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Ring of Royal Grandeur Farming Exploit?

You want? You take!

You want? You take!

The DiabloWikiRing 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 DiabloWikidifficulty 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.

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    Diablo 3 Strategy: Gearing Up for the New and Poor

    One day soon, you will be penniless.

    One day soon, you will be penniless.

    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!

    Here’s the question from VeSee in our Diablo 3 community forum. Diablo 3 Strategy: Gearing Up for the New and Poor?

    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 DiabloWikiIronborn 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 DiabloWikiMagic 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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    Blizzard Considering Diablo 3 Monsters Density Fixes

    Posted 24 Jan 2013 by

    A fan brought up the common complaint about insufficient density for the Diablo 3 monsters in pretty much all of the game other than some key portions of Act Three.

    Grimiku: I think there are multiple reasons behind the desire for scaling monster density for the players who are asking for it. The first one that comes to mind is not the self-serving need to squeak out insane farming efficiency (there are some who seem to definitely want this), but the desire to feel that they are not losing efficiency when farming anything other than Act III. We definitely want people to farm multiple Acts, so we are discussing options to achieve that goal.

    Your ideas on the subject are certainly welcome (in fact, the question of “what mob density would you choose?” is a great one to debate) and we hope that you will continue post them.

    The OP in that post suggested a Monster Density option which would work allow players to custom set the number of enemies they faced. (Best I recall, the players X command in D2 *did* increase monster numbers, but DiabloWikiMonster Power in D3 does not.) I can’t see that happening (too exploitable) and you’ll note that the Blue doesn’t even acknowledge the idea or give any hint to the dev’s current thinking on the issue. Neither did DiabloWikiWyatt Cheng a couple of weeks ago:

    Unfortunately increased monster density in Act 1 and 2 in Inferno difficulty did not make patch 1.0.7. It is absolutely something we would like to improve, and it is still on the list for the future. I spend most of personal play time in Act 3 as well: Keeps 1, Core, Tower, Bridge, Fields. It’s a matter of degrees, it’ll never all be balanced 100% equal in all zones everywhere you go – but they need to be comparable within a certain tolerance, and we’re definitely outside that margin right now.

    One popular suggestion from weeks/months ago was for monster density to scale up with higher levels of Monster Power. That seemed like a possible fix for the lack of higher exp with higher MP, but that issue is being addressed directly in v1.07 with the exp boost per MP level rising to 25%. (I’m eager for MP2 farming, anticipating that 50% bonus to exp/MF/GF.)

    I don’t see a monster density player selection, and I doubt the devs will simply double or triple the monster density all over. That would break the flow and aesthetics of Acts 1 and 2, and make them a lot harder, which would screw up the difficulty progression for new players. Also, it wouldn’t fix the issue of the poor level layouts, since all those long, narrow hallways and dead ends you see throughout Acts 1 and 2 are as much a problem (in terms of efficient exp farming) as the lack of monsters.

    So I’ll once again suggest the idea I put into a recent article on farming issues. New, special dungeons in Acts 1 and 2 (and maybe 3 and 4 as well). They work a lot like the bonus dungeon maps you see in the end game in Torchlight and PoE and other ARPGs, and they could easily be added into Diablo 3 as well. This saves the devs from having to rework the entire existing acts, the bonus dungeons can be Inferno only, and since they’re not part of the normal act progression they don’t have to follow the same rules in terms of difficulty progression, level size or layout, monster density, etc.

    Obviously these special dungeons would have higher monster density (akin to the juiciest parts of Act 3) and there should either be a lot of them to select from, or else they should be very deep 5 or 10 levels at least (bottomless?) so you don’t have to restart and rebuild your stacks all the time. They should have different/varied layouts (surface areas too) and they could have other fun mad modder-type features. Bonus treasure rooms, rooms with several boss packs, Champion packs with 4-8 champs in a group, timed levels, random encounters with sub-bosses like Ghom or Siegebreaker, special levels where bosses get 5 or 6 DiabloWikiboss modifiers at once, etc.

    I don’t claim it’s a perfect solution, but it seems much more doable than reworking the entire existing acts. Thoughts or suggestions?


    Tagged As: | Categories: Blue Posts, Grimiku, Monsters, Wyatt Cheng