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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 >>

    Nephalem Valor System Pros and Cons

    Posted 20 Dec 2012 by

    Following the earlier complaints about Monster Power, here’s a post from a fan who doesn’t like the Nephalem Valor system at all, and wants a return to those Diablo 2 cheese-flavored Pindleskin run type games.

    After testing out the Nephalem Valor system for the last 6 months, I have become pretty disappointed with it. When I first heard about the system, I was really excited. I immediately thought “GREAT! Now we don’t have to farm one spot all the time, and there will be motivation to move all over the world!”. For a while, I really enjoyed the system.

    Now, I am realizing that it feels really dumb. It doesn’t feel fun to go out and hunt down Elite packs, just to get 5 stacks of this buff, before you start MFing. I always liked to turn to Diablo when I had 20 minutes before I had to leave the house for work or class, I could get in a couple Mephisto runs and maybe get some quick loot to be excited for when I got home. That is no longer possible, seeing that it will often take 20 minutes just to get your 5 stacks up. Now, a magic find run that could be 5 minutes has turned into 45 minutes. Diablo used to be the contrast to WOW for me, because it was casual, and had immediate gratification, wheras you’d have to dump lots of time to accomplish something in WOW. Now that’s how it feels in Diablo 3.

    This post isn’t meant to be a Diablo to WOW comparision, or a casuals vs. hardcore players type of thing. What it comes down to for me is that doing magic find runs for loot (what this whole game is about) feels like it’s too arduous and grindy of a process. I propose you remove Nephalem Valor, and just let us farm where we want and when we want. Up the quality of boss loot, and don’t make us travel all over the world to do a MF run.
    Lylirra: Overall, we think Nephalem Valor does a great job at addressing two core needs. First, it helps make sure that extremely short play sessions (i.e. < 1 minute) are not the optimal way to play. Second, there's a lot of value in being able to swap your skills at will and tailor your builds to the environment around you, but there's also gameplay to finding a build that really works for you in a variety of situations -- we like that NV helps balance these two concepts, and allows players to feel like there is some commitment to a skill build without also feeling like they’re locked into that build forever. So, while there are definitely some issues with the current design, we currently think that the pros outweigh the cons of how the game would probably feel if the system were not in place.

    That said, you're right -- the system isn't perfect, and we're definitely looking at ways we can do better. Certainly, one of our goals is to allow people to play game sessions that are about 5 to 10 minutes in length and still be rewarded well, but we need to make sure that in the process we don't make rapidly flipping games the go-to method. It's all about striking the right balance for a wide variety of players, and we'll definitely be keeping your feedback in mind (as well as other threads on the topic) as we explore options for how to improve NV.

    Maybe this guy is playing on MP9 or something, but 20 minutes to get up 5 stacks is crazy. Fast farmers do entire Alkaizer runs in ~10 minutes, and that entails killing maybe... 25-30 bosses? I've done a million of those runs, usually with a couple of other areas tacked on, but the numbers of bosses vary a lot from game to game, and I've never exactly counted. It's a lot more than 5 at least, and you can usually get that many just in the Keep Level 2, if you start your run at the top. If you start at the bottom you'll get 2 or 3 stacks in the Arreat Core, and be into 5 stacks early in the Arreat Crater level 2.

    That aside, this seems like an, "agree to disagree" sort of issue, since as Lylirra points out, the OP's main points are all exactly in contradiction to the stated goals of the NV system. Personally, I think NV works well and I enjoy getting five stacks. I can emphasize with the OP though, since I'm not good at doing fast, discrete runs. Once I have 5 stacks I don't want to stop, which is why my DiabloWikiAlkaizer Runs tend to include several levels not included in the standard course.

    You guys still enjoying NV? Does anyone really want to go back to Pindleskin type runs? We saw those early in D3, when Zoltan Kulle was run like a dog, more for experience and gold than item drops, but if such runs were still very valuable, The devs would have to entirely rework the continuing quests system to stop it. That and/or changing around all of the waypoint locations, etc. Which is another way of saying that it's not going to happen and that might just be bad news for people who only want to play 15m a time and can't get the hang of quick Alkaizer Run.


    Additional posts in the same thread, adding some details:

    “5 to 10 minutes in length and still be rewarded well” Is that really one of your goals for this game? o wait this is subjective what do you mean by “well” If that is your goal, the please show effort of proving that, right now 5 to 10 minutes will get me like maybe a full bag of crap rares.
    I think you might have misunderstood. We’re saying that’s a goal we want to achieve, that it’s an improvement we want to make as it exists currently. :)

    Also are you just balancing the game around Plvl 100?
    No, not “just.” We take a lot of different factors and play styles into consideration.

    I will laugh so hard if they remove NV and allow people to swap skills at will.
    There are no current plans to remove NV, but we do feel like we there are ways that we could continue improve the system to allow for a broader variety of play styles (i.e. shorter play sessions, as mentioned).


    Tagged As: | Categories: Blue Posts, End Game, Lylirra