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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.
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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 >>

    Maximum Magic Find and Gold Find Values

    Posted 10 Dec 2012 by

    This article details the possible Magic Find and Gold Find on every item in Diablo 3, including Rares, Sets, and Legendary items. It’s possible to stack up well over the 300% hard cap from equipment, even without the aid of MF/GF from your Followers, and while Rares provide the most MF/GF in most slots, there are a few legendary weapons and armors that add a bit more, or a lot more.

    Here’s a screenshot of the table I created, taken from the DiabloWiki Magic Find article; click through to view it and a detailed breakdown of every item slot, listing all Legendary weapons and armor with any Magic Find or Gold Find.

    Maximum Magic Find and Gold Find equipment values in Diablo III.

    There that aren’t many Legendaries to make things interesting, with values above the basic, boring, flat 20 MF/25 GF you see on Rares in most armor slots. It’s a pity that random affixes of MF/GF can’t stack on Legendaries with those stats already; DiabloWikiNagelring at 30% Magic Find is kind of interesting, but imagine if it could roll 1-20% more MF and occasionally pop at 50%? That would be an item with enough of a bonus to pursue.

    Admittedly, this is irrelevant in the actual game since the MF/GF totals are capped at 300% (not including DiabloWikiNephalem Valor and DiabloWikiMonster Power bonuses), and the Paragon system is designed to invalidate Magic Find as an item modifier, but still… numbers! After all, if you don’t like at least a little min/maxing on gear stats, you’re playing the wrong game.


    Maximum Magic Find Values

    The most interesting tidbit comes from the DiabloWikiLegacy of Wicked Dreams (db), as that set provides the highest possible Magic Find AND Gold Find of any two rings. This is true even though neither of the individual rings has ANY inherent bonus to those stats. What they have are 2 and 3 random affix slots each, and a 15% MF/GF set bonus, allowing two perfect MF/GF rolls and a resulting 55MF/65GF pair of rings.

    Would using those be the best option? Almost certainly not. But we’re not talking about ideal strategy; we’re talking about statical oddities relating to Magic Find and Gold Find. Speaking of, what’s the max value possible, again ignoring the 300% hard cap? Here’s my tally, though it’s entirely possible that I missed a possible bonus somewhere. If you spot any errors, please point out in comments so I can update the info for accuracy.


    Maximum Magic Find

    Maximum magic find values for character equipment:

  • 45% Amulet (Rare)
  • 55% Ring (Legacy of the Wicked Dreams set bonus)
  • 51% Helm (20% + 31% Perfect Radiant Topaz in socket)
  • 20% Shoulders (Rare)
  • 20% Chest (Rare)
  • 20% Belt (Rare)
  • 20% Boots (Rare)
  • 20% Bracers (Rare)
  • 20% Gloves (Rare)
  • 20% Pants (Rare)
  • 20% Shield/Quiver/Orb/Mojo
  • 45% Weapon (Sun Keeper. WD can consider The Gidbinn at 31-35%.)
  • _______________________
    = 356% total Magic Find

    This seems to be flat across the classes, since all 5 can wield a one-handed mace with a shield, though obviously some would be more effective than others with that gear set up. There aren’t any skills in the final game that boost Magic Find, though some were discussed during development.

    While all the classes are the same here, realistically, the Demon Hunter is the worse off, since there are no Legendary bows or xbows with a bonus to Magic Find (or Gold Find). There is the Silver Star Piercers quiver with 9-10% Magic Find inherent, but that’s much less than the 20% you can get from Rares, and it’s a level 33 Quiver no end game character would ever choose to use. But since there’s there’s no reason to ever go over 300% MF in gear… who cares?

    Click through for much more, including Maximum Gold Find, and Maximum GF and MF for Followers, as well as which class has the best total MF/GF and a general discussion of the pros and cons of the simplified MF/GF system, Paragon levels, and Monster power.


    Follower Magic Find

    He even brought his own loot bag!

