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May 1 2009 07:01pm
Ethereal Items





Contents
Ethereal or Not
Modified Base Stats
The Ethereal Armor Glitch


Ethereal items are found only in the Expansion.



Ethereal or Not

The property, "Ethereal", which causes an item to appear translucent, can spawn on normal, Superior, magic, rare, and unique items that have Durability or Quantity. Since normal and Superior ethereal items have a grey name tag similar to socketed items, you cannot tell a socketed helm, chest piece, shield, or weapon from an ethereal one until you pick it up. It may be either or both. Gloves, belts, and boots with a grey name tag are ethereal, since they cannot have sockets.

There is no indication on the name tag when a magic, rare, or unique item is ethereal. With the exception of certain item types and specific uniques, you cannot know if an item is ethereal until you grab it.


There is approximately 5 % chance to acquire the property "Ethereal" *)


*) Ref: DiabloWiki, only if the item allows that property.


ALWAYS Ethereal

Shadow Killer
Battle Cestus

Ethereal Edge
Silver-Edged Axe

Ghostflame
Legend Spike

Wraith Flight
Ghost Glaive


Peculiarities
  • Set items never spawning ethereal is believed to be a programming flaw, according to the DiabloWiki.
  • Unique items having the property, "indestruct" (Indestructible) in UniqueItems.txt CANNOT be ethereal, UNLESS they have the additional property, "ethereal" (Ethereal).
    The property, "ethereal" is found ONLY on the above 4 uniques: Shadow Killer, Ethereal Edge, Ghostflame, and Wraith Flight.
  • Bows, Crossbows, and Phase Blades cannot be ethereal **); they have no Durability.
    **) An ethereal rare or unique Crystal Sword or Dimensional Blade may be upgraded to an ethereal Phase Blade. You can find the relevant upgrade recipes here.


Modified Base Stats

Strictly speaking, "Ethereal" is not a modifier; it is a type of item flag (similar to "Superior" or "Socketed"). Nonetheless, it evidently modifies several of the base item stats (see below). Furthermore,
  • Ethereal items cannot be repaired.
  • Ethereal items are always found with full Durability.
  • Ethereal items will not lose Durability when equipped by mercenaries.
  • Ethereal items with Charges do not spawn with full Charges and cannot be recharged.
Ethereal items with automatic repair modifiers, "Repairs 1 Durability in X seconds" or "Replenishes Quantity" (throwing weapons) should continue to repair or restore themselves, even when broken (depleted to 0).

Maximum Durability
The full Durability of ethereal items seems to obey this formula,

Code
Max Durability = [[Base Durability / 2] * (1 + %IMD/100)] + 1 + (+Durability)

where % IMD: Increase Maximum Durability X % (X = 10, 11, ... , 15) can spawn on Superior items, and +Durability is an integer bonus found on certain unique items, e.g. Duriel's Shell (+100). Look up the values in UniqueItems.txt or check the Arreat Summit,
Duriel's Shell
Cuirass


Max Durability = [[50 / 2] * (1 + 0)] + 1 + 100 = 126 (normally 150).


Sandstorm Trek
Scarabshell Boots


Max Durability = [[14 / 2] * (1 + 0)] + 1 + 0 = 8 (refer to the picture).


Required Strength and Dexterity
These are calculated from the base values, "Requirements -X %", and a fixed integer bonus (-10),

Code
Required Strength = {Base Required Strength * (1 + %Req/100)} - 10

with a similar formula for Dexterity. Notice, requirements are rounded up { }. %Req = 0 if the item itself or anything inserted has no requirement bonuses.


The Reaper's Toll
Thresher


Required Strength = {152 * (1 - 25/100)} - 10 = 104 (normally 114).
Required Dexterity = {118 * (1 - 25/100)} - 10 = 79 (normally 89).


Assuming no "Requirements -15 %" Jewel or Hel Rune ("Requirements -20 %") had been inserted. %Req from multiple sources is cumulative.

Weapon Damage
"Ethereal": +50 % to Base Weapon Damage and then other bonuses apply to the resulting number,

Code
Weapon Min Damage = [[Base Min Damage * 1.5] * (1 + %ED/100)] + (+ to Minimum Damage)
Weapon Max Damage = [[Base Max Damage * 1.5] * (1 + %ED/100)] + (+ to Maximum Damage)

Damage bonuses in this case are only what is shown on the weapon.


Death
Colossus Sword
'HelElVexOrtGul'


+400 % Enhanced Damage

Base One-Hand Damage: 26 to 70 (ø48)
Base Two-Hand Damage: 61 to 121 (ø91)

Min One-Hand Damage = [[26 * 1.5] * 5] = 195
Max One-Hand Damage = [[70 * 1.5] * 5] = 525
Min Two-Hand Damage = [[61 * 1.5] * 5] = 455
Max Two-Hand Damage = [[121 * 1.5] * 5] = 905

One-Hand Damage: 195 to 525 (ø360)
Two-Hand Damage: 455 to 905 (ø680)


Armor Defense
"Ethereal": +50 % to Base Defense and then other bonuses apply to the resulting number,

Code
Defense = [[Base Defense * 1.5] * (1 + %ED/100)] + (+Defense)

Defense bonuses in this case are only what is shown on the Armor. Base Defense is invariably set to the maximum + 1 if the Armor has +% Enhanced Defense.


