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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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    A Total Guide to Greater Rifts

    Greater Rifts (GRs, initially known as Tiered Rifts) are a higher level of Nephalem Rift, meant to provide a greater challenge and greater rewards for players geared well enough to take them on. Greater Rifts are timed, and *must* be completed within 15 minutes to earn rewards. All treasure in Greater Rifts, with usually a legendary item or two, comes from the DiabloWikiGreater Rift Guardian (GRG) which is an upgraded version of the regular DiabloWikiRift Guardians.

    Greater Rift CompletionDifficulty: Greater Rifts are numbered as a measure of their difficulty. A level 1 Greater Rift is very easy, equivalent to Normal difficulty (or less.) Greater Rifts scale up quickly though, and will become challenging for any player ability. Level 8 is equivalent to about Torment 1, Level 15 is equivalent to about [Torment 3, and Level 25 is approximately the same as Torment 6. There should be an infinite number or Greater Rift levels since each one merely increases the hit points and damage of the monsters by some percentage.

    Shrines: There are virtually no DiabloWikishrines or DiabloWikipylons in Greater Rifts. Pylons are seen occasionally, but their bonuses last only 15 seconds (instead of the usual 30) and Blizzard specifically said that DiabloWikiConduit Pylons would not be found in Greater Rifts since they are so powerful they would skew the entire rift DiabloWikiLeaderboard system.

    Dying in Greater Rifts

    Revive at Corpse. No.

    No Respecs: Characters can reallocate their Paragon Points while in a Rift, but can not access their inventory or skill menus (DiabloWikirespec) while in a Greater Rift. It is possible to return to town mid-GR, and players can respec and make repairs then, though it’s not recommended since the GR is a timed race. This is a feature designed to limit exploits via equipment or skill changes, so players can’t change gear or skills to be more effective against a single target before they reach the Greater Rift Guardian for instance.

    Rewards: Items and gold do not drop in Greater Rifts, and there are no chests or other clickables. All treasure comes from defeating the Greater Rift Guardian, who drops a huge amount of stuff, about double that of a normal Rift Guardian, and has a very high probability of dropping at least one legendary item. (Note that the lack of gold and chests hurts the effectiveness of legendary items such as DiabloWikiGoldwrap and DiabloWikiHarrington Waistguard that proc up in effectiveness via gold pickups or chest/clickables opening.)

    Progress Bar: The progress bar in a Greater Rift increases gradually from killing trash mobs, but jumps up by larger amounts for Elite kills. (Elites drop objects that look a bit like gooey health orbs, which count for big boosts in the progress bar when collected.) This is a feature designed to keep players from simply rushing past Elites to more quickly finish the rift by killing trash mobs, as can be done in normal Nephalem Rifts, and players will fill their progress bar more quickly by killing Elites than by skipping them, except in very rare long Elite battles.

    Accessing and Process

    1. # Get a Greater Rift Keystone level 1 from completing a Nephalem Rift. – Drop rate still being determined.
    2. Use the GR Keystone to open a portal to a Greater Rift at the regular Nephalem Obelisk next to DiabloWikiOrek.
    3. Kill all the mobs in the Greater Rift before the timer runs out.
    4. No regular or champion mobs drop loot in Greater Rifts.
    5. The Rift Guardian will drop loot regardless if the timer has run out or not.
    6. If the Rift Guardian is killed before the timer runs out he will drop a Greater Rift Keystone.
    7. The Keystone’s level is determined by how quickly the Greater Rift was cleared. The quicker, the higher the GR key fragment.

    Progress Bar and Rift Speed

    The progress bar in a Greater Rift looks the same as the bar in a normal Nephalem Rift, with two added slider needles, displayed above and below the bar. The total bar coloured in orange, and the icon above it show your current progress towards completing the rift. The icon below it and any colour in blue shows how fast you need to progress to complete the rift in time.

    greater rift progress bar

    Ahead of the progress time

    When players are battling through a Rift that’s just at the limit of their killing power, they will often see their progress dropping behind and the bar showing blue, before they kill a couple of Elites in a row and see the bonus from Elites shoot them back up ahead of schedule.

