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Sep 15 2016 11:53pm
Successful gamble! My end-game shield! Such a beauty!



Some more lucky gamble result:





Both armors are fine for Nightmare.

Okay, that's all for a while, gone to work.

This post was edited by -joey- on Sep 15 2016 11:55pm
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Sep 16 2016 01:35am
what's thoses set bonus ? :) just curious
GL for nightmare b)
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Sep 16 2016 01:45am
Quote (Melatonina @ Sep 16 2016 08:35am)
what's thoses set bonus ? :) just curious
GL for nightmare b)


Not so much.

20% Chance of Open Wounds (very important)
20% Bonus to Attack Rating (also very important)
1 to Necromancer Skills

But you know in Classic all skill items are rare and preciuos. With this set I have +2 (one given by the wand). This means that IM can reflect additional 50% damage and CE radius is ~1.2 larger. :)

Of course this is not an end-game eq, but good enough for Nightmare.

This post was edited by -joey- on Sep 16 2016 01:48am
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Sep 16 2016 04:43pm
classic has an atmosphere like nothing else...
great drops and gambles, want to see moar! :wub:
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Sep 16 2016 10:50pm
Some remarkable Cow King drops:

40 req armor:



Wormskull. Stashed, but I think I will use Tarn instead.



Old but gold:

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Sep 16 2016 10:56pm
Homongous. 33% CB was nice, but did not work on bosses.



A nice WW-barb weapon. Weapon range was very important in Classic, especialy before WW-nerf.

Fun fact about how powerfull WW was before the 1.03 nerf
Quoted from 2000:
Quote
WW is exactly how GFraizer said it is. You do one hit per animation. Thus, you can still land multiple hits on a boss (since the animation shows you "swinging" several times) but in a very large pack you won't land as many blows since you would need more "swings" to hit more monsters. In other words, let's say for example that a WW half-way across the screen executes 8 animated swings (completely arbitrary). In 1.02 and earlier the barb would attack each monster within his reach (AFAIK) and could land 10, 20, 30 hits (or more) in a sufficiently crowded room. However, the animation only showed 8 swings. In contrast, the 1.03 version of WW will only allow the barb to land 8 hits, corresponding exactly to the animation.




Frostie. Stashed, maybe I will need in Hell or whatever.



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Sep 17 2016 05:59am
Gj on infernal and downing diablo mate, awesome throwback! :)
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Sep 18 2016 03:13am
More cows, more fun!

This one is an interesting drop:



Fun Fact
The damage of Mauls and Great Mauls was bugged in 1.00. Regardless of the ED% the weapon damage was alvays min+1 and max+1. Just like in this case. Accoding to bnet archive the Great Maul's base damage was 35 to 55. This rare maul above has ED but the displayed damage is 36-56. For this reason all mauls were useless back then. This bug was fixed in 1.03.

Some uber hard-core ultimate bow:



Yeah! 1/2 SoJ Key found!



Fun Fact
Before Expansion there was an order for unique jewellery spawning. First you always got Nagelring, then Manald and SoJ for the third time. According to this, if you had a Nagel and Manald on your character (these were called SoJ Keys), or in the inventory, or just dropped on the ground, the only unique ring which you could get from a mob or via gamble was SoJ. If you had all the three unique rings, the next one spawned as a rare.
There was also an order for amulets: Nokozan - Etlich - Mahim-Oak.

This post was edited by -joey- on Sep 18 2016 03:15am
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Sep 18 2016 03:26am


Classic STR boots:




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Sep 18 2016 03:35am
This is something strange.

After many-many cow runs I realised that the game seed is a bit flawless. When the King died on certain spots, most of the time the same items were dropped.

Here you can see:





Of course I wanted to recall the ring spot, but was unable to locate properly, so I just gave up after a couple dozen attempts.
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