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Apr 25 2024 09:26pm
SinsOfTheSun's Comprehensive Guide to Affix / Staffmod Generation for Imbuing, Crafting, Gambling, Shopping & Rerolling
v1.2 (contributions / corrections appreciated!)

Terms & Abbreviations
cLvl: Character Level
iLvl: Item Level
qLvl: Quality Level
ALvl: Affix Level
MLvl: Magic Level
aLvl: Area Level
mLvl: Monster Level

iLvl manipulation
Farming monsters: iLvl = mLvl = aLvl (Champions: mLvl + 2; Uniques and Minions: mLvl + 3)
* mLvl = aLvl is only true for NM/Hell. In Norm, monsters have a fixed mLvl, just like bosses at all difficulties.
** if Terrorized, aLvl = clvl + 2 (capped at 45/71/96 in norm/nm/hell before the bonuses to champions/uniques)
chest/stones/corpses/etc = aLvl
weapon & armor racks = aLvl - 1

Vendor Shopping: iLvl = cLvl +5
Act 1 normal has an ilvl cap of 12
Act 2 normal has an ilvl cap of 20
Act 3 normal has an ilvl cap of 25
Act 4 normal has an ilvl cap of 36
Act 5 normal has an ilvl cap of 45
Items sold by vendors are generally of normal quality, but beginning from Nightmare and ilvl 25 there is a chance they will be sold as exceptional quality, and from hell and on there is a small chance they will be sold with elite quality. Note though, that this rule doesn't apply to all vendors always. For example, Charsi in hell cannot sell any items of exceptional quality nor of elite quality, and no Elite Items can be shopped in A1 / A2 hell.

Gambling: iLvl = cLvl -5 to +4 (varies)

Imbuing: iLvl = cLvl +4 (minimum clvl req. to use quest = 8)

Crafting: iLvl = int(cLvl/2) + int(iLvl/2)

Cubing white/blue weapon with 3 chipped gems (any): iLvl = 25, socketed magic
Cubing socketed weapon with 3 standard gems (any): iLvl = 30, socketed magic
Cubing white/blue weapon with 3 flawless gems (any): iLvl = 30, socketed magic
Cubing magic item with 3 perfect gems (any): iLvl = stays the same
Cubing rare item with 6 perfect skulls: iLvl = int(.4 * cLvl) + int(.4 * iLvl)
Cubing rare item with 1 perfect skull + soj: iLvl = int(.6 * cLvl) + int(.6 * iLvl)

Cubing low quality weapon with 1 eld + 1 chipped gem (any): iLvl = 1, normal quality
Cubing low quality armor with 1 el + 1 chipped gem (any): iLvl = 1, normal quality

First myth debunked (This is important to understand the next part)
Affixes generated on an item are NOT equal to iLvl. They are determined by Alvl (see below how to calculate it).
On the other hand, iLvl does determine:
1) The maximum number of sockets an item can roll
2) The range of staffmods, for class items that can have them (more details further below)
Lets try to see how to manipulate an item to have both a high Alvl and low iLvl, shall we?

Alvl formula
IF (Mlvl > 0)
THEN Alvl = MAX(ilvl;qlvl) + Mlvl
ELSE IF (MAX(ilvl;qlvl)<(99-INT(qlvl/2))
THEN Alvl = (MAX(ilvl;qlvl)-INT(qlvl/2))
ELSE Alvl = (2*MAX(ilvl;qlvl)-99))

Item / Mlvl
Circlet / 3
Coronet / 8
Tiara / 13
Diadem / 18
Sorceress Orb / 1
Staff / 1
Non-Elite Wand / 1

Crafting number of affixes based on iLvl
Ilvls 1-30: 4 affixes (20 %), 3 affixes (20 %), 2 affixes (20 %), 1 affix (40 %)
Ilvls 31-50: 4 affixes (20 %), 3 affixes (20 %), 2 affixes (60 %)
Ilvls 51-70: 4 affixes (20 %), 3 affixes (80 %)
Ilvls 71+: 4 affixes (100 %)

Number of affixes of a rare item
Random, from 3 to 6.

