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A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

Discussion in 'Single Player Forum' started by Greebo, Jun 4, 2010.

  1. Greebo

    Greebo Diabloii.Net Member

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    A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    [size=+1]0. The purpose of this guide[/size]

    There are 4 bugs connected with the 'ethereal' property of items in D2 LoD. Three of them come from Blizzard themselves and are integral part of Diablo. The fourth one is a software bug in the muling software ATMA, but for a long time (over 2 years) it had been thought to be the integral part of Diablo, just like the other 3 bugs are. The whole issue is somewhat complicated by the fact that these bugs, when exploited, create really powerful items. This especially applies to items created by exploiting more than one of the bugs at the same time.

    The purpose of this mini-guide is explaining all of these bugs. I will also reference the official POV of this forum about legal use of the bugs (i.e. I will link to what Thyiad said). The official POV is set in stone and will not change. Do not discuss it here unless you feel that you must. PM Thyiad or myself with further questions, I’ll do my best to answer or refer you to her.

    Note on the vocabulary: Whether some of these are in fact “bugs” is unclear, in relation to 1.07 bugs. As Pyrohemia says, they are “generally misunderstood application of item mechanics”. The way I see it: Did the creators of the game intend for those items to work that way? I doubt that. That’s why it was changed later. Do people on this forum commonly refer to them as “bugs”? Yes. So in this guide they will be referenced as bugs.

    [size=+1]1. Socketing Armor with Cube recipe bug (DIABLO bug)[/size], aka Cube-(e)bugging

    This bug relates to how socketing an item in the Horadric Cube changes Defense in ethereal items. Socketing an armor using the cube recipe applies the ethereal bonus to Defense twice. So the total Defense will be 2.25 times the original non-ethereal item Defense. That is equivalent to 125% Extra Defense. (Note: not 125% Enhanced Defense – that would imply maximal base defense, not the case here.)

    Note 1: This bug also applies to socketing Shields and Helms.

    Note 2: The origin of the bug: In versions earlier than 1.11, when upgrading unique version of ethereal armor by a cube recipe, one would lose the bonus from ethereal mod. The fix to this problem created the cube-ebug as it exists right now.

    Useful for:
    Getting a lot of extra base defense on Armors/Shields/Helms. Particularly useful for making ‘Exile’ runeword (since it has “Repairs Durability” mod on it), and perhaps ‘Prudence’, but I don’t think anyone has ever bothered with that one. Aside from that, for Armors/Helms/Shields intended to be used on a Mercenary.

    [size=+1]2. The Armors in 1.07 bug (DIABLO bug)[/size]

    The base defense of ethereal armors found in 1.07 is always maximal for that type of armor, which makes them seem better than 1.10+ equivalents. The issue is complicated by the fact that the “ethereal” property in 1.07 is implemented in a different manner. Rather than increase the base defense by 50%, the ethereal item has a ‘hidden’ mod of “50% Enhanced Defense”. You can use cube-ebugging recipe (see section 1) to further increase the defense of a 1.07 ethereal Armor, however once you make a runeword in it, the 1.13c versions of Armors will turn out to be better.

    Example (by Pyrohemia)

    Scenario 1: Making ‘Fortitude’ in an Ethereal 1.07 Sacred Armor
    (1) Find an Ethereal Sacred Armor in 1.07, bring it forward to 1.13c. Displayed Defense: 901
    (Base Defense of 601 (maximal roll), plus hidden 50% Enhanced Defense from 1.07 ethereal property)
    (2) Cube-ebug the Armor. Displayed Defense: 1351
    (Base Defense of 901 (1.5* maximal roll), plus hidden 50% Enhanced Defense from 1.07 ethereal property)
    (3) Make ‘Fortitude’ in the Armor. Displayed Defense: 3153
    (Base Defense of 901 (1.5* maximal roll), plus 250% Enhanced Defense; of this 250%, 200% comes from the Enhanced Defense on ‘Fortitude’ and 50% comes from the hidden 1.07 ethereal property)

    Scenario 2: Making ‘Fortitude’ in an Ethereal 1.13c Sacred Armor
    (1) Find an Ethereal Sacred Armor in 1.13c. Displayed Defense: 730 - 900
    (Depends on the roll, Base Defense of 1.5*(487-600) )
    (2) Cube-ebug the Armor. Displayed Defense: 1095 – 1350
    (Depends on the roll, Base Defense of 2.25*(487-600) )
    (3) Make Make ‘Fortitude’ in the Armor. Displayed Defense: 3285 - 4050
    (Base Defense of 2.25*(487-600) plus 200% Enhanced Defense from the properties of Fortitude)

    The point of the example: If you compare the displayed defense in both scenarios at step (2), the 1.07 Armor seems better. But once you actually make the runeword, it turns out you’re better off using the lowest roll of the armor from 1.13c than the supposedly better 1.07 version. That’s because of the way the ethereal property is applied in 1.07.

