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[Guide] The Time Traveler's Vortex - Part 1 - A guide to SPF Time Travel

Discussion in 'Single Player Forum' started by helvete, Jul 9, 2016.

  1. helvete

    helvete IncGamers Member

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    [Allright, here goes! I'll continually update this for as long as I'm around. I'll authorize in advance whoever may be the authority at whatever time to edit this guide, for the purpose of keeping it updated]

    (best read with the accent of Londo Mollari, Centauri Ambassador to Babylon 5)

    Greetings, fellow Diablo 2 nerds! And welcome to my guide to the marvellous universe of time travel. The goal of this guide is to provide you with the knowledge required to obtain the most powerful items in the game, and to elaborate on how to advance with as little hassle as possible. Be advised, however, that embarking on a journey like this could take a rather long time, but, the rewards are manyfold, and some truly astounding items can become yours!


    This guide will briefly mention the tech stuff and method I used to get any patch running with multiple instances. The gameplay will be a lot more in-depth in the guides to follow. In summary, we will look at the following patches:

    1.00 - The original, classic Diablo II as it was shipped.

    1.06b - Classic Diablo II, as patched as it got before the expansion was released.

    1.07 - Lord of Destruction expansion as it came out of the box.

    1.08 - LoD with working TC system but broken MF.

    1.09b - LoD with the "players" command, which goes from 1-64

    1.10a - The first glimpse of the game as we play it today.

    1.10s - The last patch with items superior to 1.13d.

    Bear in mind, no item or character can ever be brought back in time; only you have that ability.

    The Why
    Why the long journey? I'll try to elaborate on the why's for each patch before we get down to the how's. If you've ever read the patch notes, you probably thought to yourself that Blizzard didn't think the game balance very well through to begin with, and that they aren't very good at fixing bugs. That thought is true, but sadly not the whole truth. In the patch notes, a LOT of what they fixed/broke/changed isn't listed at all (which doesn't make writing this guide any easier...). I've been running a few tests, but sadly, I do not have any code digging skills, and the people who did dig into the code have lost interest in this game after only sixteen years! I, for one, still get value for my money, and if you are into character optimization without breaking forum rules, then please read on.

    During sixteen years since Diablo 2 was released, items, monsters and even characters have been changed with patches. However, pre-existing items were very rarely affected by these patches, and even if they were, the effects were usually beneficial. What we want to do is to get these items to pre-exist.

    I am not aware of any changes to items from 1.00 through 1.06b, except that some items couldn't drop until about 1.04. The reason to start in 1.00 and not 1.04 or 1.06b however, has to do with monsters and skills, not items.

    Regarding Monsters:
    - The Cow King can be killed without penalty whatsoever in 1.00 and 1.01
    - Spawned monsters, such as maggot eggs and maggot young give exp and drop items (although at a lesser rate than pre-existing monsters). This makes for some great exp opportunities, especially since the command to set single player simulated additional players (known in 1.10+ as the "/players" command, but was actually introduced in 1.09 just without the / and with no confirmation from the game as to what actually happened) wasn't available.

    Items to look for in pre-LoD versions (1.00-1.06b):
    - Rare boots
    These can have up to 19 strength/dex and 20% faster hit recovery. Also available are mana, life, and the single resists have a 9% greater range than in LoD. For some, up to 119% extra gold will be a real treat, as 80% is the max in LoD. Rares don't drop very frequently from anything but the Cow King, but the Secret Cow Level wasn't restricted to one king kill until patch 1.02, so that's not a problem in 1.00. Furthermore, a pair of boots (normal ones) cost 2500 gold to gamble, regardless of character level, so one can gamble them very efficiently.

    - Rare belts
    Can't have more than 19 str, but can have 19dex and 9% greater resists, same as boots. Also the goldfind max is 119%, which is almost 50% better than anything in LoD. Very cheap to gamble, at 2200 gold for a sash. In LoD, however, most will use String, Goldwrap or Arach, and only the goldfind chars will see real useable belts from pre-LoD.

