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A Guide to Diablo: IncGamers site changes – Here’s what we’ve done

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.

change view

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 StarterThread Starter -Points: 15 -You have started 5 Threads
Topic RaiserTopic Raiser – Points: 45 -You have started 20 Threads
Town CryerTown Cryer – Points: 90 -You have started 50 Threads
ConfabulatorConfabulator – Points: 91 -You have started 80 Threads

Setting the Agenda Setting the Agenda – Points: 120 -You have started 120 Threads


Primary Source Primary Source – Points: 1 – Somebody out there liked one of your posts.

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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′s Paragon System 2.0: Answers and Questions

    Posted 26 Aug 2013 by

    One of the biggest reveals from DiabloWikiGamescom 2013 is the new DiabloWikiParagon System. We’ve heard details about it in multiple interviews so far, and today brings a new picture showing the specific bonuses available in the Attack Tab. The basic system is pretty simple, though very different from Diablo 3′s current iteration.

    Paragon 2.0 Basics

    Current Paragon System pie chart.

    Current Paragon System pie chart.

    When the system changes (this should happen for everyone, for free in D3C, before DiabloWikiReaper of Souls is released) all of your individual characters with Paragon levels will contribute their Paragon experience to the new shared paragon level. This is experience, not levels, and the current system requires far more experience per level as you go higher. For example, ten current P10 characters have a fraction of the experience of one P100 character.

    Paragon levels grant paragon points. These points are distributed to all the characters on your account (again, HC and SC are separate) and can be used from level 1. (It’s not known if a brand new level 1 would get access to the full total bonus, or if the total bonuses would be gradually accessed at say 1/7 of the total per 10 levels until max at level 70.)

    There is nothing like the current system with a passive 3% Magic Find and Gold Find per level, plus a normal level stat bonus. Each of your characters will gain no inherent passive automatic bonus with a level in Paragon 2.0. Instead, each paragon level grants a paragon point that you can spend in various bonus properties. You must set these yourself, and you can vary them greatly between characters and respec them as needed. We do not yet know what all the bonuses are or their values, and that’s all subject to change during further development anyway. What we do know is what the devs have said during interviews, and what we’ve seen in screenshots.


    Paragon Point Bonuses

    The Core tab was shown during the main Gamescom presentation and it contains the four attributes. There are three other tabs, and today’s new screen grab shows off the Attack tab. Here are the two we’ve seen thus far.

    • Core: Strength, Dexterity, Intelligence, Vitality.
    • Attack: Attack Speed, Critical hit Chance, Critical hit Damage, Cooldown reduction.
    • Defense: +Blocking % confirmed. Others? (Res All? Recovery time reduction?)
    • Utility: Movement Speed confirmed. Others? (MF/GF? +Exp?)

    We know all 4 properties for Core and Attack, but only one each has been confirmed in Defense and Utility. Feel free to speculate, and hopefully we’ll get full details on these sooner rather than later. Click through for more on Paragon point distribution, the mystery of Magic Find, and final questions in need of answers.


    Paragon Point Distribution

    As the devs have stressed, all these features are still under development and the bonuses and how much each point adds to them will probably change somewhat before it goes live. Also, the big issue is total Paragon points and how that exp curve will work. We also do not know how free we are to spend paragon points — can you put every single paragon point into the same tab? (It looks like you can from the slide shown during the presentation, with its dumptruck of points in Strength.)

    Another question is about max caps; will there be hard caps of some sort, when added to equipment bonuses? That’s come up in interviews regarding Movement Speed, and Josh Mosqueira just refused to answer or speculate and said the issue was still being debated internally.

    As we know, there’s a +25% cap on Movement Speed (from gear) in Diablo 3, and any bonuses above that do you no good. (Though many classes have skills that add bonuses which will exceed that figure.) There are lots of ways the devs could handle this, all of them with pros and cons:

    1. Perhaps Paragon Point bonuses to Movement Speed will increase the pace above the 25% gear hard cap with no cap?
    2. Perhaps there will be a new, higher Movement Speed cap that gear + Paragon points add up to?
    3. Perhaps the Movement Speed cap will remain at 25%, and players will spend Paragon points there to open up different gear options. (You could use Paragon points to fill the 25% and then wear one or none items that boost MS on their own.)

    Equivalent questions can be asked about most of the other bonuses. The only other properties now hard capped are Magic Find and Gold Find at 300%, but many players have requested hard caps or diminishing returns on other stats as a way to improve itemization.

    Currently in D3C there’s very little affix variety since there are no caps, hence it’s always better to add more DiabloWikiCC, DiabloWikiCD, DiabloWikiAS, DiabloWikiRes All, etc. But what if those stats had hard caps or heavy diminishing returns? Wouldn’t that encourage players to diversify their kit and to put more value on some of the other stats that aren’t necessarily bad… but aren’t ever as good as more crit chance.


    Magic and Gold Find

    Another big question is what’s going to happen with DiabloWikiMagic Find and DiabloWikiGold Find? The devs have often said they don’t particularly like those affixes on items and the current Paragon system goes a long way to eliminating them as gear properties, with the inherent 3% bonus per Paragon Level.

    The inherent bonus might remain (at 3% or something else) so that your account Paragon levels would automatically grant X amount of MF/GF to all of your characters, no matter their level. Or there might be Paragon points to add to Magic Find and/or Gold Find in the Utility Tab, and it would be up to you if you wanted to spend them there. In either event, the question of a hard cap remains, and how high it would be, and how much each paragon point would add.

    Other Questions

    We know all about the basic function of the system, but as it says in the DiabloWiki.Net, “The devil is in the detail”. How big will the bonuses be, how much exp will be required for each Paragon Level, and can a Level 1 character stack on 300 paragon points right from the first instant or do they come in at tiers (this is a big question for HC players who actually have to reroll from time to time).

    If you guys have speculations or other questions, throw them into comments and we’ll see if we can get some more specifics post-Gamescom, when Lylirra has said the devs will be providing more info and write ups of the new features.