[4] Caster AmuletCaster Amulets offer an inherent FCR bonus, granting you from +(5-10) % FCR to +(15-20) % FCR, the latter when coupled with the "Apprentice" suffix, +10 % FCR. Other FCR values cannot spawn.
Fixed Properties+(5-10) % FCR
Reg. Mana (4-10) %
+(10-20) to Mana
Random (desired) Affixes(P) +(61-90) mana (level 37, rlvl 29)
(P) +(16-20) all res (level 42, rlvl 31)
(P) +2 <class> skills (level 90, rlvl 67)
(S) +10 % FCR (level 5, rlvl 3)
(S) +(41-60) life (level 30, rlvl 22)
(S) +(21-30) str (level 71, rlvl 63)
Granted, there might be a few more, but these are indeed popular. Remember, only some of them can spawn on the same Amulet (refer to section [1]).
a Caster AmuletFrom the picture, we deduce that the Amulet has the required fixed properties (Caster Amulet). Additionally, it has the maximum 4 affixes, (P) +2 sorc skills, (P) +(61-90) mana (coupled with the fixed
property, +(10-20) mana, yielding a total of 104 mana), (S) +21 str, and (S) +10 dex. The affix having the highest rlvl: +2 sorc skills (rlvl_affix = 67), hence rlvl = 67 + 10 + 3*4 = 89, as indicated.
Crafting a Caster AmuletThe highest affix is +2 <class> skills (level 90, rlvl 67), so we need at least alvl 90 when crafting. Now, any Amulet has qlvl 1, so in this case, max{Ilvl,qlvl} = Ilvl. If Ilvl < 99 - int(1/2) = 99, then (2)
yields alvl = Ilvl. Since 98 >= Ilvl (by the craft formula), this will always be the case. So we need Ilvl >= 90 when crafting. Using the craft formula, we have
int(clvl / 2) + int(ilvl / 2) >= 90
Now, as mentioned in [3], it is easiest to gamble the craft material. Suppose we do this, then ilvl_min = clvl - 5 and ilvl_max = clvl + 4. Here, we pick the "worst case scenario" (ilvl = clvl - 5), hence
Code
int(clvl/2) + int((clvl - 5)/2) >= 90
Solving this inequality yields clvl >= 93 (check it !)
- Gambling and crafting an Amulet to have a chance of +2 <class> skills is most conveniently done with a level 93 character.
How about the rlvl ? We know it will be 89 whenever +2 <class> skills is the affix having the highest rlvl. Isn't that always the case ? No, highest affix level is not equivalent to having the highest rlvl.
There are two other affixes with rlvl > 67, viz, (S) Level 1 Bone Spirit charges (level 72, rlvl 72) and (S) +6 % LL (level 85, rlvl 73).
Because of this, we might occasionally be looking at rlvl 94 or 95.
[5] Blood BeltBlood Belts are known as "OW Belts" in the trade, because of the fixed Open Wounds property.
Fixed Properties(5-10) % Chance of Open Wounds
(1-3) % Life Stolen Per Hit
+(10-20) to Life
Random (desired) Affixes(P) +(101-200) % ED (level 50, rlvl 43)
(P) +(21-30) % f/c/l/p res (level 18, rlvl 13)
(S) +24 % FHR (level 18, rlvl 13)
(S) +(41-60) life (level 30, rlvl 22)
(S) +(21-30) str (level 71, rlvl 63)
a Blood BeltNotice, the depicted belt has all 3 fixed properties (8 % OW, 1 % LL, +19 Life), making it a Blood Belt. And it has the maximum 4 random affixes. Leaving it for you to identify prefixes and suffixes.
Affix with highest rlvl: +28 str (rlvl_affix = 63), hence rlvl = 63 + 10 + 3*4 = 85, as indicated.
Crafting a Blood BeltThe highest affix is the "Atlas" suffix, +(21-30) str (level 71, rlvl 63), so we need at least alvl 71 when crafting. Now, there are 3 cases to check here, as either a Belt (qlvl 12), a Mesh Belt (qlvl 43),
or a Mithril Coil (qlvl 75) may be used in the Blood Belt recipe.
Belt (qlvl 12)
Note that max{Ilvl,12} < 99 - int(12/2) = 93 whenever Ilvl < 93. Suppose this is the case and we want alvl >= 71, then (2) yields
max{Ilvl,12} - 6 >= 71 <=> Ilvl >= 77
Hence, at least
Ilvl 77 is required to have +(21-30) str spawn on a crafted Belt.
