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Aug 29 2018 01:18pm
I dont know about you guys but think we should only post t3+

Just a +1 topic other wise.

No one cares about your 5% wind mastery tier 1

/e at the start it made sense to track that it works.

Overspawn works. Post something significant now

This post was edited by ddevin on Aug 29 2018 01:19pm
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Aug 29 2018 02:04pm
Quote (ddevin @ Aug 29 2018 12:18pm)
I dont know about you guys but think we should only post t3+

Just a +1 topic other wise.

No one cares about your 5% wind mastery tier 1

/e at the start it made sense to track that it works.

Overspawn works. Post something significant now


I agree. Should make a new topic. Average + Overspawns or something maybe?
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Aug 29 2018 02:35pm
Quote (ddevin @ Aug 29 2018 02:18pm)
I dont know about you guys but think we should only post t3+

Just a +1 topic other wise.

No one cares about your 5% wind mastery tier 1

/e at the start it made sense to track that it works.

Overspawn works. Post something significant now



You should maybe not post anymore. A 5% tier one wind mastery would be very fucking important. This would prove breaking 2 tiers. Which we haven’t seen yet. So why don’t you go check your plus ones somewhere else.
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Aug 29 2018 03:13pm
Quote (GunslingerOfOld @ Aug 29 2018 06:35pm)
You should maybe not post anymore. A 5% tier one wind mastery would be very fucking important. This would prove breaking 2 tiers. Which we haven’t seen yet. So why don’t you go check your plus ones somewhere else.


Quote (ddevin @ Aug 29 2018 05:18pm)
I dont know about you guys but think we should only post t3+

Just a +1 topic other wise.

No one cares about your 5% wind mastery tier 1

/e at the start it made sense to track that it works.

Overspawn works. Post something significant now



I think you both and all of us agree on the same thing. Let's leave the topic for actual significant finds. I think the 5% wind mastery thing was just something he said as an example. Getting a better understanding of magic luck of course is huge too.
I'm sure we're all tired of seeing this topic get bumped and looking only to see discussion and no ACTUAL significant finds.
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Aug 29 2018 03:24pm
Quote (Bob888 @ 29 Aug 2018 15:13)
I think you both and all of us agree on the same thing. Let's leave the topic for actual significant finds. I think the 5% wind mastery thing was just something he said as an example. Getting a better understanding of magic luck of course is huge too.
I'm sure we're all tired of seeing this topic get bumped and looking only to see discussion and no ACTUAL significant finds.



Yeah I think the posts should be limited to either usable overspawns or something new like gun said breaking 2 tiers would be a very important thing to find out.

It’s pretty clear Devin was just throwing out a random example too. I definitely am sick of seeing a new post and just finding some useless random item.
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Aug 29 2018 04:33pm
Quote (Cheeya @ Aug 29 2018 04:24pm)
Yeah I think the posts should be limited to either usable overspawns or something new like gun said breaking 2 tiers would be a very important thing to find out.

It’s pretty clear Devin was just throwing out a random example too. I definitely am sick of seeing a new post and just finding some useless random item.


certainly my point was mostly semantic. but if you are going to slam someone for something at least use accurate info. But from the testing i have done with the help of some guys in laby/enhanced effect I can confirm the following hidden mechanics:

When welling the following is true:

Items dropped in the well are affect by magic luck on drop in and not on kill. This means you can switch gear to damage to kill and the item you put in will still be affected by the magic luck. This holds true to how the old school welling where the monster equipped the item you put in meaning it was "spawned" on drop in.

side drops are not determined on drop in and are determined on kill. So if you kill the well monster with no magic luck then the double drops will not be affected by it. meaning if you equip ml on drop in then switch to damage gear only the item dropped in will be affected. So remember to switch back to ml gear for kill.

Muting appears to do a ml check as well. as proven by my mutes i have been able to reliably make overspawns using as little as 5 magic luck on t1/t2 items.

In general low items have lower tiers and its more obvious for overspawns to occur.
Through some additional test it is not my opinion that "group" magic luck is a thing at all for muting at the least.

Still remaining to determine if there is a "group" magic luck check when welling, or a "leader" check. I am hoping to test these as soon as i can that way we know if its a benefit to everyone having ml or just one person.

In general the rolls of lower tiers are better in quality than those of higher tiers this is just how it is. I have no proof or an opinion i can back up on how the overspawn or ml affects items in general. It is my opinion however that Ml Over spawning isnt something that only happens if the item was going to hit max tier on mod rolls however. I base this on the fact that apparently overspawning itself was "turned off" and now after being resumed but with seeming only 1 tier it would slightly explain the reason for drops in general if the item had a seperate check for adding 1-2 tiers worth of rolls. so in theory if an item drops t3 and after checks it has 10 str then it goes for an overspawn check and adds 1-2 tiers. then rolls within the tier.

if anyone has any discussion or questions for me my inbox is open.
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Aug 29 2018 04:50pm
Quote (GunslingerOfOld @ Aug 30 2018 09:33am)
certainly my point was mostly semantic. but if you are going to slam someone for something at least use accurate info. But from the testing i have done with the help of some guys in laby/enhanced effect I can confirm the following hidden mechanics:

When welling the following is true:

Items dropped in the well are affect by magic luck on drop in and not on kill. This means you can switch gear to damage to kill and the item you put in will still be affected by the magic luck. This holds true to how the old school welling where the monster equipped the item you put in meaning it was "spawned" on drop in.

side drops are not determined on drop in and are determined on kill. So if you kill the well monster with no magic luck then the double drops will not be affected by it. meaning if you equip ml on drop in then switch to damage gear only the item dropped in will be affected. So remember to switch back to ml gear for kill.

Muting appears to do a ml check as well. as proven by my mutes i have been able to reliably make overspawns using as little as 5 magic luck on t1/t2 items.

In general low items have lower tiers and its more obvious for overspawns to occur.
Through some additional test it is not my opinion that "group" magic luck is a thing at all for muting at the least.

Still remaining to determine if there is a "group" magic luck check when welling, or a "leader" check. I am hoping to test these as soon as i can that way we know if its a benefit to everyone having ml or just one person.

In general the rolls of lower tiers are better in quality than those of higher tiers this is just how it is. I have no proof or an opinion i can back up on how the overspawn or ml affects items in general. It is my opinion however that Ml Over spawning isnt something that only happens if the item was going to hit max tier on mod rolls however. I base this on the fact that apparently overspawning itself was "turned off" and now after being resumed but with seeming only 1 tier it would slightly explain the reason for drops in general if the item had a seperate check for adding 1-2 tiers worth of rolls. so in theory if an item drops t3 and after checks it has 10 str then it goes for an overspawn check and adds 1-2 tiers. then rolls within the tier.

if anyone has any discussion or questions for me my inbox is open.


Awesome info, thanks mate.
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Aug 29 2018 07:33pm
Quote (Plaguefear @ Aug 29 2018 06:50pm)
Awesome info, thanks mate.


seconded!
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Aug 29 2018 07:55pm
The things GungSlinGA is trying to determine are quite interesting :D ! Let's see how it goes :D .
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Aug 29 2018 09:01pm
Gun. Based on your theory an example would be.

Lvl 10 charm drops. Is under the cap limit. Magic luck therefore could make it capped to its tier or does the drop have to be capped already.

In theory if it is let's say 2 stats under cap ml could react and make it capped?

There is no way of testing what I said. Only able to tell on over capped items

I wasnt trying to start anything. Obviously my sarcastic self hit a nerve lol.

This post was edited by ddevin on Aug 29 2018 09:02pm
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