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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.

    Read More & Comment >>
    Guide: Legendary Gems

    legendary gems guideLegendary Gems were first officially revealed in the Patch 2.1 preview blog back in June of this year.   They will be added to Reaper of Souls in Patch 2.1, and are currently undergoing testing on the PTR.

    The gems add special bonuses when socketed in rings and amulets (only on Characters and not on Followers), and can be upgraded in power via DiabloWikiUrshi, the NPC who appears after Greater Rifts are cleared.

    While the developers are calling them “legendary gems” these socketables have nothing in common with regular DiabloWikigems in stats or appearance, and are more analogous to the Rainbow Facet unique jewels of Diablo 2. The main difference in Diablo 3 is that these gems can only be socketed in jewelry, and the way the gems can be upgraded to improve their functions over time.

    Legendary Gems Listing

    While the Legendary Gems are still undergoing development on the DiabloWikiPTR, their stats and bonuses are changing constantly. A major revision was created on July 15, 2014 with new or upgraded stats for almost every gem. The following are the most current details about Legendary Gems.


    DiabloWikiBane of the Powerful
    bane of the powerful
    • Gain 30% increased damage for 20 seconds after killing an elite pack.
    • Upgrade rank grants: +1 second buff duration.
    • Rank 50 unlocks: Gain 20% bonus damage to elites.
    DiabloWikiBane of the Trapped
    bane of the trapped
    • Increase damage against enemies under control-impairing effects by 20%.
    • Upgrade rank grants: +0.5% damage.
    • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.
    DiabloWikiBoon of the Hoarder
    • 30% chance on killing an enemy to cause an explosion of gold.
    • Upgrade rank grants: +1% chance on kill.
    • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.
    • Increase the Critical Hit Chance of your pets by 20%.
    • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
    • Rank 50 unlocks: Your pets are unkillable.
    Bliz Note: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.
    DiabloWikiGem of Efficacious Toxin
    gem of efficacious toxin
    • Poison all enemies hit for 1000% weapon damage over 10 seconds.
    • Upgrade rank grants: +20% weapon damage over 10 seconds.
    • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.
    DiabloWikiGogok of Swiftness
     gogok of swiftness
    • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
    • Upgrade rank grants: +1% chance.
    • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.
     DiabloWikiInvigorating Gemstone
     invigorating gemstone
    • While under any control-impairing effects, reduce all damage taken by 30%.
    • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
    • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.
     DiabloWikiMirinae, Teardrop of Starweaver
     Mirinae, Teardrop of Starweaver
    • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
    • Upgrade rank grants: +20% weapon damage.
    • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.
    • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
    • Upgrade rank grants: +0.1 second to the stagger duration.
    • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.
     DiabloWikiPain Enhancer
     Pain Enhancer
    • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
    Read More & Comment >>

    Blizzard on Nephalem Rift Buffs, Nerfs, and Boredom

    Posted 22 Apr 2014 by

    Blizzard on Nephalem Rift Buffs, Nerfs, and Boredom. Rifts have not been nerfed, but they might need some buffs or changes. To the official statements.

    I’m falling sleep while doing rifts

    Am I the only one who gets very sleepy while doing rifts? There’s not much excitiement right now while doing rifts With this BoA thing I keep losing hope of finding another piece of IK set or the Eartquake or Rakanors set (w/e these sets are called). Two weeks ago I could spend like 5 – 6 hours farming straight. Today I can barely stand 2 – 4 rifts without fallin asleep lol.
    Grimiku: I have some questions about this if you guys want to talk about it a little more. I’ve seen some feedback in other threads about DiabloWikiNephalem Rifts making players “sleepy” (or not exciting enough), but I’d like to focus on that topic a bit more with you. Before I do, though, I’d like to point out that there is some feedback about monster density in Rifts that we’re definitely aware of. So, density aside, what are some things that would make Rifts more exciting to you?

    Please feel free to free-form your answer. If you’re not sure where to begin, though, I’ve provided some questions below.