    Note 1: This applies to Shields and Helms also.

    Note 2: When bringing Armors, Shield and Helms forward to 1.13c, they keep the Defense, Strength and Character Level requirements from 1.07 (that is in contrast to weapons, which do not, see section 3). The stats for Armors are the same in all versions, but stats for Shields and Helms are not. In particular, the defense is lower in 1.07.

    Useful for: Virtually nothing.

    The only possible use for it is when making a Runeword with no %XX Enhanced Defense mod for your mercenary in 1.13c. Otherwise, the ethereal versions of 1.13c armors/shields/helms are better.

    [size=+1]3. Ethereal 1.07 weapons bug (DIABLO bug)[/size], aka (e)bugged-weapon, 1.07-(e)bugged weapon

    This bug relates to how the bonus from item being ethereal is applied differently to 1.07 weapons. In later versions of the game, the minimum and maximum damage of ethereal weapon are multiplied by 1.5. However in 1.07, there is an additional “50% Enhanced Maximum Damage” mod. This is displayed in-game as “Enhanced Maximum Damage”.

    Now, when brought forward from 1.07, all the stats of weapons change to the new stats in later versions. This applies to Level, Strength and Dexterity requirements, but also to Minimum and Maximum damages. Both base minimum and maximum damages are still multiplied by 1.5, but the weapon keeps the “50% Enhanced Maximum Damage” mod, which makes it better than the 1.13c counterparts.

    The side effect of how this bug works is that the wider the damage spread on a weapon (i.e. the larger the difference between Maximum and Minimum damage), the more the weapon gains by being 1.07-ebugged.

    Similarly to how this works with 1.07 Armors, the “50% Enhanced Maximum Damage” will be added on top of any Enhanced Damage coming from a Runeword inserted into the 1.07-ebugged base.

    Note: Go Mule (one of the forum accepted programs for muling) has a display bug for runewords made in 1.07 bases (as of July 25th 2011). Basically the displayed % Enhanced Damage is 50 higher than it should be (i.e. that it is in game). This comes from the 1.07 property of "50% Enhanced Maximum Damage" being counted towards the whole damage. The displayed Minimum Damage is incorrect in Go Mule (the displayed Maximum Damage is correct).

    Useful for: Creating runewords.
    Any runeword that is to be used on a Mercenary can be improved that way. The most notable example is ‘Insight’, the reason being that yet another bug of 1.07 causes the maximal number of sockets in Polearms to be 4 (i.e. the number of sockets ‘Insight’ needs). That also applies to Larzuk-socketing. So if you find an ethereal plain Elite Polearm in 1.07 and socket it there, it will have 4 sockets for your 1.13c ‘Insight’.

    Another very important use is for ethereal bases for runewords which grants the ‘Indestructible’ mod. There are 4 such runewords:

    Code:
    Runeword              | Can be made in          | Cost
    --------------------------------------------------------------
    ‘Breath of the Dying’ | 6 Socket Weapon         | Zod+Vex
    ‘Eternity’            | 5 Socket Melee Weapon   | Ber+Sur+Ist
    ‘Death’               | 5 Socket Axe/Sword      | Vex+Gul
    ‘Oath’                | 4 Socket Axe/Sword/Mace | Mal+Pul
    
    All of them can spawn with %Enhanced Damage well into 300’s. Making these in a 1.07 Ethereal base (which was brought forward) provides for some extra bang (and does not use any bugs other than the inherent Diablo bugs).

    Examples:
    I will provide 3 examples in a neat form of a table here. In each of them I show the Minimum Damage, Maximum Damage and Average Damage of a certain Runeword made in 3 different bases: (a) a plain non-ethereal 1.13c base; (b) an ethereal 1.13c base; (c) an ethereal 1.07 base (which was brought forward to 1.13c).

