Recent Features

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 >>
    The State of the Monk: Additional follower or future OP class?

    state of the monk in diablo 3It’s no surprise that the Monk class has been in need of some love pre 2.1. However with the second iteration of the patch on the PTR that need has not yet been abided. People are still clamoring for more sweeping changes(pun intended).

    I was a heavy Monk user pre ROS and took a break with the xpac to delve into my first love(WD) and my new fling(crusader). I returned to the Monk only a few weeks ago and what I found was a shell of what I had left. After suffering for a long time as a WD it was nice when they finally rose to prominence. After a while on the top I wanted a new challenge and set my sights back on my monk, however even this challenge seems to daunting then all that time as a struggling WD. Diablo Forum MVP Druin put together an eloquent look at the myriad issues facing the class:


    Hello everyone!

    I am back from vacation and I am looking to write up a concise review of where we stand in 2.1.

    My plan is to give a quick overview of our major issues then discuss the 2.1 changes and how they affect the various facets of our class.

    I will be using this thread to fine-tune what we want to communicate to the devs and then I will make a major “state of monks in 2.1″ thread on the PTR forums to attempt to get some help for our lovely class! :D

    1. Current Monk Issues

    Damage

    This is really at the forefront of the monk issues.

    Since the release of RoS, monks have been having a tough time with DPS. We have a very limited range of options mostly centering around the skill Exploding Palm. (Un)fortunately EP is being changed as it breaks greater rifts (along with Rimeheart and Furnace) so our only source of widely competitive damage is going away. This leaves monks in a pretty bad spot.

    Our spenders do very little damage (I mean VERY little) relative to their cost and our generators are used more as proc-vehicles for Odyn Son, Thunderfury, Shard of Hate and Rime/Furnace more than as sources of damage themselves. This leaves us with our 6pc Raiment of 1000 Storms which makes DS proc a 3000% weapon damage attack on cast. 3000% damage is a lot and it scales with lightning damage gear but DS has a flat-immutable 6 second cooldown. This can be mitigated to some extent by using Jawbreaker to give “free” dashing strike charges but that interaction is quite clunky.

    Basically, monks will be forced into a clunky, hard-to-use situationally terrible Storm-breaker set in order to compete with other classes in damage. If they don’t want to use this mechanic, they will do very poor damage.

    Durability

    Next on the list is our ability to survive. This is a more controversial topic with some finding survival to be quite easy and many others finding it to be quite hard. In 2.1 with the change from dex giving dodge to dex giving armor and the change from OWE to Harmony, many monks who had minor synergy with OWE will see a minor tankiness boost. (my Raiment set for example)
    On the other hand, monk who are deeply invested into OWE will see a major tankiness loss. (my Shatter-palm set). In either case, both types of monks probably have a lot of trouble living in T6 without 2x Unity or the constant dashing from Storm-breaker. Why is this? Because monks have to face-tank so much stuff.

    Our primary source of resource generation comes from skills that require you to be up-close and personal with mobs which means a lot of damage can’t be avoided. To compensate for this, end-game monks are forced to take defensive passives (Harmony) defensive skills (Epiphany-shroud / Serenity / Inner Sanc / Blinding Flash) and CDR in basically every single spec. This is extremely limiting to the monk playstyle though arguably less of a problem than the DPS as the defensive skill/CDR solution does exist.

    Additionally, sustain is nearly non-existent. LoH requires primary affixes which takes away from our already terrible DPS, LPS is the same, LPSS both takes primary affixes AND is extremely poor and Globes took a pretty big hit in 2.1. Monks actually have access to healing skills but, for some reason, they are tuned to be SO weak that they are essentially non-existent.

    Resource Management

    This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.

    Read More & Comment >>

    Jay Wilson Answers Items Questions

    Posted 12 May 2012 by

    Fans have been peppering Jay Wilson’s twitter with questions (complaints) about the legendary items revealed by those photos of the official strategy guide. When the pictures were first revealed, some fans refused to believe that they were accurate or complete, since those fans had come to expect hundreds and hundreds of legendary items in Diablo III, and there were *only* 226 listed in the strategy guide.

    Jay’s responded by saying they have about as many legendaries as there were uniques in D2 + D2X. To which fans have replied that D3 has far more types of items which means there are a lot fewer legendaries of each type, and there are fewer Item Sets in D3, and there aren’t Runewords in D3, which were essentially DIY uniques in D2X. To that Jay has replied… well, just read his tweets as quoted below, with one added in from @Bashiok that bears on the issue.

    226 Legendary in total, includin all armor and all weapon. Does that number sounds right or off by a huge margin? –FrankRenos
    Over 200 legendaries sounds right. This is more than D2 had at ship, and not much lower than D2 has after 10 years.

    To Renos’ point, there are only 2 Mighty Weapons (1h and 2h) that are level 60 in the game? :( — murphydandan
    Again, this does not differ greatly from Diablo II. Also, rares and crafted are end-game competitive. Our goal was to balance, not dominate with legendaries –Jay Wilson

    Then Bashiok was lying… He said there were a lot more items in the game than in the guide. These have all been seen before.
    Do not be so quick to call people liars. –Jay Wilson

    You said there are “far more” items in the game than the website shows but the strat guide suggests there are only a couple more? –@firatb84
    Because items in Diablo are random. http://us.battle.net/d3/en/forum/topic/4887629121#3 –Bashiok

    How about that being much less than D2 lod and Titan quest (without the expansion pack) –FrankRenos
    How about both the examples you just used were a game + expansion. :) –Jay Wilson

    Can you confirm there are only 226 legendary items in the final game as the strategy guide suggests? –firatb84
    I have not cross-compared the strat guide with the game. Items were one of the last things, so there could be differences. –Jay Wilson

    I have to side with Jay’s logic on this one, though I don’t think he or Bashok have done very well explaining or defending it. As they say, there were a comparable number of uniques in D2, and they’re clearly leaving room in D3 to expand and deepen and improve things in the expansions (just as Blizzard North did with D2X, when they added charms, jewels, runes, runewords, elite items, tons more uniques, elite Item Sets, etc). That’s why the D3 devs removed several item features during development (DiabloWikiCharms, the DiabloWikiTalisman, the DiabloWikiMystic‘s item enchants, only 4 types of DiabloWikigems with bland bonuses when socketed, etc) all of which we’ll likely see in improved and polished form in D3X.

    Also note that while D3 has a lot fewer uniques of each item type (since there are so many more types of items in D3) the uniques are clustered at the high range, with 1 or 2 lvl 60s in every type, and others in the mid or high 50s. Also every single item in all 13 found and 3 of the 9 crafted item sets are lvl 60, which adds 16 item sets made up of 61 set items, all at level 60.

    Plus, Item Sets and Legendaries are much more variable in their stats than they were in D2, and they’re not balanced to be way better than rares, which means that found and (especially) crafted lvl 60 rares will be as good or better than legendaries and sets, in many cases.

    I’m sure we’ll find balance issues and other problems with DiabloWikiend game play in Diablo III, but I don’t think lack of item diversity at level 60 will be a major problem.