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    Max Schaefer @ CGMonthly, plus Torchlight’s Console Controls

    Posted 15 Mar 2011 by

    C&G Monthly has posted a new interview with Diablo creator DiabloWikiMax Schaefer. It’s a nice interview; they talk about the formation of Runic Games and how they found success in targeting Torchlight to a market in between casual games and AAA titles, how they’ve learned to work much smarter and more efficiently than they did in the old days of unlimited time/budgets, their plans for massive modding support in TL2, and the big changes they had to make designing TL2 for multiplayer support. Thanks to fmulder for the tip, and here’s a quote:

    Question: I hate to make the comparison but back in October 2009 when you released Torchlight for the first time, Diablo III was this monster somewhere off in the distance but with every passing day it?s becoming more and more of a reality. Now with Torchlight 2 being a very similar game potentially coming out in the same year, what sort of trepidation do you face going in to this David and Goliath sort of battle?

    Max Schaefer: Well um? There?s a few things happening here. First of all it?s been the threat over our heads since the very beginning, what happens when Diablo III comes out. I think first we?re all going to go out and buy it and play it a whole bunch, slowing down whatever it is we?re doing. But, once we?ve done that I think we?ll just get back on to doing our thing.

    I think there?s going to be some key distinctions between the products; we?re moddable and they?re not, our game doesn?t require high-end graphics while theirs is aiming a little higher in complexity, we?ll be cheaper. But, who knows?

    We?re kind of blessed by working in a genre where there?s only one source of real competition. We could be working on another game that has multiple genre competitors released every month. The fact that there?s only one big 500-pound gorilla is kind of good.

    While we’re on the subject of Torchlight, the console version was released last week, and the reviews have been very good. They’ve got a huge collection of them on the official TL site, and I skimmed through a dozen to see what they said about the console version of the controls work. For obvious reasons.

    Early reports about the TL1 console port talked about how they’d entirely redone the control system to work with a joystick instead of a mouse. What do the reviewers think? Here are a few quotes:

    Lucky for Blizzard, Runic Games seems to have done all the investigation for them, as the XBLA version of “Torchlight” clearly proves that a top-down, loot-heavy, hack-and-slash RPG can work wonders on consoles.—Mtv MP Blog

    Torchlight on the Xbox 360 now has you moving with the left stick and using the X button for your basic attacks. Apart from that you have the LB shoulder button for health potions, RB shoulder button for mana potions, and you can map your skills/abilities onto the RT, LT, Y, and B buttons. It?s a simple, intuitive system that works extremely well at bringing a very keyboard/mouse centric genre to a console.—PixelJumpers

    It uses a single main attack button and you can also map skills to the other buttons. It’s also possible to have more than one skill set that you can switch between. Force feedback is also included for certain attacks and conditions such as low health or to help with fishing. The combat is slightly faster than on the PC version and some of this is down to improved animations.—EntertainmentFocus

    Speaking of the menus, everything is tabbed and controlled by using RB or LB along with your joystick. After you get the hang of flipping through them and equipping gear, you?ll grow to love what Runic Games has done with the menu system. Each item will tell you if it?s an upgrade over another, indicated by a green or red arrow, and gemming is as easy as picking a gem and then the item you want it to go into. It?s marvelous when a developer takes the time to port a game correctly and put in the effort to make the UI smart and the game run smoothly on a different set of hardware. —EvilAvatar

    Blizzard’s said nothing about how their console version of Diablo III might be controlled, but as Torchlight has shown, this type of game can be done with a gamepad. Especially given the dumbed down simplified seven hotkey skill system of Diablo III. Will Blizzard go that route? Or might they have grander, Kotick-esque designs, and be planning on a peripheral of some sort, requiring players to buy some sort of mouse/mini-keyboard combo that can be plugged into the console, thus enabling full, PC-style controls from the comfort of your couch?