well worth doing as a break from hell running if nothing else.

Timewise, with the new rune drop rates of the latest patch, getting the runes for a mid range runeword would probably beat crafting an axe of similar power. I'm thinking crescent moon, kingslayer, or even passion here. For boss killing using even a cheap runeword with crushing blow then switching to a higher damage weapon is optimal.|||Thanks for your input, Tarantella.

For imbuing, why should I use level 8 characters? I do remember that's the earliest level in order to do the imbue quest, but does anything else matter, or is the imbue quest completely random and not dependent on character, difficulty, etc.

Thanks,

-=ViC|||Discussion thread available here

http://diablo.incgamers.com/forums/s...d.php?t=660816

More details are here

http://diablo2.diablowiki.net/Guide:....10,_by_Uzziah|||The base qlvl of a BA is high enough to get all good affixes from crafting, no matter which ilvl it has.|||Items shopped in NM or hell have their ilvl set to clvl +5

For gambling, it's -5 to +4

A question about treachery runeword buff

How long does the buff from treachery runeword last and what am i actually getting with Fade. As i've understood it's Pdr, but how much and how long?

Thx, Psyche|||Just look up the stats for the level 15 Assassin skill. You get 1%DR per level.|||Quote:








Just look up the stats for the level 15 Assassin skill. You get 1%DR per level.




Thx for fast reply |||You may also find other useful things in the Virtues of Treachery SPF thread.

Level 15 Fade gives: 15% physical damage reduction, 60% resist all, 79% curse duration reduction, and lasts 288 seconds (almost 5 minutes)

A "pack" of Blood Hawk nests ?!?!?

I thought I'd seen every possible combination of monster spawns in the ~decade I've been playing this game. But I've never seen this before: A "Boss" Unique Blood Hawk nest, with Five "Minion" Blood Hawk nests, all together in a tight group.

Has anyone else ever seen this? Or anything like it?|||It happens from time to time.|||I guess there's no reason for them not to exist. But seeing it for the first time after years and years of play was a little shocking. My skellys+merc had two of them down (and a dozen or so Blood Hawks) before I thought to get a screenshot.

Just thought: Totally unrealistic, but it would have been kinda cool if the Boss nest spawned Boss Blood Hawks. |||Blood hawks from nests neither give XP nor do they drop anything AFAIK, so that would be a bit of a waste, but it might be an interesting challenge |||Quote:








Blood hawks from nests neither give XP nor do they drop anything AFAIK, so that would be a bit of a waste, but it might be an interesting challenge




Would be even better if they spewed out bosspacks themselves. :laugh:|||I saw my first pack of these not too long ago myself and thought it was strange too haha|||Yes, ive seen them and pretty darn strong too, it had some crazy mods wich would seem useless to a nonattacking stillstanding hive.

Think ive got a screenshot of it, let me search a bit.

edit: found it.

|||at least it isn't immune to a list of things... that could be annoying...|||I've encountered this once as well, with a Meteorb sorc. I remember them taking a very long time to kill as well.



On the subject of weird Unique monsters, I've always wanted to find a Monster Shrine in Act 2, go spawn a Flying Scimitar, lure it to the shrine and hit it hopefully creating a Unique/Champion Flying Scimitar just for laughs. Does anyone know if Monster Shrines can do this?|||yes, they can.

Mercs and peace

If i equip a merc with the peace armour will he be able to spawn valkyres ?

iirc it was "fixed" but im not 100% sure|||Mercs won't get a valk.

The bugfix involved a game crash which occurred when a merc triggered the summoning of a valk.

whats the max poison damage on sc's

What's the maximum poison damage you can get on a sc?

And is it worth re-roling a baal sc in order to get such a sc?|||Charms can get poison damage from a prefix and from a suffix. The highest damage prefix is "pestilent" with 175 damage over 6 seconds and the highest damage suffix is "of antrax" with 50 poison damage over 6 seconds, so the highest damage sc obviously is a pestilent sc of anthrax. In combination, the charm deals the sum of damage per unit of time over the sum of the durations, i.e. 175/6+50/6 = 37.5 damage per second over 6+6 = 12 seconds, i.e. a total of 450 damage over 12 seconds. The game actually calculates this on a per frame base, so rounding leads to slightly different amounts - IIRC it's 451.

BTW, only Diablo, Nihlathak and Baal can drop these SCs respectively only SCs from them can be rerolled into a 451 pdscs.|||Where "dum" = "sum".|||OK, I fixed it |||Aren't the 313 psn damage scs the highest possible one's?

|||Nope. 451 ones are.

Personally, I use either casters or fast hitting chars, so I never really valued poison charms high at all. Duration on these charms are like forever.|||well, if you have 25 of the 451/12 psn charms, thats 939 psn damage per second for 12 seconds. now, most people in duels will have 75% poison resistance.

So this is what ive always wondered. Say i have a double throw barb and i have 25 451/12s in my inventory. I throw at my opponent and score a hit, then switch to dual death webs. Will this help?|||the psn resistance is applied to each second of psn damage not all 12 seconds

also i dont think that would be very affective at all

you will have 11275/12 seconds which is

940 roughly per second,

pvp reduces that to 157,

then 75 resistance makes that 39 damage a second

then there is -psn duration reducing the damage farther

OW works a lot better for barbs than psn damage|||Well if im wearing bramble and trangs gloves (someone on another part of this forum told me this works with charms) and 37 451/12s, the damage output is:

451 * 37 = 16687 (37 charms)

16687 * 1.67 = 27867 (bramble and trangs gloves)

27867 / 12 = 2322 damage per second

2322 * .17 = 394 (pvp penalty)

If opponent has 75 poison res, and i switch to dual 5/5 facet'd dwebs:

394 * 1.35 = 531 poison damage per second

not that bad

whereas open wounds if i'm level 85 is:

((45 * 90 - 1319) / 256) * .125 * 25 * 8 = 266 damage over 8 seconds

531 psn dmg over 1 second

266 OW damage over 8 seconds

... hmmm. I'm liking that poison damage more.

If im dueling a character with 4000 life, i can just hit once and in 7.5 seconds they'll be dead. So i can just use hit and run tactics.|||wat does reroling mean? can some1 xplain this 2 me

Spirit: Does the Sword + Shield Stack?

Well, The title explains it.

(TalThulOrtAmn)|||of course it does, why wouldnt it?|||Indeed, they are seperate items.|||Noooooo! A mod actually deleted his double post! :[|||What is supposed to stack then? I thought only aura's where stackable...|||As far as I can tell, they are talking about if you are using a Spirit Sword and Spirit Shield you will gain the Fhr/Mana/Fcr from both. Not like the horrible auradin stacking.|||hence the reason i was asking about this stacking i figured only paladin aura's could be stacked...|||Well in other words its like using a Hoto and Spirit shield, you gain the fcr/resists/etc from both.|||Quote:








As far as I can tell, they are talking about if you are using a Spirit Sword and Spirit Shield you will gain the Fhr/Mana/Fcr from both. Not like the horrible auradin stacking.