Staffmods Tiers vs iLvl
01 ≤ iLvl ≤ 11: T1, T2 (base T1)
12 ≤ iLvl ≤ 18: T1, T2, T3 (base T2)
19 ≤ iLvl ≤ 24: T1, T2, T3, T4 (base T3)
25 ≤ iLvl ≤ 36: T2, T3, T4, T5 (base T4) (D2C: iLvl ≥ 25)
37 ≤ iLvl ≤ 99: T3, T4, T5, T6 (base T5) (D2X only)

Each base Tier is randomized by :
20% chance of +1
50% chance to stay unmodified
20% chance of -1
10% chance of -2

Staffmods +1, +2 or +3, or none?
An item can have up to 3 staffmods.
When a staffmod is generated, it comes with a random value of Z, from 0 to 99.
91 ≤ Z = +3
71 ≤ Z ≤ 90 = +2
31 ≤ Z ≤ 70 = +1
Z ≤ 30 = none

The only way to improve the odds, a.k.a make Z higher, is to use the imbue quest.
When imbued, you can add int(iLvl / 2) to the random value of Z.
For exemple, if imbuing at cLvl 90, if the first staffmod had Z = 29 (normally no +skill), Z is now equal to 29 + 45 = 74 (+2 to the selected staffmod instead of none).

Exemples of iLvl (see staffmods above) vs Alvl generation
These exemples will help you understand why you can get good items affixes even at cLvl 8, but sometimes shouldn't if you are looking for particular staffmods. This logic also applies if you are rerolling a rare item with the 6 pskull recipe.
1) Imbuing a Diadem (qLvl 85 & Mlvl 18) with a cLvl 8.
If that wasn't of the Mlvl, we would normally get Alvl 71.
Because of the Mlvl, we get Alvl 99.
The Diadem can roll +2 skills (req. Alvl 90).
Second myth debunked: Is it true its best to imbue diadems? Imbued at cLvl 8, the resulting iLvl = 12. Even if it could roll +2 skills, if the much wanted Mechanic's prefix was selected, it could only give 1 socket on diadems below iLvl 26. You would need cLvl 22+ to allow 2 sockets.
2) Imbuing a eth Berserker Axe (qLvl 85) with cLvl 8.
Alvl = 71.
It can already roll all desirable melee mods (they top at Alvl 56).
3) Imbuing a Swirling Crystal (qLvl 50 & Mlvl 1) with a cLvl 8.
If that wasn't of the Mlvl, we would normally get Alvl 25.
Because of the Mlvl, we get Alvl 51.
The orb can roll +2 sorc skills (req. Alvl 50).
But the resulting iLvl is cLvl + 4 = 12, so the orb can only roll T1, T2, T3 staffmods.
If you want a chance for it to roll with a T6 (masteries), you would need to imbue at cLvl 33+.
4) Imbuing a Eth Runic Talons (qLvl 81) with a cLvl 8.
Alvl = 63.
It can already roll all desirable melee mods (they top at Alvl 56).
But the resulting iLvl is cLvl + 4 = 12, so the claw can only roll T1, T2, T3 staffmods.
Third myth debunked: Yes, this can actually roll +x to claw masteries! You will never see such thing if you only farm/gamble.
But if you want +3 LS (T5), you would need to imbue at cLvl 21+. For the highest chance of T5, imbue at cLvl 33+.