    - Unique rings
    There are only three: Nagelring (which is worse than 1.09+), Manald Heal (which is the same) and The Stone of Jordan (which is also the same). Three distinct advantages, though. First of all, unique items pre-LoD were generated in a certain order if there were more than one. This was abolished with LoD, and replaced with a rarity system where uniqes are weighed first, then a rare would drop if the game chose a Nagel, but one had already dropped. Pre-LoD, the order is always Nagel -> Manald -> SoJ and Nokozan -> Etlich -> Mahim Oak. Cute. Second, uniques pre-LoD have neither level requirements nor quality levels. Which means that if a monster can drop the base, it can drop the unique, and if an item can be seen in the gambling screen, it could be unique, whith one exception, which brings me to the third advantage: A unique item can only generate if that unique hasn't yet been in the game. Contrary to LoD, equipped and stashed items DO count, which means that if Manald Heal and Nagelring are in the game, the next unique must be a SoJ. This, combined with a 3% odds for a unique when gambling, makes getting those SoJs MUCH easier than in LoD, and that is even without level requirement. The usual level requirement will be applied if any unique is ever converted to LoD in any way, but not if it is kept in classic.

    - Rare rings
    These are similar to the rares we already know, but with greater range on most stats except strenght. Prismatic rings are always [email protected], single resists go up to 39%, dual leech is possible and with greater leech than LoD, and they have really low level requirements. 6% mana leech available at character level 4... Ormus has a habit of handing out superb twinking rings for later patches.

    - Rare amulets
    These have amazing potential, with a minor catch. They need to be ilvl ** to get +2 character skills (which is magic only in 1.07). Only Diablo himself is high enough (lvl 90), and getting to a level where gambled items can reliably get ilvls this high is pretty tedious. Getting one for use in 1.00 is therefore difficult (requires lvl 84+ character or a Diablo runner), but with 1.04, the recipe for rerolling rares with 6 Perfect Skulls was introduced. And it always has ilvl 99 output! Needless to say, collect every skull possible, upgrade to perfect, mule off, send the mule, a cube and a couple rare amulets to 1.06b and cube away. +2 skills is pretty easy to get as well, since the affix pool is much more limited in classic. I'm unsure about dual, but both types of leech can spawn independently. Prismatic is also frequent, with a range of 15 to 24 (rolled independently). MF should in theory go as high as 48% on a rare, but this requires a combination of prefix and suffix. Single resists go up to 49% and life to 59. Mana could in theory reach **, but this also requires both prefix and suffix to roll perfect mana. Anyway, +2 skills is level req 67 as it has always been, but +1 is just lvl req 22, so potential for some unparallelled twinking gear.

    - Gems
    Yes, gems. They are always normal quality in hell (except moo moo farm). They are almost completely useless in classic, as you can't add sockets to items, and only grey items have them. However, any grade of sapphires, topazes, rubies and emeralds can be cubed ad infinitum in 1.07 with the ring recipes. Skulls are even better for 1.06b amulet cubing, although they must be perfect. Normal (and flawless) gems can be used with 1.10a to roll socketed magic weapons. Other perfect gems are best used for 1.07 prismatic amulets, but of course, perfect amethysts and rubies are very popular in 1.10+ for crafting. And then there's 1.08 crafts which require perfect gems.

    - Normal (white) War Scepters

    These can be shopped, and you'll want one with +3 Holy Shield for socketing and runewording in 1.10s

    - Exploding potions
    Buy from the potion guy (Lycander) in act II then forward to 1.07 as they cannot be bought there. You need them for the fire resist ring recipe along with rubies.

    Items to look for in LoD 1.07

    Oh my, where to even start? I'll have to divide this up into several subsections.

