Guide to the Perfect Grail I had started laying this out on another thread, but decided it deserved a thread of its own. I would appreciate review comments and thoughts. Please give me time to put the entire guide down as several posts before you begin to comment. The Perfect Grail You may never look at your unique and set items in quite the same way again. I know that I donâ€™t, not after doing the research that led to the writing of this guide. Outline 1.0 What is a perfect grail item? 2.0 Fun Facts 3.0 Abbreviations 4.0 Perfect Unique Rings, Amulets, 5.0 The Table: The Perfect Grail 6.0 The God Grail 1.0 What is a perfect grail item? Have you ever pulled two Nagelrings out of an ATMA stash and put them on a character to increase their Magic Find? And then run your cursor over the rings and noticed they have different Magic Finds (MFs)? Hey, whatâ€™s up with that? Well here are the four Nagelring modifiers: Magic Damage Reduced By 3 +50-75 To Attack Rating (varies) Attacker Takes Damage of 3 15-30% Better Chance Of Getting Magic Item (varies) So, first of all, note that some Nagelrings only have a 15% MF; while others have 30%. Nagelrings can come with 16 different values of MF. And thereâ€™s a HUGE difference between a character with two 30% Nagelrings, and another with two 15% Nagelrings. But, thereâ€™s also a 2nd modifier that varies, one that probably doesnâ€™t catch your attention as often. The attack rating (AR) modifier can be a value between +50 and +75. Quick, go check your stashes and see if you have any Nagelrings with a MF of 30% and an AR of +75. What? You donâ€™t! Not too surprising, though. Because there are 16 possible values for MF and 51 possible values for the AR modifier there are 16 x 51, or 816 different variations of a Nagelring. And only one of those variations, an MF =30%, AR=75, is â€œperfect.â€ If all the variations are equally as probable (which in this case they probably are), the odds of your Nagelring being perfect are 1 in 816. If you have a Nagelring with all modifiers at their minimum values, we could call it a â€˜chippedâ€™ Nagelring. A chipped Nagelring has MF = 15% and AR = 50. It also occurs wth a frequency of 1 in 816. Its possible and fun to think up definitions for â€˜flawedâ€™ and â€˜flawlessâ€™ versions as well, but letâ€™s just concentrate on perfect versions for this guide. Illustration #2: Bonesnap Maul. We all really like this weapon donâ€™t we? Here are its stats: Two-Hand Damage: (90-120) To (129-172) +200-300% Enhanced Damage (varies) +100% Damage To Undead 40% chance of Crushing Blow Cold Resist +30% Fire Resist +30% Note the +200% to 300% Enhanced Damage modifer, and the range of actual damage: Minimum Damage (MinDam) = 90 to 120 Maximum Damage (MaxDam) = 129 to 172 Well, a normal maul has a Damage Range of 30 to 43. So the damage of a Bonesnap Maul is simply this basic Damage Range of a maul multiplied by whatever value of Enhanced Damage (ED) multiplier that a particular unique Bonesnap item has. So a Bonesnap with an ED of +200% will have a damage of 90 (minimum) to 129 (maximum); with an ED value of 250% the Bonesnap will have a damage of 105 to 150, and with an ED=300% the Bonesnap will be â€œperfect,â€ with a damage of 120 to 172. Thatâ€™s the version of Bonesnap we all want, isnâ€™t it? How many versions of the unique Bonesnap maul are there? It depends about how you define it. Certainly, the ED% modifier can have any of 101 values, ranging from 200 to 300. Or one could instead count the number of variations in actual damage of the Bonesnap maul. My calculations indicate that the 101 different values of the Bonesnap ED modifier will produce 59 different combinations of max and min values of Bonesnap physical damage. But only one ED value, ED = +300%, produces the peak values. So, from one viewpoint, there are 59 versions of Bonesnap that will function differently during gameplay. But Iâ€™ve given much thought about the effects of adding on other sources of enhanced damage and the value of having a high ED modifier if you upgrade the Bonesnap to an Exceptional Unique version. Based on these considerations, Iâ€™ve concluded that it is the variation in the modifier that is most meaningful. So, by my definition, there are 101 versions of Bonesnap and the peak physical damage numbers will occur at an average frequency of once in 101 Bonesnap Mauls. So we define a perfect Bonesnap as ED = 300%. Example #3 is a Venom Ward breast plate. Defense: 110-138 (varies)(Base Defense: 65-68) +60-100% Enhanced Defense (varies) +2 To Light Radius 15% To Max Poison Resist Poison Resist +90% Poison Length Reduced By 50% Here, both the Base Defense, the actual Defense and the Enhanced Defense (EnDef) multiplier are all said to vary. However, the formula to calculate the defense rating of a Venom Ward unique is simple and is based only on the peak value of base defense for a normal breast plate: 68. The Venom Ward defense formula is: Defense = (Peak base defense +1)*(1+Enhanced Defense). So, when Enhanced Defense Multipliers exist for an item, the range of values in Base Defense are irrelevant and all the variability in the item Defense arises from the variability in its modifiers. So a Venom Ward can occur with 41 values of Enhanced Defense modifier, from 60% to 100%. Clearly, a perfect version of a Venom Ward breast plate will have a Defense of 138 â€“and this occurs only once in 41 different Venom Ward breast plates. 