Yeah.

Well Problem Solved ^^ (It does, I think)

((Sorry for double post earlier too, Slow internet connection at the time))

How to Gamble a Rare Ring This Good?

Hello, I hope you are well.

I am in need of a good rare ring and am gambling using a level 74 character, though I am not sure if that's what I should be doing. Ideally, the ring I want has the following stats:

8% Life Leech

20 Strength

15 Dexterity

120 Attack Rating

11% All Resistances

I know that getting that exact ring will be nearly impossible, but am striving for something as close to that as possible and would like to improve my odds. What level character should I use?

Also, I am crafting blood rings. If I remember correctly, character level does not matter for crafting. Where should I be getting the magical ring I need for crafting though?

Thanks,

-=ViC|||Quote:








Also, I am crafting blood rings. If I remember correctly, character level does not matter for crafting. Where should I be getting the magical ring I need for crafting though?




Just gamble rings with +80 level char (should be enought?) And charter level does matter for crafting (im pretty sure)

Im bad on this crafting and lvl things lets hope som1 knows beter than me |||You have 5 random affixes on your list, but a crafted item cannot have more than 4.|||According to this useful calculator

http://diablo3.ingame.de/spiel/expan...&mlvl=0&qlvl=1

the 8%ll affix has the highest requirement so you need to be a higher level to guarantee that every ring gambled has a chance for it to occur.|||Self-gambling with a L80+ character will be enough for that. The level req will be at least 87, however (it's higher by 10 + 3* number of random affixes).|||Quote:








Self-gambling with a L80+ character will be enough for that. The level req will be at least 87, however (it's higher by 10 + 3* number of random affixes).




Hello, krischan,

I was hoping you'd answer!

Between my girlfriend and I, we have level 84, level 89, level 90, level 92, and a level 94 characters. Does it matter which we use for gambling and crafting? And is there a best place that we should get the magical ring from for crafting?

Thanks!

-=ViC|||If you do both the gambling and the crafting with a higher level char, you can get further affixes, reducing the chance for the mentioned affixes (like 6% mana leech which will rasie the level req into the 90s BTW), but I think the benefit of crafting a different very useful ring outweighs that.

It doesn't matter where you are gambling, as it only depends on the char level, but I would do it in hell mode where you can sell the crap results for up to 35k gold.|||Quote:








, but I would do it in hell mode where you can sell the crap results for up to 35k gold.




I havent ever seen magic/rare/craft ring more worth than max 20k ? Many amus gives 35k but if you craft in normal just sell fail rings in act5 (if need gold)

staffmods question

I was reading through the statistics & knowledge library to find the answer, but couldn't seem to find it.

Is it possible to roll a barb helm with +Whirlwind with any of the cube recipes? If it is, what would be the best way to go about getting this (ilvl and all that junk)? What are the chances of rolling it?

I was trying the 3 pgem recipe on an exceptional (ilvl 84) barb helm with no luck so far. Would it even be possible this way?

Thanks for any help!|||It should be possible, as far as I know. It just rerolls the item, so I'm guess the generation wouldn't be different.

That said, WW on a helm is crazy rare. You have to have the absolute perfect storm for that to happen, as WW isn't a legal spawn on helms. You could end up going through a ton of PGems before you see one.|||Any recipe that can change the item level (as well as the Charsi quest reward) causes a reroll of staffmods and automods, according to the new ilvl.|||Quote:








Any recipe that can change the item level (as well as the Charsi quest reward) causes a reroll of staffmods and automods, according to the new ilvl.




True, but to keep rerolling on the same primal helmet, there really isn't another option than the 3 perfect gem recipy, as far as I can tell.

By the way - the odds you are up against are:


Code:
Any primal helmet with an ilvl above 37 can possibly spawn WW.

In order for such a helmet to actually get the WW staffmod, the selection
process will have to fail 5 times (30% chance each time) and then select WW
on the final try (4% chance).
Thus the odds of picking WW as a single staffmod is:

(30%)^5 * 4% = 0.0000972 ~ 97 in a million

Since staffmod on class-items are selected using:
* 10% chance of 3 staffmods
* 20% chance of 2 staffmods
* 40% chance of 1 staffmod
we may total the odds of a primal helmet spawning WW with:

(10% * 3 + 20% * 2 + 40%) * (30%)^5 * 4% = 0.00010692 ~ 107 in a million

[NOTE: This is a simplyfied calculation for illustartion; the number is not
entirely accurate, since the fail percentage is slightly higher on picks
2 and 3, thus making the odds a small fraction bigger]

You could be looking at spending quite a few gems on this |||If you are lucky, one can actually drop:


Code:
Shadow Crest 
Lion Helm
Defense: 151
Durability: 18 of 18
Required Level: 30
Required Strength: 63
Fingerprint: 0xfd154bbe
Item Level: 84
Version: Expansion 1.10+
+3 to Whirlwind (Barbarian Only)
+33% Enhanced Defense
+1 to Life
Poison Length Reduced by 25%
Repairs 1 Durability in 20 Seconds
Ethereal

but it isn't very likely, as pointed out above. And the chance that you get one with mods that make it suitable for level 30 characters is not high.

That was a SP drop in 1.12. I obsessively pick up potential staffmod items as part of my somewhat-ridiculed Staffmod Grail project- otherwise it would have just been left on the ground, probably.

If you are looking in SP, the easiest way to get a +WW barb hat is to look in 1.07 or 1.09, and while you are there you can also look for +Holy Shield scepters which are much more likely than in the current patch.

As far as rerolling, strategic rerolling with PSkulls and a character of the proper level may be a way to get a chance at a rare one, but of course the chance is very low no matter how it is generated. Imbuing is also a potential route, and imbues are more likely to have staffmods at all, but again the likelihood is still quite tiny.|||Thanks everybody.

I guess this will have to be one of those long term goals; if it happens then cool, but I won't hold my breath.

List of different questions

Hey guys, I have quite a big list of questions,

1-4 are about auras, later about diffent subjects.



1.Let's assume I have a dual dream palladin.

Those 2 dreams give him level 30 holy shock.

I equip a +3 holy shock rift runeword. Does the +3 holy shock, increase by holy shock to level 33?

2. I equip a shako. Does the holy shock level (from dream) rise by 2?

3. Let's assume I have 20 hard points into light res aura. If I had a scepter, with +3 light resist aura, would it affect my holy shock damage? I dont think so, but just wanted to ask.

