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Nov 6 2016 03:25am
Updates!

Reached 1B XP. :)



85.



86.



84-85 was 5 and a half runs, 85-86 was 6 and a half. As for rares: norhing special was found so I don't bother you with them.

Time to gamble some nice amulets!
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Nov 6 2016 03:32am
Fun fact
2 skill amus could have been gambled from clvl84 before LoD, because amulets had a hidden +2 item lvl modifier back then. So basically it was useless for me to wait until 86, but no problem.

Started with max gold.



Nokozan. I will keep all unique amus in my stash, because the chance for a rare one will be higher then.



And finally a +2 amu. Nothing special but it's good to see that they exist.



This post was edited by -joey- on Nov 6 2016 03:34am
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Nov 6 2016 04:10am
more gambles pls b)
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Nov 6 2016 04:12am
OK. Now I am going to present you some FUCKING EPIC MIND BLOWING FUN FACT.

Hereby I would like to thank ZOMBY for providing me the link for this very useful information. As you may remember Cow King's drop pattern was a mistery to me. There were certain cases when lots of failed uniques were dropped. Now I can tell you that this mistery has been solved, see details below:

Cow King's drops are divided into 3 scenarios with 33,3 chance to each.

1st scenario: one rare item plus a magical one. In this case the game calls for a rare item, and since all items can be rare (with the exception of throwing stuff, but CK does not drop those), the call will be successfull, end of sequence.
2nd scenario: one set item plus a magical one. In this case the game calls for a set item. If a failed set is selected it will drop as magic item (2x dura) and another call will be made. This goes up to 5 (failed) set items. Please note that in this case the drops can not be controlled, because the game does not restrict multiple spawn of the same set item.
3rd scenario: one unique item plus a magical one. In this case the game calls for a unique item. If failed item has been selected (exceptional one or the item already exists in the game as unique) another call will be made until a unique item drops or up to a maximum 5 failed unique items (5x dura rares). This means that whenever an exeptional item is selected it is a default failed call and another call will be made. Also if you hoard certain uniques in your stash and inventory, you will have much bigger chane to control the drops. :D

Moreover I have found a list of the droppable items by Cow King, because due to the TC system it is limited. Cow king drops from the "Act4 End Game Items Pool", which consists the following items: Bone Helm, Crown ,Gothic Plate, Full Plate Mail, Light Plate, Ancient Armor, Gauntlets, Greaves, Plated Belt, Gothic Shield, War Scythe, Pike, War Sword, War Staff, Great Sword, Long War Bow, Giant Axe, Great Maul, War Hammer, Flamberge, Mask, Repeating Crossbow, Ring, Amulet (only seen magical ones so far) and probably a few more. Of course in NM and Hell the exeptional types of the above mentioned items also can be dropped, with the exception of Lance and Grim Helm (due to an item generation bug, these items can not spawn).

So. My idea is to keep as much uniques from this pool on my char/ in my inventory/in my stash as possible, in order to produce more fake calls. Profit! :D

Let's see whether it works!



Here the first call is an Ancient Shield, second call is Goldskin, end of sequence. I will keep the Goldskin in my inventory.



On the very next run the game calls for a unique Full Plate, and as you can see it works - 5x dura rare has spawned! However the second call has been successful: Long War Bow



Well...
Massive CK farm is incoming!

This post was edited by -joey- on Nov 6 2016 04:23am
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Nov 6 2016 04:35am
Giant Axe. I keep this instead of War Hammer.



War Sword. Will keep it in the Cube.



Great Sword. No more space left if I want to pick up at least two items so I hope it won't spawn so much.

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Nov 6 2016 04:38am
Set scenario (Burnt Wand failed, War Staff OK, end).



4 failed unique calls.



2 failed unique calls. Look at that ring, not bad. :)



This post was edited by -joey- on Nov 6 2016 04:39am
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Nov 6 2016 04:43am
Quote (-joey- @ 31 Oct 2016 10:41)
This XP-bar bug is getting more and more weird...


IIRC the exp bar acts like you didn't have the level 75+ exp penalty. Thus with the level 75 (50%) exp penalty you have to fill the exp bar twice before you level up.

Found these values from an old FAQ:

Level 75 - experience cut to 1/2.
Level 80 - experience cut to 1/3.
Level 85 - experience cut to 1/4.
Level 90 - experience cut to 1/5.
Member
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Nov 6 2016 04:50am
Definitely more rare drops with this exploit. B)



Look at this ring! It was a rare scenario, so I did not screen the ground.





Quote (folo @ Nov 6 2016 11:43am)
IIRC the exp bar acts like you didn't have the level 75+ exp penalty. Thus with the level 75 (50%) exp penalty you have to fill the exp bar twice before you level up.

Found these values from an old FAQ:

Level 75 - experience cut to 1/2.
Level 80 - experience cut to 1/3.
Level 85 - experience cut to 1/4.
Level 90 - experience cut to 1/5.


Yes, I also think this is the case.

This post was edited by -joey- on Nov 6 2016 04:52am
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Nov 6 2016 06:29am
how exactly do you keep opening the cow lvl?
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Nov 6 2016 06:36am
Quote (BigBalaBoom @ Nov 6 2016 01:29pm)
how exactly do you keep opening the cow lvl?


http://forums.d2jsp.org/topic.php?t=75013415&f=161&p=507618278
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