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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 >>

    Extensive Slides from Jay Wilson’s Diablo 3 GDC Postmortem

    Posted 3 Apr 2013 by

    dia_24We’re still waiting for videos of the GDC presentations by Jay Wilson and Wyatt Cheng, but today we’ve got a huge selection of photos of the Powerpoint slides Jay used to illustrate his Diablo 3 Postmortem, thanks to Secondii who points us to Japanese site Game Watch. They present the slides with a lengthy article, but it’s in Japanese and the Google translation is not very good. Here’s a quote from the article, to give you a sense of the quality of translation you’ll be wading through.

    ?Title to say but in that sense and still ongoing, two sessions were conducted in relation to “Diablo III” at GDC 2013. In: “The Making of Diablo III Shout at The Devil”, dissected the game design of “Diablo III”,: the iteration process has been published mainly in the “Through The Grinder Refining Diablo III’s Game System”.

    Was a session from a different perspective, both what has been said is remarkably similar Coincidentally, it was intended to break away from the glory of the past it is that “Diablo II” how, of whether Umidaseru a game that was in the era. It was a session that was felt kind of pressure to make a sequel to a proven work. I want to introduce immediately.

    And so on. Happily, most of the slides are informative in of themselves, with captions and talking points. Plus there are quite a few showing off early iterations of the skill trees that haven’t been seen before and made me tingle with “what might have been” vibrations.

    There are over 50 slides in total; click through to see them all sorted by subject. These include Potions and Combat, Skill System Interface Evolution, Combat and Potions, and more. It’s good stuff.

    The Seven Design Pillars of Diablo 3

    As we anticipated, Jay’s talk focused on his Seven Design Pillars. We resurrected these in a news post last month, when word of this conference first broke, and most of you guys thought at least 5 or 6 of the pillars were poorly executed in the game. Those pillars, as revealed by Jay in a Gamasutra interview from May 2012 (pre-release), are:

    Jay Wilson: Those seven things were: approachable, powerful heroes, highly customizable, great item game, endlessly replayable, strong setting, and cooperative multiplayer.

    We basically said these are the pillars we have to live by. Each one has a description of what they mean. And any time that we have a question about what the game should be, we just look back at those pillars. And that was our goal. That was how we set the project up.

    We had some others, too, that were more [about] what we’re adding to the project. And they were more feature-based, so for example, the PvP mode was one. The bigger focus on RPG elements was one, because we wanted it to be a more story-based game, without getting in the way of the action. So there were a few more like that.

    We can’t say how directly Jay defended or explained those pillars in his talk, but they were clearly a focus, as you can see from the following slides:


    Potions and Combat

    Of the many changes Diablo 3 made from Diablo 2, I think combat and potions are among the best. For most characters, Diablo 3′s life and resources systems are more interesting and dynamic than Diablo 2′s health and mana system, which was entirely focused on potions (low level) and leech (high level). The devs never seem to mention leech, but they’re definitely correct about potions, and the way that a potion-based system focused Diablo 2′s combat on very “spikey” damage types, since if something didn’t kill you in an instant it didn’t kill you at all.

    (Of course you could argue that high level characters in Diablo 3 are in basically the same position, as all classes have skills and resource restoration techniques that either work and keep you at virtually 100% health, or break down in intense combat and cause you to die in a blink.)

    At any rate, here are the slides about how the devs worked to change potions and combat in Diablo 3.


    Combat and Controls

    Another series of slides cover the changes made to make combat and the game’s controls feel smooth and responsive. Yes, click click click, but players need to feel that their clicks are doing what they should do, which is tough with non-stop clicking and some click results (skill animations) taking half a second or longer to execute.


    Skill System Interface

    We’ve seen slides and images of some of the earlier iterations of the skills system before, and players who got to try the Blizzcon demos in 2008-2011 saw skill trees with dependencies, passive skills (back when they were called Traits), and more. These slides show some of those earlier systems, before all the complexity, depth, and intricate nature of the skill system and interface was thrown out in order to simplify it into a six-button system for the idiot thumb-mashering mouth-breathers eagerly awaiting the Diablo 3 DiabloWikiConsole project… right?


    Full Slideshow Presentation

    Here’s the full gallery. You can click any thumb to view it full size and then proceed forwards or backwards click click click style. And I know you know how to click click click style. We don’t know if this is every slide in the presentation. I’d suspect not, but it’s all that the Japanese site had, so it’ll do until we have the full video available.

    In the meantime, you can watch a panel from GDC 2012 in which Christian Lichtner covers the Art of Diablo 3.