4. I also assume that +2skills form shako, dont boost my holy shock damage by increaseing the light res aura level. (wrote it here just for clarity; Im like 99% sure it is true)

5. Mercenaries - If I equip them with +skills items (e.g. andy's face), does their aura level rise? Im talking about the

a)"natural" aura of each merc;

b) item-granted aura of the merc (e.g. by holding pride runeword)

6. Do blue "mechanics" (?) 6 socket phase blades with 40 ias exist?

7. Can yellow items, have more than 2 sockets? (Im asking about "6 socket phase blade" + fools + ias etc.). I think they dont, but just wanted to ask to be sure.

8. I have a rift-sin. 6 kicks (level 30 skill or something). Can anyone tell me if her attacks get interrupted by:

A) casting of firesorm by torch (I think they do get interrupted)

B) casting tornados by carrion wind affect it (dont think so)

C) casting that big indiana-jones druid ball (that makes me laugh every time I see it from destruciton runeword) slow her down (I think they do)

D) casting volcano (from destruction rw; I think they dont)

9. Harder: did blizzard ever explain why the 'cleansing' runeword that can be found in game files, was not repaired in patch 1.13? Is it simply imbalanced, or they didnt know that fixing a comma somewhere (or something like that AFAIK), would activate it.

10. Does the game work if 8 "summonmancers" (animal collectors?) come to it and start raising skeletons+revives? I always wanted to try that, but never managed to get more than 2 players (me and some other guy). Im just curious if there isnt massive lag (server side/client side)

I know that skellies used to lag my old 192mb of ram computer, but with 3gb.. it should be ok, right?

Has anyone ever tried it?|||Auras equipped won't be boosted by + skills.

Light res synergy will work. + skills won't help any synergy or the aura.



A merc's "natural" aura is affected by + skills. It has to be + ALL skills, not + Paladin.

A Might merc holding pride with a Shako on will have a boosted Might, but not Concentration.





Sockets go up to 4 with magic items. Weapons go up to 3. 6 socket with 40 IAS (empty sockets blue) won't happen.





Rare items can get two sockets, but it uses a prefix to do so. It can have 2 sockets, 40 IAS and 4 other things. It won't be able to get 3 or more sockets.





DTalon will be interrupted if the skill cast has a cast delay (like Frozen Orb). Molten Boulder has a cast delay and will interrupt DTalon.





There are actually quite a few runewords in files that weren't used. I don't recall an explanation for them other than just not using them.





8 summonmancers should be possible, but would likely crash a game similar to rabies. To get it to crash, if it will, it'd have to be 8 full armies all in one screen.|||I don't know about the aura stacking questions but on some of the others I can say:


Quote:




3. Let's assume I have 20 hard points into light res aura. If I had a scepter, with +3 light resist aura, would it affect my holy shock damage? I dont think so, but just wanted to ask.




No the aura damage doesn't change from the staffmod bonus.


Quote:




4. I also assume that +2skills form shako, dont boost my holy shock damage by increaseing the light res aura level. (wrote it here just for clarity; Im like 99% sure it is true)




No, the synergy bonus does not benefit from anything except hard skill points.


Quote:




6. Do blue "mechanics" (?) 6 socket phase blades with 40 ias exist?




a) "Mechanic's" (one of the the magic prefixes for socketed) gives at most 2 sockets. "Artisan's" gives 3 sockets at most, and "Jeweler's" gives 4 sockets at most. So no, those cannot exist. In 1.08+, the best you can do for IAS on a phase blade is either a grey six socket one or a Jewler's Phase Blade of Quickness with 4 open sockets- either way if you filled them all with Shaels you were at 120%IAS. In 1.07, the Larzuk quest gives up to 4 sockets in a magic (blue) item, so it is possible to have a 4-socket Cruel Phase Blade of Quickness from 1.07 with 4 Shaels, for 120%IAS but with Cruel improving the damage, for example.


Quote:




7. Can yellow items, have more than 2 sockets? (Im asking about "6 socket phase blade" + fools + ias etc.). I think they dont, but just wanted to ask to be sure.




No they cannot. "Mechanic's" prefix gives either one or two sockets and it alone among the socket prefixes can spawn on rares.


Quote:




10. Does the game work if 8 "summonmancers" (animal collectors?) come to it and start raising skeletons+revives? I always wanted to try that, but never managed to get more than 2 players (me and some other guy). Im just curious if there isnt massive lag (server side/client side)

I know that skellies used to lag my old 192mb of ram computer, but with 3gb.. it should be ok, right?

Has anyone ever tried it?




In my experience, reports of skellies/minions causing lag are much exaggerated, and I suspect it would be fine but I haven't tried.|||1. Autoauras cannot be increased by anything but synergies and other items with the same autoaura. (no is the short answer)

2. No. (and dream is helm/shield, so equipping shako lowers it to lvl 15...)

3. No, only hard points count as synergies (except in 1.10 with the charges bug)

4. True

5a. Yes

5b. No

6. Mechanic's grants 1-2 sockets, Artisan's grants 3 and Jeweller's grants 4. (no for short)

7. No

8. Don't know

9. Blizzard works in mysterious ways...

10. Yes, the game works. But I have 8 GB, so I am not in a position to test lag issues...

Anyone know how many Baal runs it would take to get from 60 to 90?

Crazy question I know but I kinda need to know to plan out my weeks schedule for baaling|||23 runs exactly!





...on a more serious note - it of course depends on the levels of your partied players and the size of the party, so it's impossible to answer. If you play on SP, I'm sure you can find some information about leveling in the SP forum, but you will need to be specific (ie. do you tele there/kill baal on every run etc.)|||You cannot hell baalrun at lvl 60, 61 is the earliest.|||Better not to count it drags a lot less if you dont count and just do so many till your fedup and do some more another day.I got my Ladder sin to 92 without doing exp runs just did the pits in P5-8 games she naturally levelled.|||@kavlor - how long did it take for you to level from 90-92 in the pit?

Has anyone seen...

The legendary 6 pnova necro shield?

Last ladder I had my pnova necro with perfect gear, perfect bramble + perfect death web, but could not for the life of me find someone who had a 3p/b 3pnova shield, let alone a 2os one.

Has anyone seen one of these legendary heads? Man I would love to get my hands on one.|||Not in game. Would be some kinda sexy though, especially with deflecting, or maybe balance suffix :O <-- keep dreaming. And if i ever do find that, larzuk will most certainly 1os it.|||but if it is blue isn't it possible to get 2os?|||Quote:








but if it is blue isn't it possible to get 2os?




Yes, but the chance is 50/50 for 1/2 sockets. So on top of the extreme luck you�d need to find one, you need to get lucky again (or at least not unlucky, depending on how you view it) to get 2 sockets.

