Sad thing is it's not a hoax, had a friend use one of his many accounts to test it and he came out with 2 legendaries off of Azmodan Inferno 5stack/valor and 1 legendary off of Diablo Inferno 5stack/valor.
I'm guessing its a blizzard screw up like the usual loop hole and it is an exploit because the items are on live and Blizzard will treat it as such. They will ban accounts that are caught doing this in their system. So use at your own Risk!
Blizzard is not going to do anything... why? this theory is a hoax. so your friend got lucky. it proves nothing. I have gotten drop of bosses before in consecutive runs. As I stated earlier, this hoax first came out in late July/early August. If it even existed I would they assumed they would have fixed it when they released 1.04 in late August. Op wants video hits and nothing more.
Friends and me testet it with .74 and .84 last night, 3 legendary 1 set... Can't be just dumb luck anymore, also we notice that the "good" ip's are crowded with elite mobs. Also countet 9 goblins on a standard alkeizer run...
I was just laughing when I read this, and when I got some legendary drops I checked started checking the ip, and 9/10 times its a ip from the list... Maybe luck, but I am now convinced.
No bullshit hunting for leorics signet got 2 fucking legendaries in less than 1 minute, and in the previous run 5 min before got another. Then went 4 hours without shit.
Too bad I don't give a damn to check these numbers. I just popped in here because I thought that was cool.... 2 legendaries in 1 minute.... sheeeeet son.
Can we have a Closed Thread and some bans for trolling for the OP of this thread ?
Sorry dude but i'm not trolling i wasn't in for 4 days now will test the servers today again.
I really doubt they gonna fix it till 1.0.5 patch.
As u can read (if u can) from the prev. posts this was working fine for a lot of the ppl that use it.
if the RNG is based off clockcycles, then maybe not all server configurations are the same, maybe they (blizzard) re-use servers (as most corps do to save money) they may have many different configurations servers all working together to serve this game? Maybe then, certain server configurations run in a way that they hit those clock cycles that reward players better some how? Maybe it's the way the servers are restarted, and all servers have to talk to a master loot server or something, the ones that get restarted first connect to the loot server first and secure a higher roll spot or something based on where they are in the list. I don't think you can assume that all servers are setup the same and have the same hardware. They are probably like PC's where you can run the code on any of them, but different setups will give you different performances. Maybe one of those servers has a slower CPU so that the chance to hit on a reward clockcycle is greater as you stay on that reward cycle for longer? (does that even work that way?) Heck maybe it only works for low magic find. So for example some of the servers are setup so that people with low magic find will still get drops, maybe it's class specific as mentioned before, who knows.
it would make sense that the first servers they have could be different setup than later servers they have purchased. (maybe they purchased some when doing dev, then scaled up for production launch, maybe they did it in multiple steps and had to buy more after launch due to demand? remember all those errors we all were getting) The first ones they purchased would likely be lower number IPs as they had them first, you wouldn't start numbering your servers at higher numbers, it's natural to start at the lower end. It makes organizing things easier to find unused IPs.... So maybe the servers they bought to power up, are different somehow and don't reward as good as a result.
if the RNG is based off clockcycles, then maybe not all server configurations are the same, maybe they (blizzard) re-use servers (as most corps do to save money) they may have many different configurations servers all working together to serve this game? Maybe then, certain server configurations run in a way that they hit those clock cycles that reward players better some how? Maybe it's the way the servers are restarted, and all servers have to talk to a master loot server or something, the ones that get restarted first connect to the loot server first and secure a higher roll spot or something based on where they are in the list. I don't think you can assume that all servers are setup the same and have the same hardware. They are probably like PC's where you can run the code on any of them, but different setups will give you different performances. Maybe one of those servers has a slower CPU so that the chance to hit on a reward clockcycle is greater as you stay on that reward cycle for longer? (does that even work that way?) Heck maybe it only works for low magic find. So for example some of the servers are setup so that people with low magic find will still get drops, maybe it's class specific as mentioned before, who knows.
it would make sense that the first servers they have could be different setup than later servers they have purchased. (maybe they purchased some when doing dev, then scaled up for production launch, maybe they did it in multiple steps and had to buy more after launch due to demand? remember all those errors we all were getting) The first ones they purchased would likely be lower number IPs as they had them first, you wouldn't start numbering your servers at higher numbers, it's natural to start at the lower end. It makes organizing things easier to find unused IPs.... So maybe the servers they bought to power up, are different somehow and don't reward as good as a result.
Well from all that u say u have some points that hit well like "Maybe it's the way the servers are restarted, and all servers have to talk to a master loot server"
and there is 1 more possibility that when connecting to Empty server there isn't a very high chance of getting that loot cuz of some possibility that this server was just created cuz all of the other's were full and they haven't set all the settings on, or maybe the automatically settings on that server are ok but it needs a lot of item drops till u get that item.
Like if you play on 72 server (or the other low servers) they are almost full every time (that's why it's so hard to get in them), but when u get in u can actually get better loot cuz today on that server there have been 99999 items dropped and you now have a higher chance of getting a better item.
But for me and a lot more ppl the Low IP servers are working.
If this actually existed then it would've been fixed immediately. It's not like Blizzard doesn't read forums. They are definitely on this one lol.
Why exactly? Do you not get a random server when you create a game? That is also part of the whole random thingy is it not?
You do get a random sever, but on some servers that is always playing on by many many ppl all day long, and not just created when the others are full.