Mesh Belt (qlvl 43)
Note that max{Ilvl,43} < 99 - int(43/2) = 78 whenever Ilvl < 78. Suppose this is the case and we want alvl >= 71. From (2),
max{Ilvl,43} - 21 >= 71 <=> Ilvl >= 92
However, this contradicts Ilvl < 78. Oh well, then suppose Ilvl >= 78 and remember, we want alvl >= 71. Now, (3) yields
2*max{Ilvl,43} - 99 >= 71 <=> max{Ilvl,43} >= 85
Hence we need at least
Ilvl 85 when crafting a Mesh Belt to have a chance of +(21-30) str.
Mithril Coil (qlvl 75)
Same calculations. Consider max{Ilvl,75} < 99 - int(75/2) = 62. This is impossible. From (3) we get the same result as before, at least
Ilvl 85.
We choose to gamble again. By the craft formula and accounting for the "worst case scenario" (ilvl = clvl - 5),
Code
int(clvl/2) + int((clvl - 5)/2) >= 77
Belt
int(clvl/2) + int((clvl - 5)/2) >= 85
Mesh Belt / Mithril Coil
Solving these simultaneously yields clvl >= 88 (clvl >= 80 suffices for Belt).
- Gambling and crafting a Belt/Mesh Belt/Mithril Coil to get a Blood Belt with +(21-30) str is conveniently done with a level 88 character or higher.
A Blood Belt will have rlvl 85 at the highest.
[6] Hit Power GlovesHit Power Gloves are commonly known as "KB Gloves" due to the inherent Knockback. Since the only other gloves having this property are Cleglaw's Pincers and they basically lack everything else
we could possibly want (except the slow effect), this makes crafted KB gloves rather desirable to some bowazons.
Fixed PropertiesKnockback
5 % Chance to Cast Level 4 Frost Nova When Struck
Attacker Takes Damage of (3-7)
Random (desired) Affixes(P) +(21-30) % f/c/l/p res (level 18, rlvl 13)
(P) +2 to Bow/Passive/Javelin (level 40, rlvl 30)
(S) +20 % IAS (level 43, rlvl 35)
(S) +(10-15) dex (level 56, rlvl 48)
(S) +(10-15) str (level 59, rlvl 51)
Hit Power GlovesBoth pairs of gloves depicted have the maximum 4 random affixes, as you can easily check. Identify the prefixes and suffixes if you want.
Crafting Hit Power GlovesUnfortunately, we are not done yet. Not only do we want a chance of some of the above affixes; we want to avoid as many of the charged item affixes as possible. For one thing, they are useless
and furthermore, some of them increase the rlvl a LOT. You will probably not be pleased with your newly crafted, freaking wicked sick, "kick-ass" KB gloves if they require level 98 >.<
Random (unwanted) Affixes(S) Level 5 Weaken charges (level 24, rlvl 24)
.
.
.
(S) Level 4 Multiple Shot charges (level 63, rlvl 55)
.
.
.
(S) Level 2 Freezing Arrow charges (level 94, rlvl 86)
A total of 13 charged suffixes (6 having level < 59 and 7 having level > 59).
Clearly, we would like to avoid the charged suffixes altogether. But we have to compromise here, as we cannot rule out the 6 having level < 59, because we still want a chance of the "Giant" suffix,
+(10-15) str (level 59). Looking at the above values, our target should be alvl >= 59 and alvl < 63.
As with the Blood Belts, there are 3 cases to check. Either Chain Gloves (qlvl 12), Heavy Bracers (qlvl 43), or Vambraces (qlvl 69) may be used in the Hit Power Gloves recipe.
Chain Gloves (qlvl 12)
This is the exact same calculation as the Belt, except that we want 63 > alvl >= 59. From (2), we get
63 > max{Ilvl,12} - 6 >= 59 <=> 69 > max{Ilvl,12} >= 65
Ilvls 65-68 ensure a chance of +(10-15) str spawning while leaving out the 7 highest charged suffixes. Trouble is, Ilvls 65-68 leave us with 20 % chance of 4 random affixes and we definitely want 4.
How about Ilvls 71-73 (~ alvls 65-67) then ? That would guarantee 4 affixes and still eliminate 6 of the 7 highest charged suffixes. Yes, but a range of 71-73 is too narrow for gambling. We might aim
for
Ilvls 71-77 (~ alvls 65-71). That way, we get 4 affixes, we still avoid the 4 highest charged suffixes, and in terms of gambling, Ilvls 71-77 are preferred over 71-73 (see the table below).
Heavy Bracers (qlvl 43)
Same as the Mesh Belt, only this time we want 63 > alvl >= 59. Using (2) leads to a contradiction (Ilvl < 78 and 84 > max{Ilvl,43} >= 80 cannot both be true). Now, (3) yields
63 > 2*max{Ilvl,43} - 99 >= 59 <=> 81 > max{Ilvl,43} >= 79
Therefore, Ilvls 79-80 will suffice when crafting Heavy Bracers. However, this is again too narrow for efficient gambling and crafting. If we expand it to
Ilvls 79-85 (~ alvls 59-71), we always get
4 affixes, we still eliminate the 4 highest charged suffixes, and we can gamble and craft more efficiently (see below).