Blood ring/gloves questions

I have read several threads about crafting, and superdave's glove crafting guide. Most of them said gamble and craft from a level 74 character will remove most unwanted mods e.g. of vampire suffix on rings and poison nova on gloves. Mind if someone clarify this?

Thanks in advance. |||I think the goal is to avoid the really high-level affixes, mostly to get the required level out of 'absurd level' territory.

Required level on crafted items is often pretty high anyway.|||Yeah, like once I crafted a dual leech blood ring that has a required level of 96.

So I suppose gambling/crafting wtih a level 74 character is good enough to avoid that?|||Assuming you gamble a ring or some gloves, the resulting item will have ilvl between the character level - 5 and character level + 4 (in your case between ilvls 69 and 78).

When crafting the item crafted upon will get a new ilvl based on the ilvl of the item on which you're crafting and the character doing the crafting, determined by the following formulae:


Code:
ilvl_craft = clvl/2 + ilvl_base/2 (any fractions are truncated).

So in your case the rings or gloves will have ilvls in the range

71 (74/2 + 69/2) to 76 (74/2 + 78/2).

When calculating which affixes are allowed, the qlvl and ilvl are input in the following algorithm (both rings and gloves have magic_lvl = 0):


Code:
if (ilvl>99) then {ilvl=99}

if (qlvl>ilvl) then {ilvl=qlvl}

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}

For rings qlvl = 1, so alvl = ilvl (again fractions are truncated) and you will have alvls in the range 71 to 76 just like the ilvl range.

For gloves it's a bit more complicated, since Heavy Gloves have qlvl 7, Sharkskin Gloves have qlvl 39 and Vampirebone Gloves have qlvl 63. Thus crafting on Heavy Gloves will give you alvls in the range 68 to 73, crafting on Sharkskin Gloves will give you alvls in the range 52 to 57 and crafting on Vampirebone Gloves will give you alvls in the range 43 to 53.

----

All this math means that when gambling and crafting with a level 74 character, all rings will be guaranteed to have a minimum affix-level of 71, meaning they can get all prefixes and suffixes with level equal to or below 71. Also all rings are guaranteed to never spawn any affix with level above 76.

Prefixes are listed here, and suffixes here. Alvls are the numbers in parathesis.

The same reasoning can be applied to the gloves; ie. your character level and the ilvl of the gambled/found/shopped input-item can be used to determine which affixes may spawn on the resulting craft. This can be handy, if the affixes you are after have a low-level (ie. the odds of crafting them will be higher since the high-level affixes are prohibited from spawning).

There are some important considerations though - lower ilvl translates to lower chance of spawning 4 affixes:


Code:
* ilvls 1-30: 40% chance of 1 affix and a 20% chance each of 2, 3 or 4 affixes.
* ilvls 31-50: 60% chance of 2 affixes and a 20% chance each of 3 or 4 affixes.
* ilvls 51-70: 80% chance of 3 affixes and a 20% chance of 4 affixes.
* ilvls 71+: 100% chance of 4 affixes.

Also the level requirement of a craft can be taken into consideration:


Quote:








Affixes control the required level of the craft. The formula is rlvl = rlvl(of highest affix) +10 +3x (#of other affixes). So if you have a craft with 3 affixes and the highest affix has a required level (rlvl) of 12 your required level for that craft is 12 + 10 + 3*2 = 28. Since character level controls affix level and the # of affixes that can spawn it also controls the rlvl of the craft.




Regards Tom|||Quote:








Assuming you gamble a ring or some gloves, the resulting item will have ilvl between the character level - 5 and character level + 4 (in your case between ilvls 69 and 78).

When crafting the item crafted upon will get a new ilvl based on the ilvl of the item on which you're crafting and the character doing the crafting, determined by the following formulae:


Code:
ilvl_craft = clvl/2 + ilvl_base/2 (any fractions are truncated).

So in your case the rings or gloves will have ilvls in the range

71 (74/2 + 69/2) to 76 (74/2 + 78/2).

When calculating which affixes are allowed, the qlvl and ilvl are input in the following algorithm (both rings and gloves have magic_lvl = 0):


Code:
if (ilvl>99) then {ilvl=99}

if (qlvl>ilvl) then {ilvl=qlvl}

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}

For rings qlvl = 1, so alvl = ilvl (again fractions are truncated) and you will have alvls in the range 71 to 76 just like the ilvl range.

For gloves it's a bit more complicated, since Heavy Gloves have qlvl 7, Sharkskin Gloves have qlvl 39 and Vampirebone Gloves have qlvl 63. Thus crafting on Heavy Gloves will give you alvls in the range 68 to 73, crafting on Sharkskin Gloves will give you alvls in the range 52 to 57 and crafting on Vampirebone Gloves will give you alvls in the range 43 to 53.

----

All this math means that when gambling and crafting with a level 74 character, all rings will be guaranteed to have a minimum affix-level of 71, meaning they can get all prefixes and suffixes with level equal to or below 71. Also all rings are guaranteed to never spawn any affix with level above 76.

Prefixes are listed here, and suffixes here. Alvls are the numbers in parathesis.

The same reasoning can be applied to the gloves; ie. your character level and the ilvl of the gambled/found/shopped input-item can be used to determine which affixes may spawn on the resulting craft. This can be handy, if the affixes you are after have a low-level (ie. the odds of crafting them will be higher since the high-level affixes are prohibited from spawning).

There are some important considerations though - lower ilvl translates to lower chance of spawning 4 affixes:


Code:
* ilvls 1-30: 40% chance of 1 affix and a 20% chance each of 2, 3 or 4 affixes.
* ilvls 31-50: 60% chance of 2 affixes and a 20% chance each of 3 or 4 affixes.
* ilvls 51-70: 80% chance of 3 affixes and a 20% chance of 4 affixes.
* ilvls 71+: 100% chance of 4 affixes.

Also the level requirement of a craft can be taken into consideration:



Regards Tom




Thomas, looks like you are a king of crafting! Much appreicated on your (massive) input!|||Quote:








Thomas, looks like you are a king of crafting! Much appreicated on your (massive) input!




Tbh I very rarely craft, since I prefer being poor/untwinked.

Guess I'm just a bit of a nerd with too much time |||actually, Uzziah has some incorrect info posted about the rlvl of crafts. The multiplier per affix is 3, not 2 as posted above. So with Uzziah's example:

rlvl 12 for highest affix

3 random affixes

*3 +10 = 31

Or the usual +2 amulet:

rlvl 67 for +2 skills

4 random affixes

*3 + 10 gives 67+3*4+10=89

(actually, just the example is wrong in the post, not the info. Still confusing, though)

Should I imbue Boots I found in Hell Chaos when im level 90?

I ehar anything found in Hell Chaos is good to imbue once your a high level. Is 90 high enuf or shuld I wait till like 95(ugh).|||Imbues only retain the base item, and sets its item level to clvl+4 so it doesn't matter *where* you found the item, only *what* item it is.

