The Ring of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)
Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:
I got 5 RORGS with very minimal effort and so can you!!
How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.
What to do:
Do not kill any mobs except those required for objectives. Do not kill goblins. Do not open chests including resplendent chests. Do not destroy breakables (pots, barrels, looting bodies etc). Do not pop fortune shrines. Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.
First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.
As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.
Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.
First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)
Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what difficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.
Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.
A forum question from VeeSe spurred an interesting forum discussion; what’s the best way to gear up for a new player in Reaper of Souls? It’s largely a hypothetical question for most of us now, but that’ll change when Patch 2.1 goes live and and Ladder Seasons begin. If you create a seasonal character you start with nothing; no gold, no materials, no gems, no gear, paragon points, no leveled up artisans… you’ll even be scrounging for gold to buy your stash tabs!
I was just wondering what the best way to build wealth was for someone who was new and didn’t have great items yet. I read a lot of these threads and guides and the recommended items are just so far out of reach, like I don’t have any of them pretty much. I have one character up to 70 but he’s not strong enough to really do anything besides Normal bounties and rifts.
Is the best way of building wealth just to keep grinding bounties and the occasional rifting in Normal? I’m at the point now where if I try to enchant a legendary I have, I better get it in 2-3 tries because I don’t have the materials to keep going after that and I have to grind for awhile to get enough to try again a couple times, and that doesn’t seem too productive. I’m still expecting the answer to be just to keep grinding bounties since they are the most rewards per time spent and at some point it will exponentially get better once I am able to get to do Torment rifts or something.
So what’s the best way to go about it? Where are the fastest places to level, what are the best ways to find gear, and where can you earn the most gold?
RoS =/= D3v
Considering the question made me to realize how much different the answer is in the current version of the game, whether Reaper of Souls or D3v2. Back in D3v the best way to gear up was via the Auction House (though that would have been different if we’d had seasons then). I spent my first couple months of D3 playing softcore, and when I switched over to Hardcore the best way to gear up was… to grind Act One Inferno on MP0 and collect gems and Tomes of Secret, which sold for very large amounts of gold in the Auction House. I could play a dozen hours like that and find 1 or 2 good items, while earning enough gold to buy good items for all my other inventory slots. (Which is why going Ironborn in D3v was such a bold commitment.)
That economic model is entirely gone in the game today. Not only is the Auction House gone, but everything you find that might be worth selling is BoA. Hell, even the gold itself is BoA. On the other hand, you find good gear about 50x as often as we did in D3v, which was the whole point in Blizzard making those changes. Because it’s more fun to farm your own gear and use only what you find yourself, than it is (was) to find gear and sell it for the gear you really wanted. (At least that’s the theory.)
Reaper of Souls Gear-Up Tips
So for the OP’s question… there’s no simple, obvious answer, but it’s interesting to consider. The overall key to gearing up in RoS is difficulty level. In D3v players needed a lot of Magic Find to start finding a decent amount of legendary items, and characters could boost their MF by raising the difficulty level, and/or via Paragon Levels + gear. In the current game, MF is pretty much irrelevant, and almost all increased gear benefits come from higher difficulty level. Thus the question, “how do I gear up past level 70?” is really asking, “how do I survive on higher difficulty levels past level 70?”
Some question suggestions:
Stick to one Character
Smart Loot means that most of the gear you find will be themed for your class. That means regular upgrades, and also more Souls, since you’ll be salvaging redundant gear, rather than spreading legendaries around to multiple different characters. Plus with all the game rewards tied to difficulty level, you can get one character up in Torment and build wealth quickly… then your alts can gear up very quickly with plenty of Souls and Shards at their disposal.
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Bashiok on Nephalem Valor + Magic FindPosted 27 Mar 2012 by
A fan tweeted Bashiok a question about how the Nephalem Valor system, which grants you a bonus to your Magic Find for X seconds after you kill a boss, will interact or stack with Magic Find. Bashiok replied, but didn’t exactly answer.
Well I don’t think it’s a linear scale, if that’s what you mean. We might share what it is on our game guide sometime after launch. –Bashiok
I think Bashiok’s non-answer stems from two sources. 1) He doesn’t know (and wouldn’t tell us if he did) the actual formulas for Magic Find in D3, and 2) He doesn’t know how diminishing returns worked on Magic Find in D2. (If you want to add a third option, and attribute it to Bashiok’s legendary “Tai Chi B” style of evasive communication, that’s up to you.)
I suspect he’s not alone in #2, though. After all, D2 was a long time ago, and lots of people just played the game without getting into the calculations and such. So here’s a reminder, with a table taken directly from our exhaustively-informative Magic Find article from the Diablo 2 wiki.
It’s pretty self-explanatory, but the values in the columns show exactly what’s meant by “diminishing returns.” Every point of MF in D2 boosts your odds of finding more blue items (instead of white or gray), but only some % of that applies to your odds of finding rare, set, or unique items. These diminishing returns were added shortly after D2C’s launch, when players accumulated more MF than the devs ever imagined we would, and broke the drop system to the point that monsters were dropping only rares and better.
So, taking that knowledge back to the original tweet, hungrat is asking, or at least spurring me to ask, two questions that need answers: 1) Will MF in D3 will have diminishing returns, and 2) How is the MF bonus from Nephalem Valor calculated? Does it work independently from, parallel to, or just add onto your existing Magic Find?
I’ll construct a D2 example, for the sake of the argument. We haven’t been given the details of the Nephalem Valor system yet, but say it adds 50% MF, and can stack up to five bonuses. That’s a great benefit if you’ve got zero MF, but if you’ve got 500% MF already, boosting that up to 750% doesn’t do much, in terms of finding more Set or Unique items.
This might not matter much, since Inferno is supposed to be too hard to go around with much Magic Find, rather than stat bonuses that add to your survival. (Personally, I’ll believe in that kind of difficulty in a Blizzard game when I see it with my own eyes.) But as we know nothing about modifier scarcity at the high end, or the sorts of bonuses we’ll see on Set and Legendary items, we can’t even speculate about how common high Magic Find will be on level 60 characters. Much less how hypothetical diminishing returns may or may not affect that.
But speculate anyway! We’ve got 50 days yet to amuse ourselves, after all.
Incidentally, I’d love if Wyatt or someone proved me wrong, but I’m not expecting Blizzard to ever divulge the really detailed info, in terms of math and orders of operations and such, that powers the game engine. After all, almost all the technical details and inside info we know now has come from datamining during the beta, rather than official disclosures.
When it comes to D1 and D2, we know pretty much everything about how items are generated, how combat works, why there are so many errors in the LCS, why some modifiers will or won’t generate on different items, why some item types don’t drop properly, why some unique and set rings/amulets are so much more or less common than others, etc… but that info came almost entirely from the cracking and decoding done by code wizards in the Diablo community.
I suspect we’ll repeat that process in D3, with no more info than you can read in tool tips offered up by Blizzard’s official website, and the real nuts and bolts calculations (and all the bugs and oddities inherent in it) not discovered until fans dig it out, and share it in forums like this one. Someone light the Bat Signal for the D3 version of Jarulf and Ruvenal!