    Uniques/sets
    more or less complete list can be found here:
    The highlights would be
    - Vampire Gaze has 25% Damage Reduce and no cold damage, rest of stats like today, but always perfect
    - Valkyrie Wing has IAS, FHR, FRW and FCR all at 30% which is the only 30%FCR from a helm ever
    - Harlequin Crest (Shako) is 100%ED, +2 all skills, Indestructible, 50%MF and a whopping 40% max life
    - Arkaine's Valor is 200%ED, +2 all skills, Indestructible, 30%FHR, 50% Fire res, +2 life/clvl and a stunning +2.5 vitality/clvl!
    - The Gladiator's Bane has 25/20 PDR/MDR and Indestructible, but lower defense
    - Hellslayer has +2 vitality/clvl and is Indestructible
    - Wizardspike has 95% resist all
    - Baranar's Star has +1.5 vitality/clvl but no elemental damage
    - The Grandfather has Increase max life/mana 25% (but always 150% ED)
    - War Traveler has 100% Extra Gold, +10 dex and MF fixed at 45% but no +str or damage
    - Hellmouth has Cannot Be Frozen, the only gloves to ever have that
    - Skullder's Ire has 30 vitality and 25 MDR, always 200% ED. (Same MF, but displayed as goldfind)
    - Visceratuant has +2 necro skills and +80 life
    - Gerke's Sanctuary has +1 vitality/clvl but no resists
    - Kelpie Snare has Slows Target 100% (whatever that entails)
    - Coldsteel Eye has 50% Crushing Blow
    - Herald of Zakarum has Cannot Be Frozen and +1 Offensive Auras, but is otherwise terrible
    - Arreat's Face has +0.5 max damage/clvl but is otherwise terrible
    - Jalal's Mane has 25% Crushing Blow but is otherwise terrible (knockback...)
    - Raven Claw is nothing special in this patch, but forward to 1.10+ for lvl 30 Exploding Arrow at lvl 15...
    - M'Avina's Tenet has 10-15% manaleech and 40% FRW, the fastest run/walk on a belt ever.
    - Laying of Hands has 50% Fire ABSORB, which makes characters fire immune until patch 1.10

    Ethereal Weapons
    Etherealness was different in 1.07; Armors had 50% enhanced defense (not base defense as in later patches) and weapons had 50% enhanced _maximum_ damage. For armors, this means a given eth armor always has the max defense possible, as base defense is set to max+1. Patch 1.11 introduced the cube socket bug, where etherealness was reapplied whenever adding sockets via the cube. As the 1.07 eth armors are NOT base defense, these will only win out against the current ones when the rune word applied doesn't have any enhanced defense on them (such as Treachery). For runewords such as Stone and Fortitude, with massive defense bonuses, current armors win by miles.
    Weapons, however, will update their damage when brought forward to 1.09+. But the 50% enhanced max damage stays. This makes ANY 1.07 ethereal weapon vastly superior in 1.09+, and the higher the max damage (war pikes, berserker axes, thunder mauls...), the greater the benefit. You will never again look for socketed weapons in the current patch!

    Crafted Items
    I will refer you to Worg's 1.07 crafting miniguide, as it has all the currently available information.
    The short version is, crafts in 1.07 can get magic only affixes, and up to 3 sockets from Larzuk. A Greater Safety Armor could get 30PDR and 3 sockets for a whopping 51 PRD with SOL runes. Amulets can get +3 skilltab with prismatic and mana, while the bugged lifeleech items will solve any leech problems with just one item...

    Magic Items
    Larzuk can put up to four sockets in a magic item, which makes for some killer armor, especially druid/barb helms. +3 warcries with +3 Find item, 100 life and 3 sockets anyone? Or +3 elemental skills with +3 nado, hurricane and cyclone armor? Sadly, only paladin shields can ever get 4 sockets in 1.07, and circlet-type headgear can only have one. Still, a Cruel Phase Blade of Quickness with 4 sockets could see some use, and don't forget that ethereal items will update their damage with an extra 50% max damage, so imagine the Cruel War Pike of Quickness, ethereal with 4 sockets! (One was found by WorG, named the "Spear of the Gods")