AFAIK not a lot of people imbue boots.|||Check the affixes for boots. Not much of the 'good stuff' has a high affix level.



@helvete: That�s right, most characters will be better off gambling boots instead. But I can imagine doing it with a kicker Assassin, if it�s some Elite boots.|||Rare boots can be upgraded, so I still think it's inefficient.|||even with very very good rares, trumping a shadow dancer or upped gores is quite impossible, except ur in need of resist or mana|||i use all my imbue quests with diadems. with the magic level bonus from diadems, any diadem found anywhere imbued by anyone can get +2 class skill mods.

Highest damage weapon you have had

I'll start with an obvious one:



By nightcrawler69|||

Impossible to use though, the durability is teh suckz.|||Quote:








Impossible to use though, the durability is teh suckz.




Still - that's insanely impressive

I drooled about it in the Yellow Showoff thread as well.

#EDIT: And the fact that you have gone to the trouble of finding 'odd' ias/ed jewels to hit exactly 440ed |||It's funny how it's called skull breaker.

Although is 31 durability really such a pain? In classic some players use 25dura lances and this maul has selfrepair..|||The maul repairs 1 dura every 33s, too slow for pvm I guess.|||Definitely an amazing piece. How much damage can you do with it?|||That's one nice fury weapon for a wolf 6 fps or 5 fps ? And ouch omg bet that hurts titan wolf or barb seems to be screaming out ^^|||Quote:








Still - that's insanely impressive

I drooled about it in the Yellow Showoff thread as well.

#EDIT: And the fact that you have gone to the trouble of finding 'odd' ias/ed jewels to hit exactly 440ed




Thanks! It's socketed with a 30%ED and 39%ED RJoF iirc... meaning it technically could hit 451%ED if I used perfect RJoFs, but matching green jewels and a nice round number could not be beat.


Quote:








It's funny how it's called skull breaker.

Although is 31 durability really such a pain? In classic some players use 25dura lances and this maul has selfrepair..




It lasts me a trip to Baal. Then I need to sit in town for it to repair.


Quote:








Definitely an amazing piece. How much damage can you do with it?




The damage is pretty much the same as your BOTD, you can probably guess. Not much more.


Quote:








That's one nice fury weapon for a wolf 6 fps or 5 fps ? And ouch omg bet that hurts titan wolf or barb seems to be screaming out ^^




Unfortunately, it's not Titan Barb compatible, I made it just for my Furywolf. But yeah, 5fps Fury with that monster is gg.|||5 fps with that is insane gratz on an amazing piece of kit , and as for dot on your wolf that's doing alot more than a 6 frame botd thunder maul |||I usually don't trade for/keep 2-handed weapons, but this one was something i've never seen before. Damage isn't that great, but i still like it. S/s shown on a lvl 93.

Levelling Times and Gambling

I'm curious as to how long it would take to reach level 94 from 1 (1-60 chaos, 60+ baal with Ondal's and 10% anni)



I can consitently take my builds from 1-80 in ~3 hours if I find someone running chaos. Has anyone tried going 90+ in a set amount of time?



The experience starts getting worse once you pass level 87, correct?



The reason I ask is to start Gambling. I've heard from people that level 94 is the best level to start gambling/crafting at. I'm trying to get +2 skill, 20 FCR amulets, and for +2 skills I only need to be level 90 (I think...)



Also: In my search for (atleast a +2 druid 18+ FCR ammy) I'm getting together 200 crafting sets. Alphaz will be crafting with a level 94 character. Would it be benefical to keep a record of what we get from 200 crafts, or is that too low of a number to get any statistics from?|||Quote:








I'm curious as to how long it would take to reach level 94 from 1 (1-60 chaos, 60+ baal with Ondal's and 10% anni)



I can consitently take my builds from 1-80 in ~3 hours if I find someone running chaos. Has anyone tried going 90+ in a set amount of time?



The experience starts getting worse once you pass level 87, correct?



The reason I ask is to start Gambling. I've heard from people that level 94 is the best level to start gambling/crafting at. I'm trying to get +2 skill, 20 FCR amulets, and for +2 skills I only need to be level 90 (I think...)



Also: In my search for (atleast a +2 druid 18+ FCR ammy) I'm getting together 200 crafting sets. Alphaz will be crafting with a level 94 character. Would it be benefical to keep a record of what we get from 200 crafts, or is that too low of a number to get any statistics from?




Level 93 is sufficient to ensure that every amulet you craft upon will have high enough ilvl to spawn +2 Class affixes and below, provided you use the same character to gamble and craft.

And keeping record of 200 crafts (in categories perhaps?) could actually be an interesting project. And possibly even be usable for others, providing more people participate, so the combined set of crafts is sufficiently large.

How long time it will take you to get to 93 though - start the stopwatch and get cracking... I have yet to have my first char in 93 this ladder and I have played quite a bit (read waaay too much).|||You actually have to be L95 for optimum amulet gambling. I usually start gambling for amulets at about L90. Before that, I gamble for rings and coronets.

Crafting self-gambled items just needs a L93 character, as said.|||Cool, thanks!



So just to 93... 87 will be fast, and it will just get slower from then on |||Quote:








Cool, thanks!



So just to 93... 87 will be fast, and it will just get slower from then on




I've recently been through this, I found this post a few days back which explains the gambling portion well

http://diablo.incgamers.com/forums/s...0&postcount=15

Ie, you need to be at L95 to ensure that all your amulets are 90+, which then allows for the mods that you require.|||So to gamble amulets that will be level enough to spawn +2 character class items (either when gambled or crafted) I must be level 90.



To get the 20% fcr mod in prefixes and suffixes on it I only need to be over level 71.



If I use amulets dropped from Hell Baal (does it matter rare or magic?) I only need to be level 87+ for a chance and +2 character classes/20FCR.



From this it looks like I could start Gambling and crafting at level 90. Giving me the guarentee that they can spawn with +2 character class and the 20% FCR (level 71+)



So I could Gamble a +2 Character Skills/FCR from level 90+. Where does L95/94 come in? I assume that applys to crafting the gambled amulets?|||When gambling, the item level is charlvl-5 ... charlvl+4, randomly. For amulets, the affix level (alvl) is equal to the ilvl because amulets have a base qlvl of 1 (see the affix level calculation procedure). +2 skills has an alvl of 90, so at L86, 10% of the amulets have a chance for it while it's 50% at L90 (which is a rather good chance) and 100% at L95+.

When crafting self-gambled amulets, they all have a chance for +2 skills from L93 on because the charlevel goes into the calculation for crafting as well, raising the ilvl yet again (new ilvl = charlvl/2 + ilvl/2, rounded down before adding).