    None of the DiabloWikiFollowers have any skills that boost their Gold or Magic Find, so it’s all about gear for them. Pre-game the devs repeatedly told us that the Scoundrel could actually boost your Item Finding, and you can see the icon of gold coins in the first Follower skill interface when they still had 12 skills, but it’s nowhere to be seen in the final game. Such a skill would logically have worked with his thieving, avaricious personality, so cutting it must have been a fairly late decision.

    Ironically, he’s the worst of the Followers on Magic Find, since there’s no Langer Briser in Diablo III, and the Follower can’t wield the Sun Keeper, which the Templar and Enchantress can. The Templar can do a shield as well, which gives him the biggest potential Follower Magic Find.

    Maximum Follower Magic Find:

  • 45% Rare Amulet
  • 30% Nagelring
  • 20% Rare Ring (Remember, no set bonuses on Followers.)
  • 45% Weapon (Sun Keeper)
  • 20% Rare Shield
  • 0% from Follower-specific items. (Wouldn’t a Legendary apiece with MF have been nice?)
  • _________________
    = 160% Magic Find for the Templar

    The Enchantress comes in just behind at 140% since she can’t equip a shield. However she can use two-handed stuff the Templar can not, and that opens up The Grand Vizier as an option. That awesome Legendary staff boasts 41-45% Magic Find plus 41-50% Gold Find, for a huge double bonus. The Scoundrel comes in last with just the 95% from jewelry, but at least he’s got witty sarcasm to keep him warm at night.

    Bear in mind that you only get 1/5th of your Follower’s Magic Find or Gold Find, but still, a very-obtainable 75% yields 15% to you, which is equivalent to 5 Paragon levels, or tacking a decent MF or GF affix onto one of your Rares. And that’s not so easy to do, at least until we get enchanting back in D3X.


    Gold Find Maximum Value

    Goldskin for the gold win.

    Characters can rack up quite a bit more Gold Find than Magic Find since Rares can have 25% rather than just 20%, and there’s one very notable Legendary too boost the total.

  • 50% Amulet (Rare)
  • 65% Ring (Legacy of the Wicked Dreams set bonus)
  • 51% Helm (20% + 31% Perfect Radiant Emerald in socket)
  • 25% Shoulders (Rare)
  • 100% Chest (Goldskin)
  • 25% Belt (Rare. The D3 version of Goldwrap is more like Iron Pyrite-wrap, with a lame 11-12%)
  • 25% Boots (Rare)
  • 25% Bracers (Rare)
  • 25% Gloves (Rare)
  • 25% Pants (Rare, or 21-25% from Depth Diggers)
  • _________________
    416% for all classes before you consider weapon and offhand item.

    466% is the most possible by using The Grand Vizier. Only the Monk, Wizard, Witch Doctor, and Enchantress can equip this. Not the Demon Hunter or the Barbarian.

    451% (25% Shield + 10% Wirt’s Original Leg with its 5-10% gold find.

    441% for all classes with 25% from their shield/orb/mojo/quiver in the off-hand.

    There’s one last class difference, since the Demon Hunter’s DiabloWikiFerret Companion grants a 10% bonus to Gold Find. The ferrets even help gather up the gold as well, though frankly the tube rats are both slow and inefficient, so it’s like having little kids help you with some task; you’re better off just doing it yourself.

    The 10% bonus is real though, so that gets the Demon Hunter up to 456% max, or 446% while using a proper bow-type weapon. Which is still 4th place, but at least it’s 4th place with one of your precious skill slots wasted for a tiny little benefit you could easily replicate with other equipment.

    (Seriously, what would this rune effect need to grant to be worth using? I’d say about 100% Gold Find, plus the ferrets have a 1% chance to steal Eirena’s bikini top.)


    Follower Gold Find

    Since Followers don’t wear body armor (until the expansion) they don’t differ much from characters in their Gold Find values.

  • 50% Amulet (Rare)
  • 25% Ring (Rare, since no set bonus from Legacy of the Wicked Dreams)
  • 25% Ring
  • 25% Shield (Templar only)
  • 10% weapon (Wirt’s Original Leg)
  • __________________________
    = 135% — Kormac wins again!

