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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.
     DiabloWikiEnforcer
     enforcer
    • 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.
     DiabloWikiMoratorium
     Moratorium
    • 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 >>

    Blue Replies to the No-PvP Diablo 3 Crisis

    Posted 14 Dec 2012 by

    Since Jay’s admission that we’re not going to see PvP this year, the Battle.net forums have looked a lot like the comments on our news post, except even angrier. As such, the CMs have been out with their fire extinguishers, defining harassment, writing essays on why some patches are great and others small, redirecting criticism towards the game and away from the people behind it, pointing out that death threats are a violation of the ToS, and so forth.

    As this sort of thing is most definitely *not* a job for Bashoik, it’s probably good that the most sympathetic and polite of the CMs, Lylirra, is taking the point. As a clever sort of diversion/interaction, she thrust her head into the tiger’s jaws with a thread that’s now up to 26 replies, asking what the CMs could do better to serve the community. I’m not going to quote the entire thing, but here are some highlights:

    Start by reading all the critiques made by players since release. And there are TONS of them. I get the feeling you guys are ONLY searching for positive feedback and ignoring the rest.
    This perception actually really confuses me given how many changes we’ve made to the game based on player feedback and criticisms, and how frequently we actually say that we’re listening.

    Here are a few quick examples that I can recall from memory:

  • Action bar lock for Elective Mode: http://us.battle.net/d3/en/forum/topic/6036227117#8
  • Better AI for Followers and NPCs: http://us.battle.net/d3/en/forum/topic/5596258121#2
  • WD pet improvements: http://us.battle.net/d3/en/forum/topic/5271506353?page=19#366
  • Durability loss from destructible objects: http://us.battle.net/d3/en/forum/topic/5888889794?page=58#1154
  • There’s also changes made to drop rates, Legendary items, reducing repair costs, reducing the challenge gap between monster types, removing Invulnerable Minions, removing enrage timers, revising CC, improving resource spenders, improving how item affixes roll, adding Paragon, adding new shrines, giving more benefit to in-game events and Resplendent Chests, AH features, and more.

    Given that, I don’t understand why so many players say that we aren’t taking player feedback into consideration. Is there something we could perhaps do better to make this fact more clear?

    Well I’ve made alot of threads that were nice, but logical and productive too, but those just don’t get popularity, and certainly no blue posts.
    We try to read as many posts as possible, but the truth is that there’s no way for us to read them all. (We still give it our best shot, though.) Similarly, we’re not going to post in every thread, either — even ones that we do see or find to be really constructive.

    We may not always be able to respond to a specific concern for a number of reasons. Sometimes we don’t have any information to share, sometimes we’re not in a position to comment, and sometimes we want to see how a discussion progresses on its own. Whenever we post in a thread, the conversation will inevitably change, and there are times when it’s important that we don’t get involved. Usually, when a thread gets a “blue post,” it stops being a discussion between players and turns into a some sort of modified Q&A. There’s nothing wrong with that, but it’s not always the best way to get valuable feedback.

    The only updates we’ve gotten on the future of the game have been from Jay’s twitter posts. I think you can understand why people are frustrated, it was intimated that PVP would be released sometime this year this does not seem possible anymore and what ensues is the current state of the forums with people asking about PvP every other post. I personally would like to know what 1.0.7 will contain (just a hint) or at the very least if we will be getting a dev blog on that patch. Some people seem to think it will be a class balance patch, not sure how true this is.
    That’s totally understandable. We do want to update players on PvP once all the details are finalized. We’re not at that point yet, but Jay understands that it sucks to wait and has been trying to bridge that gap via direct updates on Twitter. He’s a good dude and really cares this community, despite so many statements to the contrary. =/

    As for 1.0.7, you can expect us to provide something similar to the coverage we offered for 1.0.5, 1.0.4, 1.0.3, etc. once it’s further along in development. Whenever possible, we prefer to talk about changes at that level only once we’re sure we know what’s going to be in a specific patch (since it’s never a good experience to have to say that something got cut or was delayed).

    At times like these, it’s useful to refer to the old philosophical observation that love and hate are not opposites. The opposite of love is indifference; love and hate are both strong emotions that require you to care a lot about the person/thing in question. It is interesting that one can flip into the other so quickly, though, and that so many people who say they hate D3 and that the game is the biggest failure ever and is dead to them… are still watching every twist and turn in its development very closely, ready to swoop in with flames and rants about Jay Wilson’s dietary habits whenever there’s some bad news.

    We often hear complaints or debate about Blizzard “arrogance,” and not entirely without justification, but if they were as bad as some contend, wouldn’t Jay’s Twitter avatar, in the face of constant angry criticism, be something like the selections below?


    Tagged As: | Categories: Blue Posts, Community Relations, Controversy, Lylirra