There's just one fcr affix, rare and magical amus cannot have more than 10%. The only way to get more than 10% is by crafting a caster amulet which happens to get it on top of the fixed 5-10% mod.|||Hmm... so if I'm level 95 I'm guarenteed +2 character skills on every amulet I craft/gamble? With the -5 level randomly it wouldn't be every one, does this only apply to gambling?



At 90 I have the chance to get +2 skills, but at 95 its insanely better.



I still don't understand why I can't get +20% FCR on it at 90. From level 71+ I'll always get 4 adidtional affixes. That would just leave it to luck to get a the 10% FCR suffix/prefix (from the guarenteed 5-10%) and another FCR suffix/prefix on top of that. Does each specific affix have a required level too?



EDIT: re-read your post
Quote:




For amulets, the affix level (alvl) is equal to the ilvl because amulets have a base qlvl of 1 (see the affix level calculation procedure)




I'm just confused, sorry |||This applies to every amulet you find. Only Baal, Nihlathak and Diablo have such a high level, so only they can drop amulets with +2 skills (except for stuff like Tal's or Mara's, of course).

As said, there is only one fcr prefix/suffix, so you cannot have more than 10% on a rare item. The only way to get more than that is by crafting a caster amulet (which is the name of the recipe and not the name of amulets which happen to be useful for casters), it has a fixed 5-10% fcr mod and if you are lucky, it will have the random 10%fcr mod as well.

The affix level and the item level are two different things. The alvl is calculated from the ilvl and the base qlvl of thebase items. It's the alvl which decides about which affixes are possible. Amulets have a base qlvl of 1, so the calculation comers up with an alvl being equal to the ilvl for amulets. For other items it's different. See here for the calculation procedure.|||Quote:








When crafting self-gambled amulets, they all have a chance for fcr from L93 on because the charlevel goes into the calculation for crafting as well, raising the ilvl yet again (new ilvl = charlvl/2 + ilvl/2, rounded down before adding).




Minor nitpick - the bolded 'fcr' should be replaced with '+2 skills'. The fcr part is also true, but I'm convinced the mod was talking about the +2, since the fcr affix is available a lot sooner.

IAS needed for fastest Zeal with this...

How much IAS will I need to have on gear to reach the fastest Sorceress Zeal using and 'Passion' Champion Sword (-10 "fast" as opposed to -30 on a PB)|||http://diablo3.ingame.de/tips/calcs/...p?lang=english |||Unfortunately is doesn't help with Zeal speed



Here this:


Quote:




[-10] speed 1-handed swinging weapon (Scourge, Caduceus, Warpike)

11/8: 70% IAS

9/8: 109% IAS

10/7: 129% IAS




Does 1h or 2h make a difference? The base speed is still [-10] Looks like the best I'll be able to reach using gear is 11/8.|||Ooops I found this though:


Quote:








I believe the break points are at 30, 54, and 65. Keep in mind that Passion comes with 25 IAS already on it.

I'm not sure about the first one but 54 IAS gives you the 9/8 zeal and 65 gives you the 10/7 zeal.




From here:

http://diablo.incgamers.com/forums/s...d.php?t=630175

Edit: Stop the presses!

http://diablo3.ingame.de/tips/calcs/...lc_english.php |||Thanks. I'm pretty sure those are the breakpoints if you use a Phase Blade [-30] as the base. With a [-10] 1h weapon, its the breakpoints I listed, but does a [-10] 2h sword have a slower attack (requiring more IAS?)



If not, then:

'Passion' Champion Sword 25% IAS

IK Gloves (with boots) 25% IAS

Highlords Wrath 20% IAS



Will get me an 11/8 attack and I can use CoH for the resists and skills.



'Treachery' 45% IAS



Will get me 10/8, but I lose +skills and resists (unless fade triggers)



I don't think a new thread needs to be made for this question:



Will Venom override the looks of Enchant? Enchant should turn my blade all red (unless its a Phase Blade/DB/CS, then just the handle changes) Venom should turn the blade Green. Do they override each other, or does 1 take preference?|||2-handed swords are slower, yes (for sorcs anyway). Never played a sorc through act 1 and 2 with a nice two handed axe? They've got much better breakpoints.|||Quote:








2-handed swords are slower, yes (for sorcs anyway). Never played a sorc through act 1 and 2 with a nice two handed axe? They've got much better breakpoints.




2-h Axes have better breakpoints that 2-h swords for a sorceress? That doesn't make sense, do you have a source by chance?|||There's a calculator in my edit This one works with zeal|||Source is my experience. Also, titanseal's calc linked above.

Champion...

Sword with 142 ias: 7/8/8/8/13

Axe with 99 ias: 6/7/7/7/10|||Ah, sorry



Thanks guys. Anyone know about Venom and Enchant?



Will a 'beast' on my merc (Iron Wolf I assume is the only that can wield) give me the same IAS as if I were wielding it? If I can get that, then I can reach a 7/8 Zeal (fastest possible) with only 52% IAS on my equipment.



EDIT: I'm stupid. I'll have to use a 'Faith' on an A1 Merc to get fanatsim aura.

+Sorc/lightning 4os staff possible?

I'm going to make an infinity wielding (Insight for now, till I get runes) sorceress. Is it possible to get a +2 Sorceress or a +3 lightning tree 4os white staff?|||no its not. all u can get is a +3 first skill +3 second skill +3 third skill staff

e.g.

3 fireball

3 chilling armor

3 nova

4 soc|||Can the skills come from anywhere on one of the trees? So there could be a +3 lightning, +3 Chain lightning, etc?|||It is possible but you may need some luck on that.|||Good luck with getting Light + Tele + Light mastery staff |||Quote:








Can the skills come from anywhere on one of the trees? So there could be a +3 lightning, +3 Chain lightning, etc?




Within certain limits, yes. They can never be more than 3 skill tiers apart, so you can�t get e.g. a level 30 skill and level 6 skill on the same item.

You can have

level 1 - level 18 skills

level 6 - level 24 skills

level 12 - level 30 skills|||BTW, you cannot shop for staves (or any items at all) with skill bonuses from tier 5-6 (usually L24 and 30 skills) because only magical ones are offered at that level, so you will have to find them.|||I hope you're not planning to make infinity in the staff though.

'Cause you'll be really disappointed if you try |||Good point

Trionth might have confused it with Insight which can be made in staves as well.

upgrading

i just have a few questions that i couldn't find answers to.

how do you upgrade magic items, if possible?

how do you upgrade unique items, if possible?

how do you upgrade normal(white or socketed) items, if possible?

Any help is appreciated. :smiley:|||You cannot upgrade magical or white/grey items. You can only upgrade rares and uniques. Here are the formulas:


Quote:








1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Unique Weapon = Exceptional Version of Weapon

This formula changes the base item type from the normal to exceptional version. For example an Axe is turned into a Cleaver. This does NOT convert the item to the Exceptional Unique version of the Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain.