    In all of these examples, the Min and Max damages on the Runewords are calculated in the following manner for the 1.07 versions:
    Minimum Damage = [Enhanced_Damage_from_RW * [1.5 * Base_Minimum_Damage]]
    Maximum Damage = [(Enhanced_Damage_from_RW +50) * [1.5 * Base_Maximum_Damage]]
    [x] = x round down to an integer

    Example 1: ‘Obedience’ in a Cryptic Axe
    Code:
    Base           | Min |  Max | Avg   |
    -------------------------------------
    plain    1.13c | 155 |  705 | 430   |
    ethereal 1.13c | 230 | 1057 | 643.5 |
    ethereal 1.07  | 230 | 1170 | 700   |
    
    Example 2: ‘Insight’ in a Thresher (assuming perfect 260% Enhanced Damage roll)
    Code:
    Base           | Min | Max | Avg   |
    ------------------------------------
    plain    1.13c |  43 | 507 | 275   |
    ethereal 1.13c |  64 | 759 | 411.5 |
    ethereal 1.07  |  64 | 865 | 464.5 |
    
    Example 3: ‘Oath’ in a Berserker’s Axe (assuming perfect 340% Enhanced Damage roll)
    Code:
    Base           | Min | Max | Avg   |
    ------------------------------------
    plain    1.13c | 105 | 312 | 208.5 |
    ethereal 1.13c | 158 | 466 | 312   |
    ethereal 1.07  | 158 | 519 | 338.5 |
    
    [size=+1]4. Indestructible mod bug (ATMA bug)[/size], aka ATMA-(e)bugging, ATMA-Zod-bugging
    Note: This bug does not exist in the other forum accepted muling software, Go Mule.

    This bug relates to how muling software ATMA handles the Indestructible mod of weapons when it saves the stashes and/or characters. It used to be that we thought it works for armors, shields and helms also, but that turned out not to be the case when tested. Works for weapons only.

    Historic perspective: for a long time (over 2 years) this has been thought to have been Diablo bug. And if you read the above wall of text, I think you can agree dear reader, that it wasn’t such a hard assumption to make.

    The way the bug works: When ATMA saves a character / stash which contains a weapon with the Indestructible mod, the durability of the weapon gets overwritten with "Indestructible", if the weapon was moved during the session. That seems like nothing, and for most weapons makes no difference. Nobody cares how Indestructible property is saved on their Shadow Killer. However there are 5 ways of granting the Indestructible mod which are only “temporary”, and here’s where problems begin. These methods are:

    a) Putting a Zod rune in a socket (this can mean making ‘BotD’, but does not need to). This applies to any weapon. Rare, unique, plain, all work. Weapons only (for the bug of ATMA to work).

    b) Making ‘Eternity’, ‘Death’ or ‘Oath’ in a weapon.

    Now, whatever is in a socket can be removed from it by a cube recipe with a Hel rune and a scroll of Town Portal. Now consider two different scenarios:

    - You find an ethereal Rixot's Keen and a Zod. You punch a hole in the sword and stick the Zod in it. You clean sockets with Hel-recipe. The Rixot's Keen remains ethereal and is not Indestructible anymore.

    - You find an ethereal Rixot's Keen and a Zod. You punch a hole in the sword and stick the Zod in it. You open your character with ATMA and move the sword. Changing a position of the weapon you are trying to ATMA-ebug is necessary. Save the character. Open the character with Diablo, clean sockets with Hel-recipe. The Rixot's Keen is now ethereal and Indestructible (with one empty socket, where you can stick a Jewel of Envy).

    Useful for:
    Of course having an Indestructible Rixot’s Keen is not exactly everyone’s dream, but the same principle can be applied to get the indestructible mod on any weapon with sockets. This also applies to future runeword bases. In particular:

    - Any socketable weapon can be granted Indestructible mod by the price of a Zod rune. This also applies to any runeword base to be used in the future. (But can also be used to make an ethereal Tomby indestructible.)
    - 5 Socket Axes/Swords for the price of Vex+Gul (using ‘Death’)
    - 4 Socket Axes/Swors/Maces for the price of Mal+Pul (using ‘Oath’, dirt cheap in 1.13c)

    The point of all this is of course to have the extra 50% bigger base damage of the weapon. This bug can be used together with bug described in Section 3 to create the uber 1.07-ATMA-(e)bugged runeword bases.

