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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 Guide to Diablo: IncGamers site changes – Here’s what we’ve done

    Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.

    When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.

    In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.

    change view

    Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing :) Remember the great forum crash of 2003? That was not pretty.

    So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.

    The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.

    One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.

    Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.

    hardrock

    Trophies

    Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.

    With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.

    There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.

    Threads

    Thread StarterThread Starter -Points: 15 -You have started 5 Threads
    Topic RaiserTopic Raiser – Points: 45 -You have started 20 Threads
    Town CryerTown Cryer – Points: 90 -You have started 50 Threads
    ConfabulatorConfabulator – Points: 91 -You have started 80 Threads

    Setting the Agenda Setting the Agenda – Points: 120 -You have started 120 Threads

    Likes

    Primary Source Primary Source – Points: 1 – Somebody out there liked one of your posts.

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    Vote: How to Fix the Demon Hunter Squishiness Problem?

    Posted 19 Jul 2013 by

    One of the topics near to my heart is the Demon Hunter Squishiness problem. That class was my first main and I still enjoy playing her, but it’s mostly a memory now that I play Hardcore full time. The DH has awesome killing power, but she’s the most fragile class in the game, and even in very expensive gear she’s prone to sudden death from minor mistakes that other classes can survive.

    I wouldn’t object to sweeping changes to the class, such as something to address the fact that DiabloWikiDex boosts DiabloWikiDodge, which is of much less survival benefit than DiabloWikiRes All or DiabloWikiDefense, but in the short term I think the devs should tack on a death-cheating passive of the type enjoyed by the Wizard, Witch Doctor, and Monk. I pitched the devs on that during our recent podcast interview and while Wyatt didn’t exactly disagree, he certainly didn’t sign on.

    Flux: Let’s talk about death. And avoiding it. Given that I play Hardcore, this is a topic that’s in my head. Monks have DiabloWikiNear Death Experience. Wizards have DiabloWikiUnstable Anomaly. Witch Doctors have DiabloWikiSpirit Vessel. And Barbarians don’t need death cheating skills. Why doesn’t the poor Demon Hunter get one? The squishiest class in the game. I love DHs in softcore but I’ve given up on playing them in Hardcore since there’s such a razor thin margin for error.

    It seems like you guys could so easily tack on some work around. Just rip off Spirit Vessel; under 10% hit points with a Demon Hunter you auto-cast DiabloWikiSmoke Screen with a 2 second duration and it’s got a two minute cooldown. Just put that into the game right now as part of DiabloWikiTactical Advantage of DiabloWikiPerfectionist or something. Or replace DiabloWikiGrenadier, which has a death effect that no one has ever actually used on purpose.

    Wyatt Cheng: So uh, I’m going to take your question and much like earlier, use the opportunity to talk about something that’s related but different. If that’s okay?

    Flux: That is your skill set.

    Wyatt Cheng: *laughter* Okay. And that’s sort of like class design in general. I know what players do, and designers do it too. Actually, humans do this. We draw comparisons between different classes. Class A has this, Class B has this, so logically Class C should have it also. I think that it’s a line of reasoning that’s used to justify a buff to something, to a skill. Another example I’ll throw out. The Demon Hunter has Vault. The Barbarian has Leap. The Wizard has Teleport. Why doesn’t the Witch Doctor get a teleport? Clearly the Witch Doctor should have an instant move ability as well.

    My general reaction to this is… the classes aren’t meant to be the same. And I don’t want to be in a position where all of our classes come to be so homogenous that they have different-colored versions of the same skill. I think it’s good that a class has something that they’re really envious of that other class. And the other classes are really envious of the first class.

    It’s good when the classes have something that’s like, the other classes are super overpowered, and everyone is saying that. Or, better yet, I love my class because I have skill X that nobody else has. Or I can do X and Y together that no one else can.

    To wrap up my segue, I wouldn’t make a change based on the argument that 4 classes have it so the 5th should too. I’d be more inclined to ask how we can make them all cool and unique. If the Demon Hunter has issues with Hardcore survivability, can we address that problem in a manner that is unique and cool to the Demon Hunter itself.

    Flux: I agree completely with you philosophically, but like 1% of players in Hardcore games in Inferno are Demon Hunters, and this seems like a really easy and direct fix, and I’ve benefited directly many times from the equivalent skills on my Witch Doctor and Monk.

    Not everyone agrees with me or Wyatt, of course. Here’s a quote from the comments to give the alternative opinion:

    Pretty easy to gear up DH with EHP gear and with a good tank build more than hold your own tanking with the other toons. Perfectionist, numbing traps, guardian turrets, boar companion combined with a decet set of EHP gear makes the DH super tank. Throw in Shadow Power/Gloom and the same DH becomes godlike on the correct MP levels. DH is only super squishy if you want it to be…
    SneakyTails

    That’s true; the DH can be made quite tanky and will only die once in a while. However I’m coming at this from the HC perspective, where “once in a while” is forever. I know some HC players who have DHs in the high paragon levels, but their gear is astonishingly good/expensive, much better than comparable Wizard or WD require, and I think those classes, and probably the Monk as well, would be much less often seen in HC if they couldn’t occasionally cheat death.

    I am open to the debate that no class should have a death-cheating passive, but since 3 of them do, and those 3 are all clearly less prone to sudden death than the DH, it’s a pretty obvious inequality. And annoying, since it could be fixed in a snap. Anyway, enough pre-debate. Vote, then debate in comments. Pick the vote option that most matches your opinion and we’ll see how math stacks up to hyperbole.


    What fix would you most like to see for the Demon Hunter's squishiness?

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