More info on that kind of question in my sig :)
I checked it out... briefly and did NOT read through it all... Below is YOU informative explanation in your Guide from your Sig... BELOW THAT, is a strange Myth that I did not notice that was included in your post, HOWEVER, I may have missed it (note the speech marks instead of the quote to ensure your information is posted in this thread for all viewers to read:
"SinsOfTheSun's Comprehensive Guide to Affix / Staffmod Generation for Imbuing, Crafting, Gambling, Shopping & Rerollingv1.2 (contributions / corrections appreciated!)
Terms & AbbreviationscLvl: Character Level
iLvl: Item Level
qLvl: Quality Level
ALvl: Affix Level
MLvl: Magic Level
aLvl: Area Level
mLvl: Monster Level
iLvl manipulationFarming 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 formulaIF (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 / MlvlCirclet / 3
Coronet / 8
Tiara / 13
Diadem / 18
Sorceress Orb / 1
Staff / 1
Non-Elite Wand / 1
Crafting number of affixes based on iLvlIlvls 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 itemRandom, from 3 to 6.
Staffmods Tiers vs iLvl01 ≤ 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 generationThese 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 8Diadems (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 15Same as above, but for staffmods T1 to T4
cLvl 21Same as above, but for staffmods T2 to T5
cLvl 33Same as above, but for staffmods T3 to T6
Pelts with qlvl 75+
Orbs with qlvl 75+
cLvl 61Eth Cristal Sword
cLvl 74Eth Dimensional Blade
"____
Now, the myth buster question for
:
Does using the higher ilvl Cube affect the alvl of items placed into it for crafting or any other things?
Okay, let me put it this way if you do NOT quite understand, when I played D2 LoD, from Normal to Hell difficulty, I would intentionally throw away my Cube in each Difficulty to get a higher ilvl Cube during Act 2 ... of course get Normal Cube, then in Nightmare Act 2 I would throw away the cube in town and get the Nightmare cube (higher ilvl) and again for Hell difficulty.... thus a higher ilvl Cube for crafting, imbuing etc.
Now... does it make a difference? Is it Myth?