    [size=+1]5. Making an informed decision: “Do I use the ATMA bug?”[/size]

    Single Player Forum allows the use of ATMA-ebugging. This has been discussed and will not change. I would like to offer the following links:
    - Original quick reply by sirpoopsalot.
    - A follow up by Thyiad soon after the discovery.
    - Elaborate response by Thyiad some months later.
    Both sirpoopsalot and Thyiad were moderators of the SPF when these posts were written.

    One of the aims of this guide is to provide as much objective information as possible, so that anyone can make an informed decision on whether or not to use any of the bugs described here.

    Whether you choose to ATMA-ebug or not should probably take into account the following:
    1. The rationale of allowing it in Single Player Forum. See the three links I provided above.
    2. The items that are ATMA-ebugged have significant advantage over the plain versions: 1.5 times higher damage output, no repair costs and strength and dexterity requirements lower by 10 points.
    3. The above behavior is not caused by Diablo, but rather by external software.
    4. Some people find it cheesy and will not do it. Some members of the forum feel very strongly about the subject. This is similar to the decisions people have made regarding bringing 1.07 items forward or HF rushing. If you trade/MP/giveaway items follow the instructions in the Trade Rules regarding declarations. If you enter a MP game using ATMA-ebugged weapons, it is recommended to check that the host is happy with that.
    You should carefully evaluate your options and choose something that suits you best.

    -------------------------------
    This thread is probably not the best place to have a heated discussion on your feelings about this topic. Such discussion has in the past sometimes led to thread closures and infractions, and I'd like to avoid that if possible.

    Acknowledgments

    Special Thanks go to everyone who helped improve this guide, correct my mistakes, improve wording, etc. In no particular oder thanks go to:
    SnickerSnack, jjscud, nubikoen, maxicek, Sectiplave, sequana, stephan, omg, jdkerr, Pyrohemia, Jaedhann, Vox Dei and Thyiad.

    Special Special Thanks go to nulio and scrcrw for extra testing needed with the discovery of ATMA-bugging not working for armors, in July 2011.

    If are not comfortable with your name being mentioned on this list, I completely understand that. Please PM me, and I will remove it as soon as I can.

    If I did forget someone, I apologize. Thanks for feedback and keep it coming!

    --Greebo
     
    Last edited: Jul 25, 2011
  2. Sparks

    Sparks Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    Nice job :thumbup:.
     
  3. VoX Dei

    VoX Dei Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    Excellent guide, Greebo :thumbsup:
     
  4. NagisaFurukawa

    NagisaFurukawa Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    Looks good, Greebo. :) Thanks for your hard work.

    Would it be relevant to include something about how GoMule doesn't display the [enhanced?] damage of 1.07 runewords properly? I don't know the specific details, but it comes up in IFTs periodically. Also, it's trivial, but your damage numbers are a little bit off, since you forgot to round the base damage down (although it appears to be correct in your formula).

    EDIT @ jdkerr: Thanks.
     
    Last edited: Jun 4, 2010
  5. jdkerr

    jdkerr Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    GoMule adds 50% to the damage of 1.07 runewords. I don't know why or under what exact conditions, but that is the basic issue.

    From the recent IFT:

     
  6. Greebo

    Greebo Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    @ Nagisa:
    You're right. I corrected it and I think I've got it right this time. Thanks for checking my math.

    @ Nagisa, jdkerr:

    I added the following paragraph:

    "Note: Go Mule (one of the forum accepted programs for muling) has a display bug for runewords made in 1.07 bases (as of June 4th 2010). Basically the displayed % Enhanced Damage is 50 higher than it should be (i.e. that it is in game). This comes from the 1.07 property of "50% Enhanced Maximum Damage" being counted towards the whole damage. The displayed Minimum Damage is incorrect in Go Mule (the displayed Maximum Damage is correct)."

    Does it explain what you're saying? (i.e. did I understand what you mean?)

    --Greebo
     
  7. jdkerr

    jdkerr Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    I have no idea, because I do not know what the mechanics of it are. :p Someone will be in here shortly to set us straight, I am sure.
     
