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Apr 16 2011 06:57am
hiho
got zero time sorry :( all got time until 24.04 after start the playoffs
cheers
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Apr 16 2011 04:25pm
Quote (wi1son @ Jan 7 2011 04:14pm)
The question is if WE decide to ban this item or not. So treat each other with some more respect.

For now it does not fall under the definition of a bugged item since it has self-repair. The intention of banning bugged items is to create a balanced pvp. Though iridius clearly has an advantage of some kind I would not suggest to ban it yet. The tour has already started and for the play-offs I suggest to allow prudence as well.

This should be discussed for the next tour. Everyone participating for the Next tour should be able to vote. I will test this myself and let you
know.


The def bug is obviously a bug because it is not documented and does not follow the ratio of the game:

1. Cube:
"1 Tal Rune + 1 Thul Rune + 1 Perfect Topaz + Normal Body Armor = Socketed Body Armor of same type
The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-4 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. The chance to get X sockets in most armor is 1/4 (I.E: Mage plate has a max of 3 sockets, so it has a 2/4 [1/2] chance to get 3 sockets). The base of 6 was used in the ratios for all the above mentioned areas."
http://classic.battle.net/diablo2exp/items/cube.shtml

2. Eth armors:
Ethereal
Most types of armor or weapon, even one with magical properties, can be Ethereal. Bows and Crossbows cannot be Ethereal. These items appear translucent in the Inventory, and when equipped, they appear translucent on the character wielding them. Their ethereal nature gives them an improved fundamental ability. However, they have decreased Durability and cannot be repaired.

- Weapons: +50% base damage.
- Armor: +50% base defense

* You can place Zod Runes (Indestructible) in some Ethereal Items to prevent them from being destroyed.
* Ethereal items lose durability at a slower rate than normal items.
* The durability for Ethereal items is calculated as follows: (Normal durability divided by 2) + 1. Example: An Ethereal Giant Conch will have (30/2)+1 = 15+1 = 16 durability, provided it is not a failed Set or Failed Unique.
* Ethereal items spawn with full durability (albeit reduced maximum durability).
* Durability (maximum durability) values observed ingame agree with the following empirical formulae,
Ethereal non-magic, magic, rare, or unique item: Durability = [normal durability / 2] + 1
Ethereal unique item with +durability (dur) as a magic property: Durability = [normal durability / 2] + 1 + dur
Ethereal Superior item with 'Increase Maximum Durability X%' (X = dur%, 10 to 15): Durability = [[normal durability / 2] * (100 + dur%)/100] + 1

Upgrading ethereal rare or unique items (using the proper Horadric Cube recipes) forces maximum durability to equal the normal maximum durability of the base item. Example: Ethereal Hone Sundan will have 15 maximum durability as a Yari, but 28 maximum durability as a Ghost Spear (upgraded). The +durability magic property of the unique items that have it carries over. Example: Ethereal Duriel's Shell (+100 durability) will have 126 maximum durability as a Cuirass, but 150 maximum durability as a Great Hauberk (upgraded).

Failed Set (double durability magic) and Failed Unique (triple durability rare) items spawn with twice and thrice the normal durability, respectively, hence:

Ethereal Failed Set: normal durability + 1
Ethereal Failed Unique: [normal durability * 3/2] + 1


Note: '[]' denotes rounding down (calculations are done with integers, there are no fractions at any step).

* Broken Ethereal Items sell for 1 Gold.
* Items that spawn as indestructible can not be ethereal at the same time. Hence, most elite unique items that are indestructable will never become ethereal.
* After being sold to a merchant, Ethereal items don't appear in the merchant's trade screen.
* Armor strength requirements are lowered by 10, and weapon strength/dexterity requirement is lowered by 10, when they are Ethereal.
* Ethereal Items do not lose Durability on Hirelings.
* Magic, Rare, and Unique Items can be Ethereal but Imbuing will not make a non-Ethereal item become Ethereal.
* Ethereal items CAN be Imbued, and still be Ethereal after the imbue.

http://classic.battle.net/diablo2exp/items/basics.shtml#ethereal

And in the AoW times def bugged items were banned.
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Apr 17 2011 10:07am
t4d schorsch

3-4 vs kinggeorg
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Apr 17 2011 10:07am
Kinggeorg 4 : 3 Metzga

thx for the duel :-)
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Apr 17 2011 02:29pm
kinggeorg 4-1 keule

i need to duel:

d2jsp acc: seabeast
ingame acc: Neo-Atlantis
charnme: Neo-Atlantis

d2jsp acc: HellForceOne
ingame acc: EvilOne
charname: Ramiel-BvB

d2jsp acc: Galbatorix
ingame acc *barb-lord
charname: LonelyBarb
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Apr 17 2011 02:30pm
Quote (keule @ Apr 17 2011 09:29pm)
kinggeorg 4-1 keule


confirmed

t4 duel
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Apr 17 2011 02:49pm
Kinggeorg 4 : 0 russev
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Apr 19 2011 09:01am
Quote (kinggeorg @ 17 Apr 2011 22:49)
Kinggeorg 4 : 0 russev


confirm
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Apr 22 2011 06:25am
kinggeorg 0 : 4 Sreial_ganja
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Apr 22 2011 06:25am
Sreial 4 : 0 Kinggeorg

Thanks 4 duels :)
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