Duriel's Shell
Cuirass


+200 % Enhanced Defense
+X Defense (Based on Character Level)


(calculating X = [1.25 * clvl] at clvl 90; X = 112)
Base Defense: 188-202 (203)

Defense = [[203 * 1.5] * 3] + [1.25 * 90] = 912 + 112 = 1 024

Defense: 1 024 (clvl 90)



The Ethereal Armor Glitch

For the details, read [5] The "Ethereal Armor Glitch". Right here, we are concerned with the slight modification of the Armor Defense formula above. Since the Armor is now both "Ethereal" (+50 % to Base Defense) and subsequently socketed in the Horadric Cube (+50 % to Defense), we get the following,

Code
Defense = [[[Base Defense * 1.5] * 1.5] * (1 + %ED/100)] + (+Defense)

Because this is only possible with plain Armor (Helms, Body Armor, or Shields) that is not Superior, any +% ED must come from Runes inserted (including Rune Word bonuses), i.e. which is not initially part of the Armor. Hence, the Base Defense in this case is the value at which the Armor spawned initially (before +50 % is added from "Ethereal"). There is no maximum + 1 involved.


Fortitude
Sacred Armor
'ElSolDolLo'


Base Defense: 487-600

Min Defense = [[[487 * 1.5] * 1.5] * 3] + 15 = 3 285 + 15 = 3 300
Max Defense = [[[600 * 1.5] * 1.5] * 3] + 15 = 4 050 + 15 = 4 065

Defense: 3 300
Defense: 4 065


Thus, max 4 065 Defense on an ethereal Fortitude Sacred Armor.
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May 1 2009 07:04pm
:p first, nice

This post was edited by Death_Note on May 1 2009 07:05pm
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May 1 2009 07:04pm
Nice one man.
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May 1 2009 07:13pm
cute
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May 1 2009 07:18pm
To add a little; the glitch with rerolling armor is because the +% defense granted by the ethereal bonus is not actually an item property like a static +50% that is added on top of other defense sources, but rather, the item is given +50% base defense when it is rolled; the actual base defense property itself is increased (other modifiers like +% defense do not increase an items base defense, but rather what you see displayed is calculated via its base defense). So theres no way for the game to 'know' that an ethereal item has its +% base defense already added, besides knowing that the item's ethereal flag is on. Thus blizzard simply forgot to differentiate for this when rolling a cube recipe, after they implemented it in a patch

Also, durability is purely a statistic on an item, and the maximum durability is saved too, not loaded from a table or anything. Hence if an item loses its maximum durability somehow, it will stay indestructible. This causes the 'zod' glitch; socketed a zod rune back in 1.09 or before would actually remove the durability stat from an item entirely, and thus when you removed the zod with the 1.10 cube recipe, the item would still no longer have a durability, and stay indestructible. This glitch was noticed by blizzard, and now when you socket a zod rune, it merely hides the durability and doesn't use it, but keeps it saved in item properties. So zodding an item and removing the zod will not repair an ethereal item, as it will revert to exactly the same durability. Likewise, socketing items via larzuk or such will not fix durability, a weird rumor I've heard. However, any 1.09 items that still have an ORIGINAL zod rune in them (not one added since 1.10) can still have the zod removed even today, and will be 'zod glitched', because blizzard can't really give old items new properties like that, just change the rules for how the properties are given.

Oh, and ethereal weapons and shields will be displayed on your character sprite as ~50% transparent, whereas ethereal armors & helms will never be transparent (sorry zon players, blizzard knows what you were thinking). A paladin who casts holy shield will not have the holy shield sprite appear transparent, but 'colored' items from either modifiers or venom/enchant (green/blue respectively) will still be transparent. Armors, belts, rings, ammys, and boots will not display as ethereal on your character sprite, as they are not displayed at all.
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May 1 2009 07:21pm
Oh and The Oculus is alone among non-indestructible unique melee weapons in that it cannot spawn Ethereal except on Wednesdays (battle.net time), because it is a ring.
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May 1 2009 08:02pm
Basic, but nice guide.
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May 1 2009 08:04pm
gj
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May 1 2009 08:57pm
Nice guide...only one error is w/ the eth repair:

If it breaks while eth, it will not fix.

I don't have a source on this apart from seeing eth titan's that wasn't given time to replenish (most common for this...every once in a while someone will post bitching about it) or other throwing weapons.

I wish I could find the source on this, but it's definitely something that should be noted in another gg guide :D
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May 1 2009 10:56pm
nice
thanks
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