1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Unique Armor = Exceptional Version of Armor

This formula changes the base item type from the normal to exceptional version. For example Quilted Armor is turned into Ghost Armor. This does NOT convert the item to the Exceptional Unique version of the Unique Item. So you cannot for example use this formula to transform Greyform into The Spirit Shroud. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just body armor.

1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Unique Weapon = Elite Version of Weapon (Single Player, Ladder Only)

This formula changes the base item type from the exceptional to elite version. For example a Cleaver is turned into a Small Crescent. This does NOT convert the item to the Elite Unique version of the Exceptional Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. You cannot do this formula unless you are using a Ladder Character. Also if the item is socketed, then jewels or runes and their mods will also remain.

1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor = Elite Version of Armor (Ladder Only)

This formula changes the base item type from the exceptional to elite version. For example Ghost Armor is turned into a Dusk Shroud. This does NOT convert the item to the Elite Unique version of the Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. You cannot do this formula unless you are using a Ladder Character. Also if the item is socketed, then jewels or runes and their mods will also remain. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just body armor.

1 Ort Rune + 1 Amn Rune + 1 Perfect Sapphire + Normal (Basic) Rare Weapon = Exceptional Rare Weapon

The item type is upgraded.

1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor = Exceptional Rare Armor

The item type is upgraded.

1 Fal Rune + 1 Um Rune + 1 Perfect Sapphire + Exceptional Rare Weapon = Elite Rare Weapon

The item type is upgraded.

1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor = Elite Rare Armor

The item type is upgraded.|||poo, alright thanks|||I have never been able to get those damn recipes to work :?|||Quote:








I have never been able to get those damn recipes to work :?




Could you be abit more specific? What recipe/s are you trying in particular, and what items are you trying to upgrade?|||I tried to upgrade some Ghoul Barb (I think?) Claws that are Rare to a higher class but it was a no-go. Maybe I was using the wrong type of item. I've read that FAQ three dozen times and still don't understand how it all works, I guess. :/|||Or maybe I am confused... OK... Sooo..

Blue is MAGICAL

Dark yellow is RARE

White is either exceptional/elite unique?? I'm lost I guess.|||Do you remember what base item your Ghoul Barb rare was? It might have already been elite, or if it were normal or exception, you might have used the wrong recipe.

Blue is magical

Yellow is rare

Gold (or dark orange) is unique

Green is set

White is a non-magical item.

Grey can either be an ethereal non-magical item, or a non-magical item with sockets.

Every item in the game (including rares, magicals, etc, but excluding rings, amulets and charms) use a base item type. These base item types are broken into 3 tiers -> Normal, Exceptional and Elite.

You can see the categories at http://www.battle.net/diablo2exp/ite...andarmor.shtml|||Wow so hot ^^^^

Question about frozen orb

I was wondering if anyone knows how many ice bolts orb actually throws out? If not in its entirety than maybe just in that last explosion when the orb goes away.|||21 shards at the end IIRC|||21 might be the total, iirc it's 12 at the end and it's possible to hit a boss with 13 of them.

The dreaded witches

I have been doing a lot of torchhunting recently, with a 1 point smiter build pala. My gear is not exceptional (Guillames, Gore, Dracul, Duress, Zaka, Grief, Metalgrid, Ravens, Credendum), but I do kill everyone down there well, except one kind of pack. These are the witches in Matron's Den.

I mean, I can kill them easily, if I get in range. The problems are their projectiles. You charge a pack of these monsters, and your health globe is at 1/3, and you haven't even hit one of them.

I usually try to avoid their magic and cast Life tap from a wand, but when I run into a stronger e. g. Multiple shots boss and her pack, I get instakilled, no matter how many Full rejuvs I use. (BTW I have 1270 life, no Cta, no DR).

What should I do to get relatively harmlessly to Lilith?

Ps.: What kind of damage do their projectiles deal? I found this on AS, magic damage. DARN!|||Part magic, part physical to my knowledge (they seem to hurt more if amped). Could try to cast fade from a "Treachery" armor, that gives 15%DR and 60% res all for around four minutes. I had the same problems when I played on cattle.net, but I solved it by building a BO slave and self-MPing to cast lvl 45ish BO and shout.|||I'll go try Treachery, let's see if it makes a difference.|||Maybe something with dim vision or confuse charges. You get those on wands, right? Gloom's dim vision ctc could work but the way you describe your encounters makes me think you'll be dead by the time it procs.

You could also swap the HoZ for SS and credendum for strings to get 50% DR. Not ideal for a smiter, but SS should make the rest of the run easier as well.

Have you tried making them follow you around corners so you can handle them in smaller groups? And if they don't follow you, you could just run past them...|||Well, I usually try to lure them to attack me one at a time. That helps if I'm in a bigger room. The problem starts in places where you can't maneuver (small room or 2+ packs of them in a straight floor).

The problem is, that I get owned sometimes for 2-3 times with this setup and they piss the hell out of me. :P

Hmm, running might be an option, but they have the tendency to follow me, and I hate to face Lilith when I'm being sniped in the back.|||If you can afford it, I suggest to make keyruns with Enigma (and Wizzy + any Spirit roll in any kind of pala shield on the weapon switch). You don't need anything offered by Duress. 50% CB from Guillaumes+Goreriders are enough, res can be maxed with HoZ+pdiamond, Um in Guillaumes and charms. The last time I could afford Enigma, I did it like that all the time with my zealot (and did hell Baal runs with him as well). Even though these witches are still a problem, you can avoid most encounters if you teleport straight to Lilith. What's more dangerous is fighting her while you are amped, else she might kill your character with one hit.

When fighting the �bers in Tristram, you better exchange Enigma with Smoke (or CoH if you can afford it) and replace TP/identify tomes, cube and free space with allres GCs, for an excess amount of 125%.|||Hmm, changed my opinion. Treachery was good until I ran into a witch bosspack and got owned (with activated life tap ofc). Enigma is the goal then.

Ps.: Baalrunning with zealot? Have you found anything mentionable? And what did you do with PI-s?|||Quote:








Ps.: What kind of damage do their projectiles deal? I found this on AS, magic damage. DARN!




Succubus bolts fired by Succubi and Stygian Furies actually don't apply any magic damage, only the physical damage of their A1 attack and any damage added by Unique or Champion bonuses. Bolts from both the Hell Temptresses (Succubi) and Vile Witches (Stygian Furies) apply the following base physical damage in the Matron's Den in Hell:


Code:
MONSTER     BASE DAMAGE
-----------------------
Normal 94-169
Champion 96-172
Unique 98-176
Minion 98-176

Base damage increases by 1/16 or 6.25% with each additional player in Nightmare and Hell Ladder and single-player games.