    Or not, since the Enchantress can use the Grand Vizier, which gives her 50% Gold Find from the weapon vs. Kormac’s 35% weapon + shield. So the true champion is Eirena, with 150% maximum Gold Find.

    Seriously, I so want one of those Grand Viziers now for my Enchantress. I haven’t bothered to dirty my inventory with any sort of staff in forever, since two-handed weapons are pointless in the game now, but I’d obviously make an exception for an orange one. Kthxplz.


    Maximum Magic Find and Gold Find

    For the obvious final step, we’ve got to add them together.

    Maximum Total Magic Find:

    356 for all 5 classes.
    + 32 (1/5 of 160% from Kormac)
    = 388% Magic Find

    I keep thinking I must be making an error on the calculations here somewhere, (If I am I’m sure comments will let me know) since I remember people claiming to be well into the 400% Magic Find range back pre-v1.04, before the 300% cap came in and so many of the legendaries got reworked (and improved) and before Paragon levels and Monster Power. But I don’t see how anyone could have been, since there weren’t any Legacy Legendaries that added more than any of the current ones (New Sun Keeper way outdoes Legacy Sun Keeper or Legacy 300th Spear.)

    Did Follower Magic Find share fully back then, or were people including temporary Fortune Shrines? Lying? If any legacy Rares had higher Magic Find than is now allowed, I have not seen any of them on the Auction House, and I’ve done a lot of seearching on every item type valueing nothing but maximum Magic Find.


    Maximum Total Gold Find:

    466% Gold Find for Monk, Witch Doctor, or Wizard.
    + 30% (1/5 of 150% Gold Find from Eirena)
    = 496% Maximum Gold Find!

    I feel richer already!


    Conclusion… Equipment MF/GF Pros and Cons

    The irony of all that number crunching is that it’s so much simpler in the actual game, since v1.04. In the current D3C your max is 300% MF or GF (or both) from all your gear, including Follower bonuses and the DiabloWikiFortune Shrine. You get 75% for 5 DiabloWikiNephalem Valor stacks, and 250% more from DiabloWikiMP10 (on Inferno; just 100% from MP10 on Normal/Nightmare/Hell), for a grand total of 625% MF. (Or 475% before Inferno.) And if you’re Paragon level 100, you don’t need a single point of that from your gear.

    Isn’t it nice when Diablo III simplifies something? Seriously, is it? Um, maybe…

    I like MF as an item stat. I like having to make sacrifices and decisions about boosting it, or damage, or defensive stats, while trying to do all of them at once. I recently had my Demon Hunter up to max MF at Paragon level 30, and then redid all of her gear to go from 62k DPS to 107k DPS. At that point she was flying through DiabloWikiAlkazier runs, but I was down 103% MF and about 10k hit points, and it was less fun. So I redid my gear again, got back up to 295% MF and added back almost all of my hit points while dropping the DPS to 92k. Now she’s much more survivable, is one Paragon level from max MF, and still farms pretty well. And I enjoy it more since I made it myself.

    I’m not a huge min/max freak, but a big part of the fun of item based games like Diablo III is tweaking your equipment and finding new ways to put the puzzle together from all the different pieces. I was not a fan of the Paragon system adding MF when they first announced it, since it seemed like another “Dumbed Down D3″ to anger all the real fans while appeasing the CoD crossover market. Now that I’ve played with the MP and Paragon system few months now though, I’ll admit that it’s a lot better than I initially thought. My approval is mostly about the gradual and incremental level rate, and the fact that most people will take months and months to get even one character to Paragon 50.

    Thus the Paragon system adds in the MF/GF gradually and it makes for a nice steady reward that feels fun and gradually allows you to reshape your gear, without totally invalidating all the work you did to build up some item-based MF in the first place. I still think the Paragon level curve is too flat at the top end and that P100 was much too readily-obtained, but my objection only really exists past P80 or 85 or so. And yes, that’s probably hypocritical of me since it’s very unlikely I’ll ever grind a character to anywhere near that high a level.

    How do you guys feel about the MF and GF systems in the game today? Enjoy the simplification? Like how the Paragon levels and Monster Power interact? Or do you have changes you’d like to see implemented?