Vambraces (qlvl 69)
Consider max{Ilvl,69} < 99 - int(69/2) = 65. This is impossible and by (3), we get the same result as before,
Ilvls 79-85.
So, by the craft formula,
Code
77 >= int(clvl/2) + int(ilvl/2) >= 71
Chain Gloves
85 >= int(clvl/2) + int(ilvl/2) >= 79
Heavy Bracers / Vambraces
Suppose we wish to solve these, gambling and crafting with the
same clvl. Then we get the following table of necessary and sufficient clvls, for each of the 10 possible gambled ilvls.
Code
Gambled (Chain Gloves) (Heavy Bracers / Vambraces)
ilvl Matching clvls Matching clvls
-------- -------------- --------------
clvl - 5 74-80 82-88
clvl - 4 74-79 82-87
clvl - 3 73-79 81-87
clvl - 2 72-79 80-87
clvl - 1 72-78 80-86
clvl 72-77 80-85
clvl + 1 71-77 79-85
clvl + 2 70-77 78-85
clvl + 3 70-76 78-84
clvl + 4 70-75 78-83
If we had chosen the narrow Ilvl range, i.e. 71-73 (Chain Gloves) and 79-80 (Heavy Bracers / Vambraces) as opposed to 71-77 and 79-85, we would have to use multiple clvls to cover all gambled ilvls.
Now it suffices to just use clvl 74 (or 75 if you want) for all Chain Gloves and clvl 82 (or 83) for all Heavy Bracers / Vambraces.
This is still impractical, as gambling does not always return the same quality (normal/exceptional/elite). Gambled Chain Gloves will sometimes come out Heavy Bracers / Vambraces. How to deal with this ?
Well, we stick to clvl 74-75 when gambling. Most of the gloves will be Chain Gloves which may be crafted using that character. And the rest ? Use the Arreat Summit gambling page to determine the odds
of Chain Gloves being upgraded when gambled at clvl 74-75. Result,
Code
(Chain Gloves gambled @ clvl 74-75)
Heavy Bracers: (24-33)%
Vambraces: (1-4)%
The odds increase with ilvl.
Thus, roughly (25-33) % chance of the gloves not being Chain Gloves when gambled. Instead of throwing them away, we work out a suitable clvl for crafting. For the Heavy Bracers / Vambraces, we had
85 >= int(clvl / 2) + int(ilvl / 2) >= 79
Using clvl 74 (or 75), we gamble ilvl 69-78 (or 70-79). This yields the following table of clvls satisfying the inequality,
Code
Gambled (Heavy Bracers / Vambraces)
ilvl Matching clvls
------- --------------
69 90-99
70 88-99
71 88-99
72 86-99
73 86-99
74 84-97
75 84-97
76 82-95
77 82-95
78 80-93
79 80-93
From the table it is seen that a level 90-93 character will suffice to craft Heavy Bracers / Vambraces gambled by a level 74-75 character.
- Gamble Chain Gloves using clvl 74 (or 75). Keep ANY magic Chain Gloves / Heavy Bracers / Vambraces.
- Craft Chain Gloves using clvl 74 (or 75) to always have a chance of +(10-15) str while leaving out the 4 highest charged suffixes.
- Craft Heavy Bracers / Vambraces with clvl 90-93 to always have a chance of +(10-15) str while leaving out the 4 highest charged suffixes.
The highest remaining charged suffix is Level 4 Exploding Arrow charges (level 69, rlvl 61). Because of this, the rlvl drops from 86-98 to no more than 83 (= 61 + 10 + 3*4).
Summarising the results of [4]-[6],
- Caster Amulet [4], Blood Belt [5], and Hit Power Gloves [6] could be crafted efficiently, using just 2 characters, clvl 93 and clvl 74 (or 75).
Remember to carry Edge and Gheed's Fortune when gambling.
Acknowledgments- Affix Tables @ inDiablo - affix levels, rlvls [3]-[6]
- Basin Wiki @ the Amazon Basin - (D2 Affix Level Chart), affix level formulae [2]
- Crafted Items @ the Arreat Summit - basics [1], base item quality levels [2], gambling [3]
- "Gta's Guide to all that is items" @ Baron's Bazaar - (Section 2.3 - Crafting), rlvl formula [1]
- "Things you SHOULD know about Diablo 2" @ Battle.net Forums - (question 23), rlvl formula [1]
Thanks to
MaxiMas,
RaBBit3x,
HardyTarget, and
darken99 for the pictures.