    Cubed Rings and Amulets

    Now, THIS is when 1.07 gets really interesting. Especially if you have a steady supply of gems from 1.00.
    There are five recipes which can be used. In detail, these are
    1 - Prismatic amulet (any amulet + 1 of each perfect gem except skull)
    This will roll an amulet with a "hidden" prismatic affix, which rolls 6-36 light/fire/cold and 12-72 poison resist. "Hidden" in this case, means this amulet is NOT a magic "Prismatic Amulet (of X)" but ANY amulet with odds 1:1000 unique, 5:1000 rare, 8:1000 set, and 986:1000 magic. ilvl=clvl*0.66 rounded down. Sadly, this means no Mara's, but you could still get Tal Rasha's or Sarachen's Chance. Or imagine twinking with Angelic combo when the amulet has 30/30/30/60 resists? Also, the hidden modifier has no level requirement, so any amulet is a potential twinking gem!
    2 - Coral Ring (any ring + 2 topazes [any quality])
    Works the same way as the prismatic amu recipe, but adds 6-36 Lightning Resist as the hidden modifier. Hope for Fortutious Ring of Fortune, SoJ or even Angelic Halo. Odds for SoJ are really dim, but only requires clvl 60 to be possible. Actually, using a lvl 60 character is optimal, since a lvl 76 character could give a Raven or Dwarf, which are both worse than their 1.09+ counterparts
    3 - Jade Ring (any ring + emerald [any quality] + antidote potion)
    Same as above, but with posion resist. Poison resist isn't very important, but still a nice way to reroll rings.
    4 - Garnet Ring (any ring + ruby [any quality] + exploding potion)
    Same as above, but with fire resist. Fire resist would make for an excellent addition to a SoJ, wouldn't it?
    5 - Cobalt Ring (any ring + sapphire [any quality] + thawing potion)
    Same as above, but with cold resist. This recipe, however, is bugged in such a way that if the prefix "Triumphant" rolls (on a rare or magic), the cold resist will disappear, and be added to the Triumphant value. The result of this is a ring with 7-37 mana per kill, which is outrageous! Roll these with a level 8 character to also have the suffix "of the Apprentice" available, making for a possible 37MPK 10FCR ring; even better if it rolls rare! Possibly the most broken ring obtainable. Easy to get when rolling with a lvl 8 char, but it gets harder as more affixes are available. Still, when you have 4-5 of them, start using your highest level character for these, for a chance at higher affixes such as prismatic, str, dex, high mana or individual resists.

    Charms
    1.07 charms are infamous for their damage. In short, +40 max damage is possible on Grand Charms, while +12 is possible on Small Charms. Also, single resists can be up to 12 on small charms and 36 on grand charms, while all resists can be 6 on small charms and 20 on grand charms. Elemental damage cannot spawn, which increases the odds of a good damage charm. MF and GF, however, is horrible. 1.07 also has areas with level higher than 90, so any charm found in chests here could be forwarded to 1.09+ and cubed for a chance at a skiller with 41-45 life.

    Rare jewels, gems and Perfect Skulls
    Forward them to 1.08 to reroll for possible 6-affix jewels, as 1.07 rare jewels are limited at three affixes and with much lower magnitude. Gems are for crafting, and need not be perfect, unless you're going for the prismatic amulets. I personally cube all flawless, and only leave diamonds and amethysts of the lower grade gems. Well, flawed and chipped skulls also.

    Items to look for in LoD 1.08
    - Windforce, the unique Hydra Bow. It has +35 dex instead of just 5 and can't spawn in 1.07.
    - Rare Jewels and Perfect Skulls. Rare jewels can get 6 affixes in 1.08, best of any patch.
    - Highlord's Wrath has 30% FRW instead of IAS
    - Some greater crafts which are disabled or different in 1.07, most noteworthy caster amulets with up to 25%FCR, but also greater safety boots and belts can be very juicy.
    - Raven Claw for twinking in 1.10+ if you didn't find one in 1.07 or 1.09b
    - Some of the uniques are the same as 1.07 and rack odds are 1:800 for unique instead of 1:1000. BUT! Racks are capped at qlvl 75.

    Items to look for in LoD 1.09b
    - Raven Claw, the unique Long Bow (if you haven't found it in 1.07 or 1.08) as it gets lvl 30 Exploding Arrow when forwarded to 1.10+. Great twinking bow.
    - Other uniques should have the stats we have all come to know, so get them for use in this patch.
    - Countess' special rune drop goes up to Vex, reportedly in BOTH NM and hell, so she's a potential target for runes. I'd rather rush characters in 1.00, 1.07 or 1.09b to collect Hellforges in 1.10a/s but if you want a Vex in 1.09b she's your best hope.
    - Small Charms come with 5% FRW, not 3% like 1.07 and 1.10+
    - Not an item in itself, but 1.09b was where the "players (1-64)" command was introduced. Yes, it went all the way up to 64 back then. You can cheese-level extremely fast! Note that this ONLY applies to 1.09b, so if you want broken Chance to Cast for safer Occulus usage, you'll need 1.09d which is capped at players8.

