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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.
    • 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.
    • 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 >>

    One life to live: Playing well with others

    Posted 25 Jul 2013 by

    Since 1.08 came out I’ve spent the better part of it in public games. As my character has progressed I’ve moved into higherDiabloWiki Monster Power levels and new challenges. I’ve found them to be a great way to cruise through levels and meet new people. However, there is still a risk in the people that you meet. Not that they’re out to kill you but leech off of your expertise.

    Screen Shot 2013-07-19 at 1.44.50 PM

    I was in a game last night on Mp4, when I noticed things were going slower than ideal. After looking over two of the other players gear I saw their dps was in the abysmal range. One Witch Doctor was pulling 8k dps, the other (a wizard) was doing 40k. Now I don’t find myself to be an elitist. I am happy to play with everyone, but the advantage to a multiplayer game is that you can kill faster than solo. The detriment for myself is not their leeching but that if I were to need help they wouldn’t be able to provide it. Effectively dooming me to die. Take for example if I’m in a precarious situation: I’m flailing away at a pack of monsters when we snag two champion packs. We’re walled in with arcane beams shooting around and every bit of dps is going to be needed to get them down before someone dies. That 8k dps is 90k short of what could make that easy for the group. Now each person is risking more so someone can do less. That’s not to say there aren’t great support characters who can tank or freeze up monsters with low dps, however those players are few and far between, and by and large those with such low dps are merely there to leech.

    With the way our economy is going is there any reason to have such low dps to begin with? In particular is there any reason to have such low dps in the higher difficulties? It’s easy to pick up a few things off the DiabloWikiAuction House under a million or to craft your own gear to get you up to snuff. Maybe that comes off as snobbish and elitist but I don’t see why you would venture into anything in Hardcore that you are not prepared for. If I could not clear a run by myself solo I would not do it with a group. Sadly I don’t think everyone holds to that ideology.

    Now at the release of DiabloWiki1.08 this wasn’t as much of an issue since most people were not yet entering into the fray of Hardcore. Many people were scared of the death playing with strangers could bring. Now that most have discovered that there is safety in numbers they have been pushing themselves higher than what they should go. This is leading to some players carrying others.

    The biggest problem is not with their leeching it is how hard it is to avoid. With public games as they are now if you choose to leave a game you will quickly find yourself back in it. The pool of players is still relatively small in hardcore public games and you frequently run into the same people. This is great for meeting like-minded players but can be frustrating when you see that you will need to carry two others.

    Take for instance the other night. I encountered that same WD from the screen shot above several times that day. Each time I would leave and try to find a new game. After several frustrating attempts we wound up in a party again. The group was doing well enough but the WD mainly hung back, having had enough I decided to mention her dps in chat to initiate a vote kick. She attempted to explain her dps was low because she was using mass hypnosis. After that she ported to the DiabloWikiFields of Misery as the rest of the group was in town. In a matter of seconds she was dead due to a large pack nearby while typing to us to “GO”. I felt bad that she died and lost her character but in the end she came unprepared and when there wasn’t anyone there to kill things for her she couldn’t and died.

    Now where do we go from here? I don’t want to advocate a rigorous gear check system like WoW has, but I also don’t want to inspect each player as they come into the game either. Sure there could be a benchmark and we could say x dps for mp1 and y dps for mp5 but the easiest benchmark is to see if you can do it alone. Chances are if you can you’re fine and if you can’t it’s time to go down a notch.

    How has leeching affected you? Is it a prevalent problem or minor nuisance?

    One Life to Live covers the Hardcore play and life style in the Diablo community. It is written by Xanth and published weekly. Post your comments below, Follow me on Twitter @HCXanth or contact the author directly. For all the archived news about Diablo 3 hardcore check our Archives!