2.0 Fun Facts Hereâ€™s some fun facts: 1. The chances of a perfect Nagelring being dropped by a monster are less than the chances of a monster dropping a perfect Stone of Jordan. 2. The item with the most possible variations is the Head Hunterâ€™s Troll Nest (an elite unique shield) with over 89 million variations. 3. A Felloak is perhaps the weirdest variable unique. It has one variable modifier: Enhanced Damage= +70-80%. Yet for all values of the Enhanced Damage modifier, the damage of the Felloak is 1 to 10. Thatâ€™s right, the variable modifier doesnâ€™t make a difference to the attributes of the unique, because the base damage is so small. So why should anyone aspire to a Felloak with =80% Enhanced Damage? Because as you add more enhanced damage from other sources, the damage of an 80% Felloak will rise a little bit quicker than the damage of a 70% Felloak. And, if you used the Horadric Cube to upgrade a Felloak Club to a Felloak Cudgel, the higher enhanced damage modifier would make a difference in the damage of the Felloak Cudgel. 4. Ormusâ€™ Robes has many variable modifiers, but one of them is especially odd. It adds +3 points randomly to any one of 25 Sorceress Skills. The reason this is odd is that no one version of the modifier is necessarily preferred over versions. A modifier of +3 to Charged Bolts is worth a great deal to a Charged Boltress build, but is worthless to most other Sorceress builds. For my purposes, I consider there to be 25 distinct versions of Ormusâ€™ robes. As shown on the table in Section 5, each of the 25 versions of Ormusâ€™s robes has 1,386,720 sub-variants. So the odds of a Charged Bolt version of Ormusâ€™ robes having otherwise perfect modifiers is 1 in 1,386,720! 5. The Angelic Raiment Set has no items with any variable modifiers! So, if you own that Set you have a perfect Angelic Raiment Set â€“ no more work to do on that one. 3.0 Abbreviations This list does not yet have all the abbreviations. Many abbreviations for modifiers that add points to specific skills are not yet on this list. AllSk: Adder to All Skills AR = adder to Attack Rating ARBon = % bonus as a multiplicative enhancement of attack rating ARDem = additional points added to Attack Rating Against Demons ARUnd = additional points added to Attack Rating Against Undead ATDam = Attacker Takes Damage B&XBSk = adder to all Bow & CrossBow Skills, Amazon Only CAbs = Cold Absorb, cold damage from monster that is absorbed CDamMax = Cold Damage Maximum Value CDamMin = Cold Damage Minimum Value CDur = Cold Damage Duration ColdSkDam = Enhanced damage factor on cold skills damage ComSk = Adder to all Combat Skills, Barbarian Only CRes = Cold Resist CurSk = points added to all Curses Skills, Necro only DamAdd = Physical Damage Adder DamDem: Damage to Demons, a percentage enhancement to physical damage DamUnd: Damage to Undead, a percentage enhancement to physical damage Def = Base Defense Rating DefAdder = Value added to defense DefAftAdder: Defense After Adder, indicates a variable base defense with a fixed defense adder. DefAurSk = Points added to Defense Aura Skills, Paladin Only Dex = Attribute points added to Dexterity Damage Reduction = Physical Damage Reduction, points DVMiss, DefVMIss: Defense against Missiles, adder to defense rating ED = Enhanced Damage, a percentage multiplier on the base physical damage EnDef = Enhanced Defense FAbs = Fire Absorb, fire damage from monster that is absorbed FRes = Fire Resist FSkDam = Enhanced damage factor on fire skills damage J&SSk = adder to all Javelin & Spear Skills, Amazon Only LAbs = Lightning Absorb, lightning damage from monster that is absorbed LAEK = Life After Each Kill LL = Life Leach LRes = Lightning Resist LSkDam = Enhanced damage factor on lightning skills damage LVLFBTC = Level of Fire Ball Skill that you have a chance to cast LVLHBTC = Level of Holy Bolt Skill that you have a chance to cast MAEK = Mana After Each Kill MastSk = Adder to all Mastery Skills, Barbarian Only MaxDam = Value added the minimum physical damage of the weapon MDR = Magic Damage Reduce, points MF = Magic Find percentage , always added to the base of 100% Magic Find MinDam = Value added the minimum physical damage of the weapon ML = Mana Leach P&BSk = points added to all Poison & Bone Skills, Necro only PalSk = points added to all Paladin