  8. KrAzY3

    KrAzY3 Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    Thanks, this is a useful guide.
     
  9. thefranklin

    thefranklin Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    I remember another way to ebug an item using only Diablo. If you socket an item with a zod rune pre-1.09, it can be brought forward, unsocketed, and the item will still be indestructible.

    Note: obviously only helpful for items found pre 1.10.

    Edit: Quick research has shown this to be true. But I caught wind of another bug when you put a zod in something with enhanced durability...

    Edit2: I meant pre 1.10 as in 'If one sockets the item with a zod rune pre-1.10'. So one can find the zod in 1.09b with /players 64. It is a longshot, but it would then create the only ""legit"" (notice the double quotes) indestructible ethereal item.
     
    Last edited: Dec 12, 2010
  10. Greebo

    Greebo Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    The only way to test this, ever, is if someone finds a Zod in a SP pre-1.09 game and decides to sacrifice it for making a Zod-bugged item. I know there are items on the realms that were made this way, but I don't consider it relevant for this guide.

    Also, you can't cube a Zod back then, so not even 2000 HF rushes will do the trick.

    It's an interesting fact, neat to know, but I don't think I'm gonna put in this guide.

    --Greebo
     
  11. nulio

    nulio Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    After half-a-fail and some tests, I'm pretty sure ATMA bugging doesn't work on shields.

    My goal was a perfect eth ATMA bugged Spirit Monarch. Cubed a Zod, moved the pretty rock into the shield. Save and exit. Open character in ATMA and moved the item around in ATMA. Before Hel'ing the Zod I opened the character in Gomule. I noticed that the shield's durability wasn't overwritten to indestructible as it should.

    Case 1 - Zodded Eth Monarch

    ATMA read-out after ATMA moving:
    Notice the Indestructible both in the mods and durability. Iirc ATMA always shows it like this.
    Gemmed Monarch
    'Zod'
    Defense: 333
    Chance to Block: 42%
    Smite Damage: 12 to 34
    Required Strength: 146
    Required Level: 69
    Indestructible
    Item Version: 1.10+ Expansion
    Item Level: 85
    Fingerprint: 0xad144542
    Indestructible
    Ethereal (Cannot be Repaired), Socketed (4: 1 used)

    GoMule read-out after ATMA moving:
    Notice that Indestructible only is showed as a mod.
    Gemmed Monarch
    Monarch
    Defense: 333
    Chance to Block: 0
    Durability: 44 of 44
    Required Level: 69
    Required Strength: 146
    Fingerprint: 0xad144542
    Item Level: 85
    Version: Expansion 1.10+
    Indestructible
    Ethereal
    4 Sockets (1 used)
    Socketed: Zod Rune

    Zod Rune
    Required Level: 69
    Version: Expansion 1.10+
    Weapons: Indestructible
    Armor: Indestructible
    Shields: Indestructible

    Case 2 - Oath RW Eth Colossus Sword
    Trying to be sure if ATMA bugging of the shield will or not work, I picked one of my barb swords.

    GoMule read-out before ATMA moving:
    Notice that Indestructible only is showed as a mod. Before any interaction with ATMA.
    Oath
    Colossus Sword
    ShaelPulMalLum
    One Hand Damage: 167 - 451
    Two Hand Damage: 391 - 778
    Durability: 26 of 26
    Required Level: 60
    Required Strength: 172
    Required Dexterity: 85
    Fingerprint: 0x4c1280ae
    Item Level: 87
    Version: Expansion
    30% Chance to cast level 20 Bone Spirit on striking
    Indestructible
    +50% Increased Attack Speed
    330% Enhanced Damage
    +75% Damage to Demons
    +100 to Attack Rating against Demons
    Prevent Monster Heal
    +10 to Energy
    +15 Magic Absorb
    Level 17 Iron Golem (14/14 Charges)
    Level 16 Heart of Wolverine (20/20 Charges)
    Ethereal
    4 Sockets (4 used)
    Socketed: Shael Rune
    Socketed: Pul Rune
    Socketed: Mal Rune
    Socketed: Lum Rune

    Shael RuneRequired Level: 29Version: Expansion 1.10+Weapons: +20% Increased Attack SpeedArmor: +20% Faster Hit RecoveryShields: +20% Faster Block Rate