    Items to look for in LoD 1.10a
    - BKWB (Bul Khato's Wedding Band) for its +2 all skills. What a prize!
    - Cubing magic/socketed weapons with normal/flawless gems introduced (not just swords as in 1.09) and you can get a lot of sockets. [Needs confirmation/elaboration].

    Items to look for in LoD 1.10s
    The famous beta runewords! The big four are:

    Call to Arms runeword with
    +2 All skills (instead of 1)
    level 5-15 Battle Orders (instead of 1-6)
    level 5-20 Battle Command (instead of 2-6)
    level 10-13 Battle Cry (instead of 1-4)

    Crescent Moon with
    220-260%ED (+40% compared to 1.10 final and later)
    20% CtC Static Field (instead of 7%; almost three times as often)

    Bramble with 69-207% to poison skill damage (25-50% in 1.10 final and later)

    Delirium with higher overall CtC. 33% Confuse is triple the chance from 1.10 final,


    The How

    It used to be rather complicated getting all the files and software we'll need, but luckily, @fearedbliss has fixed, wrapped and posted everything we need here!

    [Wow, that really cut down on this section!]

    Links to be added [any time now]

    - ATMA
    - GoMule
    - Sven's Glide Wrapper
     
    Last edited: Jul 23, 2016
  2. helvete

    helvete IncGamers Member

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    [Reserved for future edits and comments]

    First comment: I'm going to bed now. Any update is likely at least 12 hours away from this edit. And I know about there being no links nor images. It will be fixed shortly.
     
    Last edited: Jul 9, 2016
  3. helvete

    helvete IncGamers Member

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    Acknowledgements
    These people deserves special mention, either for their contributions directly, or for their previous work which I have based all of this upon:
    @Treeharl for his great insight and even greater enthusiasm concerning patch 1.00
    @Thyiad for her guidance, understanding and her enormous effort in keeping this place ship-shape
    @fearedbliss for his outstanding version switcher, hosting it and helping when we run into trouble. Seriously, without his efforts, the time travel adventure would be a MAJOR PITA to get running!
    @imakeigloospat for his insight on 1.00 and for the screenshots he's about to provide ;)
    @T72on1 for helping out aligning tables. (I'll update soon)

    Then there are those whom I don't see around anymore, but who have contributed massively by leaving us with tools and invaluable information:
    Thrugg, RTB, Orphan, Jarulf, Dr. Tenshi (creator of ATMA), @onderduiker (wow, you're still around? We need your help!! Shine the onderduiker light at the sky!) and everyone I've ever quoted, mis-quoted or linked to. My deepest appreciation indeed!


    Oh, and please let me know of any broken links or images in the past, present or future, depending on which patch you're currently in ;)

    ....and of course, any questions! Questions would be my primary source of motivation for improvements to this guide.
     
    Last edited: Jul 23, 2016
  4. NorthDakota

    NorthDakota IncGamers Member

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    A couple things. First of all, I want to thank you for the work you're doing on these guides. On a personal level, these will be extremely helpful for me specifically. I currently don't have time to capitalize on it, since I am so busy in my personal life. But I feel like anyone who is seriously becoming a top level player of d2 needs to time travel. Currently sources are extremely spread out and hard to find, with mostly broken links since the forum has undergone many changes through the years.

    Secondly, and despite the fact that in many years to come, the links may also become broken, you should link to each section of your guide in the currently posted section. For example. this guide should have links to all patch version guides that you have made tonight. It appears that these guides are the most comprehensive that have ever been made here.

    Last, I would like to ask you a personal question. I understand that putting together something of this magnitude really takes a huge time investment. Something like what you're doing has been on my own mind since I value d2 so highly as a video game. I have always thought it would be so cool to play through each patch to it's fullest, but I simply do not have the time right now to do that. It would take many years for me.