Items worth imbuing at cLvl 8
Diadems (if you dont care about the small odds of ruining a gg roll with only 1/2 socket)
Eth Feral Claws, Runic Talons, Scissors Suwayyah (
Eth Zerker, or any good eth weapon bases with qLvl 78+ (so they have Alvl 56+)
Bloodlord Skull (for summoner/CE -> can roll +amp/CE/skeletons(both) & masteries(both))
Boneweave Boots (40res, 30frw)
Battle Boots to Scarabshell Boots (can roll 40res, but only 20frw)

cLvl 15
Same as above, but for staffmods T1 to T4

cLvl 21
Same as above, but for staffmods T2 to T5

cLvl 33
Same as above, but for staffmods T3 to T6
Pelts with qlvl 75+
Orbs with qlvl 75+

cLvl 61
Eth Cristal Sword

cLvl 74
Eth Dimensional Blade

This post was edited by SinsOfTheSun on Apr 25 2024 09:32pm
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Apr 25 2024 10:47pm
Complicated but thx!
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Apr 25 2024 11:03pm
Quote (di3tc0ke @ Apr 26 2024 12:47am)
Complicated but thx!


The goal here is to give all the info for anyone to find his own answers.
But I'm more than happy to help anyone figure out what is best to find/craft/roll/imbue/shop whatever they want :)
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May 2 2024 09:17pm
Bump
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May 2 2024 09:18pm
Very cool Kanye thank you
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May 4 2024 09:33am
Quote (SinsOfTheSun @ 25 Apr 2024 23:26)
SinsOfTheSun's Comprehensive Guide to Affix / Staffmod Generation for Imbuing, Crafting, Gambling, Shopping & Rerolling
v1.2 (contributions / corrections appreciated!)



Dear SinsOfTheSun,I am considering 2 barbs specialized in gambling (max FRW gear, harmony bow, max increased speed skill, etc): one for circlet/coronets, one for amulets. Could be useful in 50% off gambling events etc.

2 questions:

1: for gambling high-value coronet/circlets, the optimal would be clvl 92, right?

2: for gambling high-value amulets (for crafting purposes or simply for gambling purposes), the optimal would be any character lvl 95 to 99?

I heard that to gamble amulets for crafting, you need clvl 93 or higher, but if you want them to have to have an optimal chance of being good "simply after gambling" (without crafting) you need lvl 95 to 99.

Since the price of gambled amulets is the same for all clvl, might as well go for clvl 95? No further gains in likelihood of good stats from clvl 96 to 99?
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May 4 2024 09:48am
Quote (DarthLeader @ May 4 2024 11:33am)
Dear SinsOfTheSun,I am considering 2 barbs specialized in gambling (max FRW gear, harmony bow, max increased speed skill, etc): one for circlet/coronets, one for amulets. Could be useful in 50% off gambling events etc.

2 questions:

1: for gambling high-value coronet/circlets, the optimal would be clvl 92, right?

2: for gambling high-value amulets (for crafting purposes or simply for gambling purposes), the optimal would be any character lvl 95 to 99?

I heard that to gamble amulets for crafting, you need clvl 93 or higher, but if you want them to have to have an optimal chance of being good "simply after gambling" (without crafting) you need lvl 95 to 99.

Since the price of gambled amulets is the same for all clvl, might as well go for clvl 95? No further gains in likelihood of good stats from clvl 96 to 99?


You are correct about everything :)

Circlets (and other higher variants) have a magic lvl bonus.
So we will look at circlets only for the minimum requirements.
+2 skills req. alvl 90+
+3 mlvl is added to the highest value between qlvl (24 for circlets) and ilvl (randomized -5 to +4 clvl).
So, if gambled by a clvl 92, even a -5 roll will give ilvl 87, which will reach the minimum alvl of 90 after the mlvl bonus of +3.

Amulets have no mlvl/qlvl, only ilvl is used to determine the affixes available. So clvl 95+ will roll a minimum of alvl90.
Why do we often see clvl 93+ for crafting?
Because of the Crafting formula : iLvl = int(cLvl/2) + int(iLvl/2)
We get ilvl = 46 + 44 (minimum ilvl of 88) = 90+

You do not need to make 2 char. A single lvl 95 barb will do the job without loosing anything if you want to gamble/craft circs and amys only.
You would need a second different clvl char to maximize some particular affixes on other items like gloves/boots/weapons etc where some higher alvl affixes are often unwanted.
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May 4 2024 09:58am
Quote (SinsOfTheSun @ 4 May 2024 11:48)
You are correct about everything :)

Circlets (and other higher variants) have a magic lvl bonus.
So we will look at circlets only for the minimum requirements.
+2 skills req. alvl 90+
+3 mlvl is added to the highest value between qlvl (24 for circlets) and ilvl (randomized -5 to +4 clvl).
So, if gambled by a clvl 92, even a -5 roll will give ilvl 87, which will reach the minimum alvl of 90 after the mlvl bonus of +3.