    Pul RuneRequired Level: 45Version: Expansion 1.10+Weapons: +75% Damage to Demons+100 to Attack Rating against DemonsArmor: +30% Enhanced DefenseShields: +30% Enhanced Defense

    Mal RuneRequired Level: 49Version: Expansion 1.10+Weapons: Prevent Monster HealArmor: Magic Damage Reduced by 7Shields: Magic Damage Reduced by 7

    Lum RuneRequired Level: 37Version: Expansion 1.10+Weapons: +10 to EnergyArmor: +10 to Energy
    Shields: +10 to Energy

    ATMA read-out after ATMA moving:
    Notice the Indestructible both in the mods and durability.
    Oath
    Colossus Sword
    'ShaelPulMalLum'
    One-Hand Damage: 148 to 451
    Two-Hand Damage: 345 to 778
    Required Dexterity: 85
    Required Strength: 172
    Required Level: 60
    Sword Class - Very Fast Attack Speed
    Indestructible
    Item Version: Expansion
    Item Level: 87
    Fingerprint: 0x4c1280ae
    +10 to Energy
    +280% Enhanced Damage
    50% Increased Attack Speed
    Prevent Monster Heal
    75% Damage to Demons
    +100 to Attack Rating against Demons
    +15 Magic Absorb
    Indestructible
    30% Chance to cast Level 20 Bone Spirit on striking
    Level 16 Heart of Wolverine (20/20 Charges)
    Level 17 Iron Golem (14/14 Charges)
    Ethereal (Cannot be Repaired), Socketed (4: 4 used)

    GoMule read-out after ATMA moving:
    Notice the Indestructible both in the mods and durability. Confirmed ATMA bugging. The sword could be Hel'ed and Indestructible would be kept.
    Oath
    Colossus Sword
    ShaelPulMalLum
    One Hand Damage: 167 - 451
    Two Hand Damage: 391 - 778
    Indestructible
    Required Level: 60
    Required Strength: 172
    Required Dexterity: 85
    Fingerprint: 0x4c1280ae
    Item Level: 87
    Version: Expansion
    30% Chance to cast level 20 Bone Spirit on striking
    Indestructible
    +50% Increased Attack Speed
    330% Enhanced Damage
    +75% Damage to Demons
    +100 to Attack Rating against Demons
    Prevent Monster Heal
    +10 to Energy
    +15 Magic Absorb
    Level 17 Iron Golem (14/14 Charges)
    Level 16 Heart of Wolverine (20/20 Charges)
    Ethereal
    4 Sockets (4 used)
    Socketed: Shael Rune
    Socketed: Pul Rune
    Socketed: Mal Rune
    Socketed: Lum Rune

    Shael Rune
    Required Level: 29
    Version: Expansion 1.10+ Weapons: +20% Increased Attack SpeedArmor: +20% Faster Hit RecoveryShields: +20% Faster Block Rate
    Pul Rune
    Required Level: 45
    Version: Expansion 1.10+ Weapons: +75% Damage to Demons +100 to Attack Rating against DemonsArmor: +30% Enhanced DefenseShields: +30% Enhanced Defense
    Mal Rune
    Required Level: 49
    Version: Expansion 1.10+ Weapons: Prevent Monster HealArmor: Magic Damage Reduced by 7Shields: Magic Damage Reduced by 7
    Lum Rune
    Required Level: 37
    Version: Expansion 1.10+ Weapons: +10 to EnergyArmor: +10 to EnergyShields: +10 to Energy

    I think this proves that shields can't be ATMA bugged. Maybe more (cheap) tests could be made with paladin shields and Exile RW.

    I also don't recall any attempt of ATMA bugging in armors. Will it work like the shields or weapons?

    /me has an unique gemmed monarch
    /me is sad
    /me ragequits D2
     
    pharphis and DiabloTwoinDC like this.
  12. scrcrw

    scrcrw Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    I just checked this in a safe testing environment. Items that I tried were:
    • eth Monarch (grey)
    • eth AP (grey)
    • eth Circlet (blue)
    • eth Paladin Shield (grey)
    • eth Necro head (gold)
    None of those could be Atma-bugged.
    This list obviously isn't exhaustive, but it strongly suggests that Atma-bugging any type and quality of Armor is impossible.