    I understand if you don't wish to answer this so publicly, but I'm personally curious and if you'd like to respond in PM that'd be fine by me. How do you find time to do this? What inspired you to do this project? I envy your resolve and have been following your threads with enthusiasm. I think that what you're doing is one of the most important things that can be done with this forum and am quite surprised it hasn't been done in more detail in on place before. Information is fragmented at best. I have been digging through patch notes line by line to try to glean whatever I can from them, but really there is no way unless you simply play and see these patches. I imagine the time investment you've made is massive.

    Edit: Embarrassing edit - you've clearly also posted other sections of guides today. They should definitely all link each other. Maybe all at the top of each post as an index for each other. Excellent posts. All of which should definitely be added to the sticky in the proper section.
     
  5. helvete

    helvete IncGamers Member

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    Thanks for the kind words =)

    *HomerDOH-Face*

    Of course I should have linked it together from the get go. The reason that wasn't done, is that I just copy-pasted what I had in my .txt files and completely forgot. I'll fix that right away.

    About finding time, although it is a personal question, it isn't of the kind I feel any need to keep secret. I squeeze what I can out of the time when my daughter sleeps, when my GF is in the gym, when I get home from drinking and don't feel like sleeping just yet, after band practice, sometimes my GF watches our daughter and I just relax with D2.... It's not what it used to be, some three years ago when I'd get home from work, have crappy dinner, then play past reasonable bedtime. But it is what it is, and research and time travel like this keeps me going. It'll keep me going until my retirement age, barring accident or illness =)

    About the resolve, I just like familiar stuff. Even when watching vids, I often re-watch stuff I already know. Babylon 5 and Game of Thrones surely will get watched several more times, even if I've seen B5 like 10 times already. Getting too old to explore something new every day, I guess. That, and I had a few drinks before I posted the thread with the idea of doing this. Couldn't just butt out either, the idea was too well recieved ;)
     
    Last edited: Jul 9, 2016
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  6. T72on1

    T72on1 IncGamers Member

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    I've said it before, but I'll say it again ... your time travel posts and now guide are just so inspiring !!! Due to time issues I won't be doing any time travelling as for now, but chances are real I will at some point. And I'll blame you for it ;).
     
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  7. DiabloTwoinDC

    DiabloTwoinDC IncGamers Member

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    Must.. Install.. More.. Versions..:eek::eek:
     
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  8. Burgomaster3

    Burgomaster3 IncGamers Member

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    Hi, long time lurker, first time poster here.

    I recently started playing 1.07 and I've been wondering, what's the usual procedure when forwarding items to newer versions? Is it just simple as: create a mule, stick items to mule, cut'n'paste mule's save files to version of choice (always forward ofc)? Is it safe to bring stuff from, say, 1.07 straight to 1.13, or should the items make a "pitstops" at 1.09 etc. or something? Does forwarding differ between versions? These are most likely no-brainers, but for some reason this has always been unclear to me.

    I figured this would be something a guide like this could make clear to an idiot like me, regardless of versions. All in all, these guides have been inspiring read so far, even though I decided to skip pre-LoD versions for now. Looking forward for your insights regarding 1.07. There are so much interesting stuff in that version, but all the info is so scattered/out-of-date it's sometimes frustrating to try to find right answers. Keep up the good work!
     
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  9. helvete

    helvete IncGamers Member

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    Welcome to the forum!

    Bringing items forward is as easy as you describe it, except for pre-LoD items which need a pitstop in 1.07 first. Regardless of vanilla/expansion use I believe. The mule with such items need to be opened in 1.07 first before being forwarded to later versions. If this is done, items will not change (except for possibly the name and maybe a few points of max damage). If this is NOT done, pre-LoD items will be completely rerolled, usually with bad results.

    The 1.07 patch is indeed strange, and it is quite a massive task to get all the info into a few posts. A few key things are still not known (such as what causes crafted items to get ilvl99 from time to time and how affixes which shouldn't be able to spawn still spawns on lower ilvl crafts).