Amulets have no mlvl/qlvl, only ilvl is used to determine the affixes available. So clvl 95+ will roll a minimum of alvl90.
Why do we often see clvl 93+ for crafting?
Because of the Crafting formula : iLvl = int(cLvl/2) + int(iLvl/2)
We get ilvl = 46 + 44 (minimum ilvl of 88) = 90+

You do not need to make 2 char. A single lvl 95 barb will do the job without loosing anything if you want to gamble/craft circs and amys only.
You would need a second different clvl char to maximize some particular affixes on other items like gloves/boots/weapons etc where some higher alvl affixes are often unwanted.


The reason why I am considering 2 barbs is because the purchase cost of gambling amulets does not vary with clvl, but the purchase cost of gambling circlet/coronets does vary based on clvl.

I already have the clvl 92 circlet/coronet gambler.

The future clvl 95 amulets gambler is still lvl 92 I think. Leveling him as a BO barb.

Gambling doesn't have a high return on investment, but it's a good gold sink for extra gold... which gambled item has the best average return in "market value of items in fg" per 10 M gambled gold in your opinion? I might make more clvl-specific characters in the future.
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May 4 2024 12:29pm
Quote (DarthLeader @ May 4 2024 11:58am)

Gambling doesn't have a high return on investment, but it's a good gold sink for extra gold... which gambled item has the best average return in "market value of items in fg" per 10 M gambled gold in your opinion? I might make more clvl-specific characters in the future.


Hard to say… very subjective to someone like me who plays mostly ssf…

Lets say body armors and weapons arent worth gambling cuz they can’t be eth. Claws would be an exception if you couldn’t shop them at anya more efficiently.
Rare gloves, boots, rings, amy, circs can all have high value.
What makes top contenders is the fact that magic amy/circ can also have a nice value (3skillers with few mods or 3os/frw etc). Since its 90% of what you gonna get I feel like those 2 choices are hard to beat.
Gloves can also roll 3/20ias but arent worth that much.
Another good option is boots. Even if magic boots have no value, 40res req only alvl25 so they can be gambled at very low cost with a much higher chance to roll with the right affixes since you restrict them.

So amy/circ is prob best, followed closely by boots, then rings, then gloves.

On classic, your investment/return is much higher, cuz items like gul daggers (or other valuable uniques each worth around 50fgs) are easy to get when gambling at low lvl for extremely cheap.
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May 4 2024 01:07pm
Quote (DarthLeader @ May 4 2024 11:33am)
Dear SinsOfTheSun,I am considering 2 barbs specialized in gambling (max FRW gear, harmony bow, max increased speed skill, etc): one for circlet/coronets, one for amulets. Could be useful in 50% off gambling events etc.

2 questions:

1: for gambling high-value coronet/circlets, the optimal would be clvl 92, right?

2: for gambling high-value amulets (for crafting purposes or simply for gambling purposes), the optimal would be any character lvl 95 to 99?

I heard that to gamble amulets for crafting, you need clvl 93 or higher, but if you want them to have to have an optimal chance of being good "simply after gambling" (without crafting) you need lvl 95 to 99.

Since the price of gambled amulets is the same for all clvl, might as well go for clvl 95? No further gains in likelihood of good stats from clvl 96 to 99?


there's some consideration for exceptinal/elite upgrades which is tied to your clvl. for circlets etc, this matters more cuz of 3os magical tiaras/diadems (other bases can only get 2os) as well as magical tiara/diadems which people may pay more for due to gfx/rarity

i sometimes gamble claws as well which for sure benefits from lvl 99 char
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