    Test method: Socket a Zod, move & save in Atma, check in GoMule (+Hel out Zod in-game to double check).
    Socketing a Zod is the only option, since there are no Runewords with the property "Indestructible" (Exile has self-rep).

    Fun fact: It's possible to Atma-bug bows (only visible in GoMule). :D
     
    Last edited: Jul 22, 2011
  13. Greebo

    Greebo Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    Holy...

    That's new. Sorry to hear about your issues nulio, obviously. I will update the guide, soon. What I find very confusing is that I remember that back in 2008 jjscud did test how ATMA overrides durability using my pair of Shadowdancers. That's why I assumed it's gonna work for armors & shields.

    Question for anyone: was it tested well that ATMA-Zod-bugging will work for any weapon? I mean, come to think of it, I cannot remember a Zod-ATMA-bugged tomby, people keep leaving Zods in.

    --Greebo
     
  14. WoRG

    WoRG Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    Wow...that really sux, Nulio...VERY expensive way to find out about this...

    I wonder if the method posted by thefranklin would work...of course, that method requires a pre-1.10 Zod (can't be cubed, gotta drop!), so its hardly practical...

    I'm planning on doing a bunch of 1.07 /p8 hell Cowruns this weekend...if a Zod drops:rolf:, I might just trade it to Nulio for that sheild...

    WoRG
     
  15. scrcrw

    scrcrw Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    We shouldn't forget that this is actually good news. Apparently Atma* handles the durability of ethereal indestructible Armor just fine. :)

    *the patched version for 1.13 from Thyiad's site in my case

    I don't know what purpose testing with Shadowdancers has (although I'm sure jjscud knew what he was doing). They are not indestructible and if Atma somehow set them to indestructible, someone would probably have noticed by now.

    Afaik, the Atma-Zod-bug has only been used on regular socketed items. I doubt that the durability of magic/rare/unique items is handled differently though. Maybe I'll test it later.
     
  16. Greebo

    Greebo Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    @scrcrw:

    Shadow Killer not Shadow Dancer, my bad.

    Also, if you could test ATMA-Zod-bugging on a few different weapons, that'd be great.
     
  17. scrcrw

    scrcrw Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    That makes more sense. :)

    The Atma-bug works just as expected with Shadow Killers:
    Muled with Atma:
    Code:
    Shadow Killer 
    Battle Cestus 
    One Hand Damage: 161 - 188 
    Indestructible 
    Required Level: 78 
    Required Strength: 100 
    Required Dexterity: 100 
    Fingerprint: 0x4506a3df 
    Item Level: 86 
    Version: Expansion 1.10+ 
    Unidentified 
    33% Chance to cast level 8 Frost Nova on striking 
    Indestructible 
    199% Enhanced Damage 
    -25% Target Defense 
    Freezes target +2 
    +15 to Mana after each Kill Ethereal 
    Only muled with GoMule:
    Code:
    Shadow Killer 
    Battle Cestus 
    One Hand Damage: 166 - 194 
    Durability: 54 of 72 
    Required Level: 78 
    Required Strength: 100 
    Required Dexterity: 100 
    Fingerprint: 0x8904acb8 
    Item Level: 86 
    Version: Expansion 1.10+ 
    Unidentified 
    33% Chance to cast level 8 Frost Nova on striking 
    Indestructible 
    208% Enhanced Damage 
    -25% Target Defense 
    Freezes target +2 
    +15 to Mana after each Kill Ethereal
    Atma-bugging unique weapons is (as expected) no problem at all.
     
  18. nulio

    nulio Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    Yeah, in fact it's good news. The bug is limited to weapons (although it's in weapons that's easier to bug and the results have more significance).

    Hehe WoRG, I'll be waiting for that Zod, and some 30+ max dmg GC :p
     
  19. Greebo

    Greebo Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    The guide has been updated. If anyone feels like proof-reading section 4, that'd be cool.

    Thanks to nulio & scrcrw, again.
    --Greebo
     
  20. jjscud

    jjscud Diabloii.Net Member

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    Re: A Mini-Guide to Ebugging in the Single Player Forum (Final Version)

    Interesting. Good catch guys. I tested a shield, but only with the "of the Ages" suffix and noticed it didn't work. It would be interesting to see if "of the ages" suffix in weapons causes the bug, but my testing also showed that re-rolling re-rolled the durability to so it probably has no impact either way.
     

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