    Still working on the 1.00 guide, as there is a lot of less important but still useful information to add, so the 1.07 version is probably a week or two away at best.
     
  10. Burgomaster3

    Burgomaster3 IncGamers Member

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    Thanks! Figured it must be something simple, otherwise there would most likely be more talk about it. Good to know about the pre-LoD stuff, though.

    And please, take your time with the guides, it's not like I'm anywhere near done with 1.07, or time travel in general. Heck, I'm not even halfway done reading the 1.07 News, Info and Gossip thread, and it has already answered many of my questions. I'm not yet in actual crafting shape (lvl 57 FO/SF sorc, racking shakos and superchesting in LK), but after I get most of the boring rackstuff and leveling out of the way, crafting will most likely be my main focus, and I will pay extra attention to those quirks you mentioned about. Btw, are all the affix levels listed in Arreat Summit still relevant with older versions?
     
  11. helvete

    helvete IncGamers Member

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    Racking is boring indeed, but I just can't give up on my map with both Lacquered Plate and Shako in the same run. What if I really need that 3rd shako....

    Affix levels should be mostly the same. I think RTB mentioned quite some time ago that only very few of them changed. What DID change were the qlvls of almost every single elite item (and probably a lot of the other ones too).
     
  12. Burgomaster3

    Burgomaster3 IncGamers Member

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    I know what you mean. My current LK map came with TWO shako racks, one of them only two teleports away from waypoint. I figured I probably won't get better opportunity to get those 1.07 harleys anytime soon, so I decided to try and get at least two as quickly as possible. As of last sunday, one down, (at least) one to go. Now I'm taking a small break, levelling, questing and MFing sets @ Bloodraven's.

    My plan is to eventually bring some useful items to 1.09, to outfit a new character who, after levelling enough, I will transport to 1.10a and start running Andy. Also, at some point I'll most likely need to do some HF rushing. Not really looking towards those very much. Rushing hurts my brain and Andariel feels somewhat redundant. Also, my luck with unique jewelry, not that great. So yeah, I'll take the boring racking gladly for now. I'll probably post some more progress stuff in the 1.07 gossip thread at some point, don't want to hijack this one with 1.07 jargon.

    (speaking of jewelry luck, I cubed bunch of rings and gems today, and this came out. Not very useful, but it's something you don't see every day. Next up: Light-res SoJ? Fat chance.)
     
  13. pharphis

    pharphis IncGamers Site Pal

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    "- Countess' special rune drop goes up to Vex, reportedly in BOTH NM and hell, so she's a potential target for runes. I'd rather rush characters in 1.00, 1.07 or 1.09b to collect Hellforges in 1.10a/s but if you want a Vex in 1.09b she's your best hope."

    One more comment here: HF rushing isn't an easy task and probably can't efficiently take place until one has a well geared sorc + high lvl BO (mercs help too but most people don't bother with them)

    That said, vex rune specifically is very easy to get in 1.07 LK. There are 2-3 patterns for the superchests Which gives it approximately the same chance per run (according to atma calc) as you would from 1.09 countess on /p1. However, LK is much much much faster and can be coupled with great racks or just crafting materials/charms. Plus you can get a Lo rune 1/11k runs since there is one pattern (to later use to make sur for beta bramble, most likely). I believe there is also a gul/ist pattern but I never found one myself.

    That said, amazing work. Might want to mention ghoul hide gloves for 1.07 useful uniques. (more dmg per clvl to undead)
     
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  14. helvete

    helvete IncGamers Member

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    It's not very easy, but as you gear up in 1.00 it gets easier. Hell Duriel is the only real threat, and just pop in with a WW barb for that.

    Didn't know 1.07 LK superchests were that good. I'll make sure to include this information.
     
  15. Burgomaster3

    Burgomaster3 IncGamers Member

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    This is the one pattern, right? That one really caught me off guard, wasn't really expecting to see HR so early in 1.07. There was also a ruby in that drop but I picked it up before I saw the Lo (Are gems even pattern specific or random like gold? Or is even the gold random?). I don't think I was more than 200 runs in at that point. Guess I got lucky, though I've been wondering what to actually do with it. Beta Bramble you say? I don't know, it seems kind of a niche item to waste an Ohm in. Are there other builds beside rabies druid that would benefit from it?

