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.
Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.
When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.
In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.
Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing Remember the great forum crash of 2003? That was not pretty.
So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.
The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.
One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.
Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.
Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.
With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.
There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.
Thread Starter -Points: 15 -You have started 5 Threads
Topic Raiser – Points: 45 -You have started 20 Threads
Town Cryer – Points: 90 -You have started 50 Threads
Confabulator – Points: 91 -You have started 80 Threads
Primary Source – Points: 1 – Somebody out there liked one of your posts.
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Blizzcon Interview Exclusive: Big Magic Find Nerfs Coming in Reaper of SoulsPosted 13 Nov 2013 by
Here’s a second excerpt/tease from our exclusive Blizzcon 2013 interview with Jason Regier and Travis Day. The full interview and transcript will be posted later today. For my last question I asked about Magic Find and the big changes it’s getting in Reaper of Souls and the new Paragon 2.0 system. Players have spent months wondering about the apparent removal of the current passive Paragon level bonuses to Magic Find and Gold Find, and the relatively minor role that Magic Find appears to play in the new Paragon Points system. (MF is in the Adventure Tab, and as of the Blizzcon demo, each paragon point would add 2% Magic Find, for a maximum bonus of +100% Magic Find.)
The devs replied to my question with a definitive and fairly surprising answer. There are big magic find nerfs coming in Reaper of Souls, and they don’t mean nerfs to the numbers, they mean nerfs to the value of the property on the whole.
Here’s the full quote.
Travis Day: Actually, we’ve made some changes to how Magic Find works in the game. One of the biggest things we did with that… for example if I have 100% Magic Find from my gear, the cap today is 400%. Or is it 300%?
Flux: It’s 300% from gear and you can add more from…
Travis: *laughing* A year and a half working on the expansion, and I don’t even remember….
So basically Magic Find will provide less and less of a return the higher the quality of the item is. [He means the item being dropped and affected by your character's Magic Find.]
So you actually only get 10% of your Magic Find applies to the legendary. So, since it isn’t that impactful a stat anymore, we didn’t feel like we needed all the restrictions we had on it. And we no longer needed to automatically just give it to everyone. Like we can’t have two people with like, five times different reward schedule, like on top of your character efficiency and the skills and how familiar you are with the game… we wanted to really diminish that gap. [The gap between the haves with amazing equipment, and the have-nots.]
As a result we’ve made some changes to Magic Find, and we took it out of Paragon since it’s no longer as mandatory as it used to be.
I didn’t argue the issue during the interview, but reading it now I disagree with this approach and think it’s the third (and perhaps final) way they’ve screwed up Magic Find in Diablo III. Click through for more debate on that, but first, the vote:
The three (so far) stages of Magic Find in Diablo 3:
- MF was a mess at D3V’s launch since it was just another stat on items, appearing randomly on almost all item types with the same potential max value. The lack of specialized MF legendaries and sets (where you would have given up other valuable stats to gain big MF) compounded the failure.
- The Paragon system swung the system to the other extreme by giving every character maximum MF once they grinded their way to a high enough level. This retained value for MF, but made it impossible to raise high enough to really help with Legendary finding (+300%) without grinding to high levels, and then gave high level characters maximum MF without them making any effort or equipment sacrifice to obtain it, making the rich richer.
- The coming RoS change swings back in the other direction by nerfing the bonus of MF for Legendaries (which is all anyone really wants MF for) almost to nothing. MF is further reduced in importance by the general drop rate buffs of Loot 2.0, and it seems likely to be the least-important bonus in the Adventure Tab.
The ideal purpose of Magic Find seems quite simple to me, and I remain puzzled why it’s never yet been properly utilized in Diablo 3. As I see it, Magic Find is a bonus on items that players can choose if they want to improve their chances of finding great gear, at the cost of other affixes that would boost their killing speed and/or survival. It’s a way to customize your play experience and style, and is optional. It should provide better odds of finding better gear; not so good that you’re guaranteed, or that high MF feels mandatory to make a profit (that’s how D3V works today, for most players), but if you pursue it you should be rewarded for your efforts.
So the whole issue is balancing the reward. Adding MF gear should be something of a sacrifice of DPS/Toughness, and the challenge is to balance the gains players get from MF with the cost of enabling it. And the coolest thing is the possibility of items like Wealth or Chance Guards or Goldwrap, where players can choose to use gear that’s intentionally much worse (for killing and survival) in order to raise their MF. That’s fun, that’s a trade off, and that’s exactly how the item game is supposed to work in Diablo. It’s boring if everyone just tries to get the best DPS/Toughness, and it’s boring if everyone finds the same quality of items, whether because MF does nothing, or because it does everything.
Boring was Magic Find phase one in D3V, Everything was phase two, and Nothing is coming in phase three. Will we ever see a phase four and Something? Not crossing my fingers…