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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.
Read More & Comment >>
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 >>

    Zombies + Sacrifice: unbeatable burst AOE?

    Posted 8 May 2012 by

    The DiabloWikiwitch doctor has the ability to summon Zombie Dogs and Sacrifice them, obliterating everything nearby in a similar fashion to corpse explosion in Diablo 2. At first glance, Sacrifice seems strong, but not overwhelmingly so; however, its greatest feature is the high level of synergy it has with a number of other abilities.

    With the appropriate skill selection, a flurry of zombie-explosions can net 25,000%+ weapon damage in a matter of moments. Skeptical? We were too – read on for the gory details.

    As with all pre-launch content, keep in mind that much of this is pure speculation and theorycraft; much can change between now and the 15th.


    TL;DR: Conservatively, 10,000-25,000% weapon damage burst is achievable by using:
    1. Soul Harvest – 5 stacks
    2. Sacrifice – Next of Kin
    3. Zombie Handler (passive)
    4. Pierce the Veil (passive)

    Round up a bunch of mobs, spam the sacrifice button – that’s all there is to it. Dogs will keep passively resurrecting, so keep smashing that sacrifice button. Our assumptions to get these numbers are very conservative on the low end, and more realistic on the high end – read below for details.


     

    Skill Selection and Build Efficiency

    The idea behind the Zombie Dog/Sacrifice build is pretty basic – you summon Zombie Dogs and blow them up, damaging everything around them in an AOE (12 yards). Various skills allow the dogs to resurrect themselves, allowing you to blow them up again. You’ll notice below that there are two categories of damage: “1 cast” and “2 cast”. This refers to the idea that you can summon your dogs and wait for the summon spell to come off cooldown before blowing them up, effectively allowing you to re-summon and sacrifice them again. “1 cast” assumes the summon is on cooldown and you can only use this attack combination once, “2 cast” assumes you can re-cast Zombie Dogs immediately. All results will be expressed in terms of percent of weapon damage.

    The core build:
    1. Summon Zombie Dogs
    2. Sacrifice – Next of Kin
    RESULT: 1,265% (1 cast), 2,530% (2 cast)

    There are several abilities that provide additional direct sources of potential damage for this build, though they are not equal in terms of the amount of damage they provide. The following abilities are listed in order of the amount of  their damage potential:

    1 cast 2 cast Dmg Boost
    Core Build 1265% 2530% -
    Soul Harvest (5 stack) 3163% 6326% 150%
    Zombie Handler 1678% 3356% 33%
    Soul Harvest (1 stack) 1645% 3290% 30%
    Mass Confusion 1574% 3148% 24%
    Big Bad Voodoo 1574% 3148% 24%
    Pierce the Veil 1518% 3036% 20%
    Circle of Life 1306% 2612% 3%

    Key assumptions here are that Big Bad Voodoo and Mass Confusion will be affecting 75% of the enemies in the pack. If this number is more or less, these abilities are more or less valuable. At 100%, they are even with Zombie Handler and at 50% they are worse than Pierce the Veil. We also (conservatively) assume that each sacrificed dog is hitting 1 monster per explosion and killing 1 monster per explosion.

    • Soul Harvest is the clear winner in terms of potential damage, adding roughly the same or better than any other option and has the potential to provide much more.
    • Zombie Handler is the clear second choice, as it provides more damage than other options and has a guaranteed effect

    Making those changes leaves us with the following build:

    The efficient build
    1. Summon Zombie Dogs
    2. Sacrifice – Next of Kin
    3. Soul Harvest (5 stacks assumed)
    4. Zombie Handler
    RESULT: 4,194% (1 cast), 8,388% (2 cast)

    And leaves the following options:

    1 cast 2 cast Dmg Boost
    Efficient Build 4194% 8388% -
    Mass Confusion 5225% 10450% 25%
    Big Bad Voodoo 5225% 10450% 25%
    Pierce the Veil 5033% 10066% 20%
    Circle of Life 4331% 8662% 3%

    Here things get a bit trickier – the only obvious choice is to remove Circle of Life. Pierce the Veil provides a 20% damage boost to every spell you have, but comes at the cost of some mana. Mass Confusion and Big Bad Voodoo can provide more damage than Pierce the Veil, but requires that you kill monsters affected by their respective debuffs.

    Overall, Pierce the Veil seems to be the winner, but at this point it’s down to preference.

    The all-out build:
    1. Summon Zombie Dogs
    2. Sacrifice – Next of Kin
    3. Soul Harvest (5 stacks assumed)
    4. Zombie Handler
    5. Pierce the Veil
    6. Mass Confusion – Devolution
    7. Big Bad Voodoo
    8. Circle of Life
    RESULT: 6,600% (1 cast), 13,200% (2 cast)

     

    Playing with Assumptions

    Note again our conservative assumptions:

    • Each dog hits 1 monster per explosion
    • Each dog kills 1 monster per explosion
    • 75% of enemies are affected by confusion and/or ritual zone
    • 5 Stacks of Soul Harvest
    • 0% Bonus weapon damage from other sources


    If we change these to something more realistic for an AOE bomb on a monster pack:

    • Each dog hits 2 monsters per explosion
    • Each dog kills 1.5 monsters per explosion
    • 75% of enemies are affected by confusion and/or ritual zone
    • 5 Stacks of Soul Harvest
    • 50% Bonus weapon damage from other sources


    Or take a look at ideal conditions:

    • Each dog hits 3 monsters per explosion
    • Each dog kills 2 monsters per explosion
    • 100% of enemies are affected by confusion and/or ritual zone
    • 5 Stacks of Soul Harvest
    • 50% Bonus weapon damage from other sources
    Assumptions Core Build Efficient Build All-Out Build
    Conservative 2530% 10065% 13200%
    Realistic 7590% 24156% 31680%
    Aggressive 11385% 36234% 47520%

    As you can see, the damage scales upward rapidly as conditions improve. Click here to download a spreadsheet that allows you to tinker on your own (File, Save As).

     

    Important factors for calculation:

    1. Pierce the Veil damage is multiplicitive
    2. Soul Harvest damage is additive
    3. No more than 4 dogs can be alive at any given time
    4. Each “cast cycle” assumes all monsters are dead after two cast cycles – Big Bad Voodoo and Mass Confusion will allow this combination to be chained for a longer period of time.

    Page 2: Show me the math!


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