    I really hope that one of those Vex runes eventually drop, would save me from a lot of pain. My current map only has one fireplace, so after I get my second golden shako I'm going to reroll (breaks my heart) to something with 6 superchests and hopefully useful racks. Thank goodness I've done so much LK rerolling in 1.13 so it shouldn't be that big of a problem, patience wise.

    Ghoulhides can drop from monsters in 1.07, right? I mean, they most likely can since I just got Trang's Heavy Bracers from Bloodraven. I need to keep an eye on those.
     
  16. helvete

    helvete IncGamers Member

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    A high roll beta bramble could be a very useful leveling tool for venomancers. Probably the best build to get a necromancer to 98 in 1.10+. Possibly 99 if doing Diablo, but I'd probably respec to BS/CE for Nihlathak running for the last level.

    I can see assassins prebuffing Venom with this being pretty strong too, and ofc rabies druids would drool all day long over a high roll beta bramble.

    Problem is the difference between high and low rolls, as the range is so big. I'd say a Lo could possibly go in a weapon for a Druid or Paladin (as assassins and barbarians have their bugged mastery rendering DS useless and the effect would be small for Amazons due to CS).

    Even just forwarding to 1.10 FAM and make a Grief or Fortitude.
     
  17. Burgomaster3

    Burgomaster3 IncGamers Member

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    Hmm, I do have lvl 91 poison necro running Pits in 1.13 at the moment, but I don't really have plans to level up him more than p7 runs do due their course. Besides, can Bramble really be more effective than Enigma? I mean, without Enigma it would be no brainer, but I don't think there will be ever coming back from teleporting. And damage wise he's doing ok right now, and I don't even have Death's Web yet. Dunno, I'll have to look into it. Maybe some whacky Poison Dagger build?

    Assassin pre-buffing seems to be more of a PvP thing, and I play only single player. Rabies Druid is an intriguing choice. I feel I've neglected shape-shifting builds, and having beta Bramble would be a strong reason to build one

    Low roll on the Bramble would most likely crush my enthusiasm towards D2 for a while :) So yeah, it's a gamble. I think I'd rather just make another beat CTA with the Ohm Bramble needs. It all comes down to how easily I can (or rather: how painful it is to) collect the runes for the beat RWs.

    I've only made plans towards making a sorc and barb in 1.07 for now, but you never know. Paladin is unlikely, but Fury Druid could be something I could try, since I haven't got one in 1.13. Some crafted phase blade with deadly strike would be fun. This is a strong contender.

    I thought about forwarding it, but i currently have 3 Los gathering dust in my stash, as I have all the Fortis and Griefs I need in 1.13 (I mostly enjoy caster builds). i'm quite positive I've found more Los than Ists or Ohms during my current Diablo 2 run (that is, since 2012). I think I've found at least 4 just during casual questing. So bringing 1.07 Lo forward would somehow undermine it's rareness :D

    I don't know. maybe I just keep it in stash as a nice trophy that it no doubt is, useful or not.

    Oh, and one thing about 1.07 LK running that may be worth mentioning in the guide. The way Telekinesis works in 1.07 makes running LK really efficient and safe, as you can pick up everything, not just gold&potions, with TK. Sometimes the superchest huts spawn with enemies inside, so you can just pop the chest with TK and pick stuff from a safe distance. When did they change that?
     
  18. T72on1

    T72on1 IncGamers Member

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    Very interesting. I always wondered why we can't pick up more stuff with TK. Apparanly we could for a while, but not anymore. Not saying it makes sense that you can pick up an entire heavy armor with your mind, but just a simple rune should go, if gold and potions (and keys I think) are possible.
     
  19. Burgomaster3

    Burgomaster3 IncGamers Member

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    It seems they changed it in 1.09. My guess is that it gave sorceresses an unfair advantage when salvaging drops in multiplayer.
     
  20. helvete

    helvete IncGamers Member

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    Actually, it was to prevent a common scam involving people dropping items at a "safe" distance to "prove they are real". You can guess the rest.
     

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