Champions always receive +% Damage bonuses:


Code:
CHAMPION    +% DAMAGE      DAMAGE
----------------------------------
Berserker 198 286-513
Other 66 159-285

Damage is rounded to the nearest point; Ghostly Champions also apply 31-48 cold damage with a 6 second cold length. The only Unique bonus always applying +% Damage is Extra Strong:


Code:
MONSTER     +% DAMAGE    DAMAGE
--------------------------------
Unique 99 195-350
Minion 49 146-262

Aura Enchanted can result in a Unique supplying level 14 Might (+170% Damage) or level 10 Fanaticism (+101% Damage to all: the Unique does not receive the Paladin bonus). A critical hit will double damage 5% of the time, and Stygian Furies always cast Amplify Damage (Damage Resist -100%) in Nightmare and Hell when the target has >=80% maximum life.

So a critical hit from an Extra Strong Aura Enchanted Vile Witch with Might that had cursed you with AD in an eight-player game would apply approximately 1,033-1,867 damage with a bolt or melee attack in the absence of any damage reduction.

Fortunately, only 1/182 Unique Vile Witches will spawn ES and AE with Might (although 1/91 will spawn ES and AE with either Might or Fanaticism), while only 1/2,002 will spawn ES, AE with Might and Multiple Shots (which trebles the number of bolts fired by the Unique).

Weaken and Decrepify apply -% Damage (-33% and -50% respectively), but since % Life Stolen per hit doesn't apply to Smite damage you'd probably be better off with Life Tap. Integer damage reduction would obviously reduce damage, but since even minimum base damage is 94 it isn't as helpful as it is in other parts of the game. Damage Reduced by % is more useful.

Although the bolts don't require a hit check they can be blocked, so 75% chance of blocking will reduce the frequency of damage. Bear in mind that blocking is capped at 25% when running.|||Quote:








Fortunately, only 1/182 Unique Vile Witches will spawn ES and AE with Might (although 1/91 will spawn ES and AE with either Might or Fanaticism), while only 1/2,002 will spawn ES, AE with Might and Multiple Shots (which trebles the number of bolts fired by the Unique).




I laughed hard on this and my luck. I seem to find a boss with Might or Fana much-much more frequently

Thanks for the post, stacking up PDR with Treachery and other items might work then.|||1/91 Unique Vile Witches will spawn Extra Strong and Aura Enchanted with Might or Fanaticism: overall 6/91 will spawn AE with Might or Fanaticism, which is six times more common (approximately 6.59% of the time).

Hell Temptresses cannot spawn Multiple Shots so they're more likely to spawn ES and AE with Might or Fanaticism: 1/77 will do so, and overall 1/14 will spawn AE with either Might or Fanaticism (approximately 7.14% of the time).

Furthermore, the Unique Vile Witch or Hell Temptress herself doesn't need to be AE with Might or Fanaticism if she spawns within the radius of another Unique that is: 4-5 Champion or Unique packs spawn randomly in the Matron's Den and a Unique is selected 80% of the time.

In fact, since there's little difference in base damage, normal Vile Witches and Hell Temptresses within the radius of any AE Unique with Might or Fanaticism can be almost as dangerous as AE Unique Vile Witch or Hell Temptress packs (although other Unique bonuses may still make them more dangerous).

Java Gloves ?

Hi !

I know that i can buy gloves from Anya and maybe get some luck to have +skills to Passive/Javelin/Bow but i dont know if i can buy gloves with +skills and str/ias/resist/what so ever ?

If i cant buy gloves with attributes like str/ias how do i get/make it ?|||You can buy +skills/ias gloves, but it will need a lot of shopping sessions to get a pair. Look for IAS together with +skills, the other combos for magical items are meaningless with respect to magical items. Only rare items can have more than two affixes.|||Lancer's and Alacrity are the two mods you are looking for. Good luck. |||Quote:








Lancer's and Alacrity are the two mods you are looking for. Good luck.




What is a mode ?|||Mod = affix = an ability of an item. They are divided into prefixes and suffixes. A magical item can have a prefix or a suffix or both. They also detemine its name. For example, demonhide gloves with +3 java and 20% IAS gloves have the name "lancer's demonhide gloves of alacrity".

Affix calculator

How to obtain throwing weapons? Show me your best ones :D

Im making a throw barb and I will need weapons for him.

Everyone seems to recommend eth lacerators, but those arent the best - of course rares would be better; but as trading a good one is hard, I was thinking of trying to use the pskull recipe - is it worth it?

What are the other alternatives? 3chipped gems + weapon -> reroll and hope for cruel of self replenish (is this even possible?); imbues (if possible), crafting (which recipe, I dont know much about crafting).

Any ideas?



Also I wonder if anyone could show their fantastic eth-self replenish weapons, I just want to see what is possible |||Rares would be better in terms of *damage*, but rares also repair much slower than unique throwing weapons. Your stack depletes very fast when using Double Throw, since you can't repair ethereal items, you have to wait for their natural replenish to do the restocking.

I wouldn't bother with the PSkull recipe in this scenario. A magic cruel of self-replenish will lose to uniques.

Crafting: If throwing axes are considered as axes by the game, then you can craft blood axes using the blood recipe and gain an innate 35-60% ED. My gut feeling is that this is not the case. Alternatively, you can use the safety recipe for javelins, but the bonuses don't really help much. Also you can't get ethereal items from crafting.

Imbueing: You could, but it's very unreliable.

For my own Double Thrower, I stick with:

Main: Ethereal Warshrike / Ethereal Warshrike

Switch: Ethereal Lacerator / Ethereal Lacerator

It's really hard to beat Warshrikes, even with godly rares, because of the 50% pierce it has. I wouldn't touch unique javelins if I were you, they have really small stack sizes. All unique throwing axes are designed quite nicely, so imho, stick with those.

Of course, if you do come across a stylish rare, you should use it. I once had a pair of ethereal, 427% ED, 40% IAS, self-repair Flying Axes, but lost/traded it over the years. I suppose a really good one would look like this:

450% Enhanced Damage

250 Attack Raing

120 Increased Stack Size

40% Increased Attack Speed

20 Maximum Damage/20 Minimum Damage

Knockback/CtC Amplify Damage/Ethereal + Self-Repair|||Already posted in the rares show-off thread but since you ask specifically for it:

http://diablo.incgamers.com/forums/s...postcount=2969

Ghost Glaive and Balrog Spear were used together on throw/ww hybrid barbarian, where fools was necessary because of otherwise insufficient ar.|||I'll choose plain old non-eth warshrikes for standard mobs anyday. They're just too good combined with razortail to let them sit in your stash for 10 minutes recharging.

And the damage output with 83% pierce eclipses any godly rare you'll come across.