Skills PDR = Physical Damage Reduction, a percentage PRes = Posion Resist Res All = added percentage of Resistance to fire, cold, lightning and poison damage RL = Renew Life RM = Renew Mana Sock = Number of Sockets SorcSk = Adder to all Sorceress Skills Stam = points added to Maximum Stamina SumSk = points added to all Summons Skills, Necro only Str = Attribute points added to Strength Vit = Attribute points added to Vitality XG = Extra Gold from Monster Drops 4.0 Perfect Unique Rings and Amulets Defining the variations in unique rings and amulets is fun. Almost all the modifiers are important and we donâ€™t have multiple modifiers affecting the same parameters (such as item defense.) Weâ€™ll discuss these as additional illustrations and then move on the master list. 4.1 Rings Only one unique ring has no variations at all: The Stone of Jordan. So if you have an SOJ, you have a perfect unique. Now wasnâ€™t that easy? Nagelring: Already covered earlier. Magic Find modifier varies from 15 to 30%, Attack Rating Modifer varies from +50 to +75. So there are 816 distinct versions, and when you find a Nagelring the odds are 1:816 that it will be perfect. Indeed, a perfect Nagelring is rarer than a perfect SOJ. Perfect: MF =30%, AR = +75 Prob = 1 in 816 Manald Heal: Mana Leach varies from 4-7%, Replenish Life from 5 to 8. 16 different versions. Perfect: ML = 7% Repl Life = 8 Ravenfrost: Dexterity mod=15-20; Attack Rating mod=150-250. 606 different versions. Perfect: Dex = 20, AR = + 250; Prob = 1 in 606 Dwarf Star: Magic damage Reduction: 12 -15. Only four versions, perfect has MDR=15. Perfect: MDR = 15; Chipped: MDR = 12 Prob = 1 in 4 Carrion Wind: Life leach varies from 6-9%; Defense vs. Missiles from +100-160. Perfect: LL = 9%, DefvM = +160; Prob = 1:244. Bul-Kathos Wedding Band: Life leach varies from 3-5%. Thatâ€™s it, odds of a perfect version are 1 in 3. Natureâ€™s Peace: Damage Reduction=7 to 11; Poison resistance = +20-30. 55 different versions. Perfect: DR = 11, PRes = +30; Prob = 1 in 55 Wisp Projector: Magic find = 10-20%; Lightning Absorb= 10-20% 121 different versions. Perfect: MF = 20%, LAbs = 20% 4.2 Amulets The following rings have no variations at all: Nokozan Relic, The Mahim-Oak Curio, Atmaâ€™s Scarab, Highlordâ€™s Wrath, and The Catâ€™s Eye. Like the Stone of Jordan, they are each a â€œunique unique.â€ Somehow, whenever I say the phrase â€œunique uniqueâ€ in my head, it sounds like â€œNew York, New York,â€ the place I was born. Completely off-topic, I admit. So letâ€™s return to talking about the perfect grail. So maybe you are thinking about trying to collect a complete set of perfect amulets, since five of them are unique uniques? Then donâ€™t peek ahead! There are some scary numbers coming. The Rising Sun: This amulet has one of the most unusual variations of all. It will have a 2% chance to cast a meteor when struck â€“but it is the level of the meteor that varies. The Meteor spell level will vary from amulet to amulet between level 13 and level 19. So there are 7 different versions and a perfect The Rising Sun ammy drops level 19 meteors on the bad guys. Perfect: Meteor Lvl = 19; Chipped: Meteor Lvl =13 Maraâ€™s Kaleidoscope: Resist All varies from 20-30%, not a trivial variation! 11 versions, Perfect: ResAll =30%, Saracenâ€™s Choice: Resist All varies from 15-25% Ditto. Odds of a perfect are 1 in 11. Perfect: ResAll =25% Crescent Moon: Mana Leach:11-15%; Life Leach:3-6%. Odds of getting a perfect: 1 in 20. Perfect: ML =15%, LL = 6% Seraphâ€™s Hymn: Defense Aura Skills = +1-2; Damage to Demons = 20-50%, Attack rating to demons is =150-250; Damage to Undead: 20-50%; Attack Rating for Undead: +150-250. A perfect Seraphâ€™s Hymn would have the best value on all 5 modifers. The odds? 1: 6262. Ouch! Skilles will be listed in this order: (Defense Aura Skills, Damage to Demons, AR to Demons, Damage to undead, AR to Undead) Perfect: (2, 50%, 250, 50%, 250) The Eye of Etlich: This one hurts to talk about, because, improbably enough, the Eye in my personal stash is close to being a chippie - having the worst value on all 6 modifiers! The modifiers are life leach = 3-7%, Cold duration = 2 to 10 seconds, minimum cold damage =1-2, maximum cold damage = 3-5, Defense against missiles = 10 to 40; and Light Radius = 1 to 5. (Who cares?) Odds of a perfect Eye? 1: 14,850 Modifications are listed in the order just discussed: Life Leach, Cold Duration, Min Cold Damage, Max Cold Damage, Defense vs. Missiles and Light Radius Perfect: (7%, 10 sec, 2, 5, 40, 5) Metalgrid: Resist All: 25-35%; Defense adder: =300-350; Attack rating: 400-450. Odds of a perfect Metalgrid: 1 in 28,611. Very rare! There are probably no legitimate perfect Metalgrids in existence, even after so many people playing Diablo for so many years. Attributes are listed in this order: Resist All:, Defense Adder, and Attack Rating Perfect: (35%, 350, 450).