  • Does the atmosphere in a Rift influence how exciting or not exciting it feels? If yes, what Rift environments feel exciting to you? And which ones don’t?
  • Do certain monster groups feel more or less engaging?
  • Are there any mechanics from other parts of the game that you feel would make Rifts feel more exciting? If yes, what are those mechanics?
  • What’s the most noticeable difference between a “boring” Rift and an “exciting” Rift for you?
  • I want to point out that because they are fully randomized there will be some Rifts that are more exciting than others, but we definitely want them to feel engaging and rewarding. We’d love to hear what you think would improve them in that way.

    Any action carried to a repetitive state can become soporific. This certain applies to video games, and if players are just doing the same thing over and over again, in mental cruise control, it’s going to get boring. The OP sounds like he’s pretty well geared, so only a tiny % of items in the game will be an upgrade. He’s probably playing on a comfortable difficulty level where nothing is much of a challenge or surprise, hence boredom.

    The easy and obvious solution is to change up the activity; anyone falling asleep in Rifts needs to just switch to Hardcore and move up in difficulty level. The constant risk of permanent death will perk you up considerably. And if it doesn’t, the inevitable death certainly will. Problem solved!

    Elsewhere, more Rift complaints and suspicions.

    Rift Guardian drops 0 items, 0 shards, 0 gold, 0 etc.

    I have recently run into some bad luck, maybe? And no, it isn’t that the guardian doesn’t drop a legendary or what have you, it is that he doesn’t drop anything at all! The whole mechanic of needing to be within 1 screen away is ridiculous and very frustrating.

    I understand that the way they have it now is to prevent people in town getting drops or leeches standing too far back out of danger, but this is ridiculous and has happened to me 3 times now.

    - Run with the group the entire rift from 0% to 95%+
    - “OOO, look there a conduit pylon!”
    - Time to go for it so we can have an easy win!
    - group continues running and I hit the pylon
    - rift guardian joins and instantly dies before I can catch up.
    - 0 loot and 0 drops for me.

    At first I though, meh… must be a one off unlucky situation… I just got unlucky, but there is seriously a broken mechanic when you can put in full effort the entire rift only to walk away as if there was no guardian at all due to him not dropping a single thing. Please fix this broken mechanic as it is starting to really anger me.
    Grimiku: I can definitely sympathize with you in this situation, and I agree that it stinks when you miss out on a bosses loot while actively participating. I’ll be sure to bring this up, but I’d like to know a little more about it. So, here’s a few questions for all of you. :)

    Have you ever missed out on Rift Guardian loot while you’re in a rift?What were you doing when it happened?How often has this happened to you?

    Rift 100% drop buff ninja-nerfed already? I did 30-40 rifts yesterday and barely got any drops. People in my clan have been saying they feel like it’s been nerfed too.
    Lylirra: No changes have been made to the Legendary drop bonus while in Nephalem Rifts since it was implemented. The bonus remains at 100% increased chance to find Legendary items* in Rifts (which stacks multiplicatively with other Legendary drop bonuses).

    If you feel the bonus may be bugged or not working appropriately (as an FYI, we’ve no evidence or data to suggest this is the case right now), then please be sure to drop a line in our Bug Report forum so our QA team can investigate.

    I always wonder what people are doing, asking if X has been stealth nerfed/buffed. Isn’t that like asking someone if they’re lying? I mean if they are… they’re not going to tell you. That’s kind of the whole point in the “stealth” part, neh?

    As for the guy missing the whole Rift Guardian drop… I don’t want to call shenanigans, but how often is anyone going to 1) find a DiabloWikiConduit pylon at +95% completion, 2) see it while everyone else missed it and ran on ahead, 3) far enough ahead that you can’t get close enough to share in the Rift Guardian’s drop?

    I guess it’s possible, especially if you’re lumbering along with the “wait for me guys” torture that is a Crusader in a Party game, but the real stumbling block seems to be step 2, since people aren’t exactly prone to running past and leaving Conduit Pylons for others to click.

    Do you guys have any general issues with Rifts? Is the big DiabloWikiLegendary drop rate bonus making them the only part of the game that feels worth the trouble? And is that making them boring since you’re doing them over and over and over again, with your attention focused entirely on the chance of a green/orange drop upgrade? Or do they remain exciting and varied and randomized, etc?