The more ppl are playing on those server the higher chance you get for a better loot.
Example from 100% ppl on 72, 30% are just starting 30 are in the middle and 40 are ending it, and those 100% are 100 000 ppl.
As a lot of ppl mention it's almost the same as it was on Diablo 2.
I believe this based off the way Blizzard runs servers.
In World of Warcraft their was techniques used to enter certain dungeons for raids and at times, 5 man instances.
These techniques would involve at times what class went in first, with what, what we had kind of figured out was, the moment you entered a dungeon, the loot table had already became pre-determined on mobs and bosses, all you needed to do was just simply kill them and take it.
I can see this very much being the case in Diablo III as well.
In World of Warcraft their was techniques used to enter certain dungeons for raids and at times, 5 man instances.
These techniques would involve at times what class went in first, with what, what we had kind of figured out was, the moment you entered a dungeon, the loot table had already became pre-determined on mobs and bosses, all you needed to do was just simply kill them and take it.
I can see this very much being the case in Diablo III as well.
You are correct that WoW had ludicrous fictional theories about ways to skew loot generation that were very similar to the claims being made in this thread.
You are incorrect that in WoW you could influence drops by "what class went in first". Never happened.
Random is random, and the human brain is an incredibly effective device for seeing patterns in randomness that don't actually exist.
In World of Warcraft their was techniques used to enter certain dungeons for raids and at times, 5 man instances.
These techniques would involve at times what class went in first, with what, what we had kind of figured out was, the moment you entered a dungeon, the loot table had already became pre-determined on mobs and bosses, all you needed to do was just simply kill them and take it.
I can see this very much being the case in Diablo III as well.
You are correct that WoW had ludicrous fictional theories about ways to skew loot generation that were very similar to the claims being made in this thread.
You are incorrect that in WoW you could influence drops by "what class went in first". Never happened.
Random is random, and the human brain is an incredibly effective device for seeing patterns in randomness that don't actually exist.
Well we really dont know that unless you knew what the loot was going to be before so and so class or technique was used to enter a dungeon.
In the end it was really all theory, but at least a Theory is something that was not proven wrong, nor was it really proven right.
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Blizzard is not going to do anything... why? this theory is a hoax. so your friend got lucky. it proves nothing. I have gotten drop of bosses before in consecutive runs. As I stated earlier, this hoax first came out in late July/early August. If it even existed I would they assumed they would have fixed it when they released 1.04 in late August. Op wants video hits and nothing more.
A1 - 19rares,0legend
A2 - 16rares,0legend
A3 - 64rares,1legend
Just about every confirmation bump has about the same join date, low post count, its not hard to figure this out OP.
1) Make something up
2) Find a game with a player base with a very gullible subset
3) ????
4) profit
I was just laughing when I read this, and when I got some legendary drops I checked started checking the ip, and 9/10 times its a ip from the list... Maybe luck, but I am now convinced.
I cant believe people actually thought that the game server your on aactually affects the loot
Too bad I don't give a damn to check these numbers. I just popped in here because I thought that was cool.... 2 legendaries in 1 minute.... sheeeeet son.
I really doubt they gonna fix it till 1.0.5 patch.
As u can read (if u can) from the prev. posts this was working fine for a lot of the ppl that use it.
it would make sense that the first servers they have could be different setup than later servers they have purchased. (maybe they purchased some when doing dev, then scaled up for production launch, maybe they did it in multiple steps and had to buy more after launch due to demand? remember all those errors we all were getting) The first ones they purchased would likely be lower number IPs as they had them first, you wouldn't start numbering your servers at higher numbers, it's natural to start at the lower end. It makes organizing things easier to find unused IPs.... So maybe the servers they bought to power up, are different somehow and don't reward as good as a result.
and there is 1 more possibility that when connecting to Empty server there isn't a very high chance of getting that loot cuz of some possibility that this server was just created cuz all of the other's were full and they haven't set all the settings on, or maybe the automatically settings on that server are ok but it needs a lot of item drops till u get that item.
Like if you play on 72 server (or the other low servers) they are almost full every time (that's why it's so hard to get in them), but when u get in u can actually get better loot cuz today on that server there have been 99999 items dropped and you now have a higher chance of getting a better item.
But for me and a lot more ppl the Low IP servers are working.
The system is working as intended.
Why exactly? Do you not get a random server when you create a game? That is also part of the whole random thingy is it not?
The more ppl are playing on those server the higher chance you get for a better loot.
Example from 100% ppl on 72, 30% are just starting 30 are in the middle and 40 are ending it, and those 100% are 100 000 ppl.
As a lot of ppl mention it's almost the same as it was on Diablo 2.
In World of Warcraft their was techniques used to enter certain dungeons for raids and at times, 5 man instances.
These techniques would involve at times what class went in first, with what, what we had kind of figured out was, the moment you entered a dungeon, the loot table had already became pre-determined on mobs and bosses, all you needed to do was just simply kill them and take it.
I can see this very much being the case in Diablo III as well.
You are correct that WoW had ludicrous fictional theories about ways to skew loot generation that were very similar to the claims being made in this thread.
You are incorrect that in WoW you could influence drops by "what class went in first". Never happened.
Random is random, and the human brain is an incredibly effective device for seeing patterns in randomness that don't actually exist.
Well we really dont know that unless you knew what the loot was going to be before so and so class or technique was used to enter a dungeon.
In the end it was really all theory, but at least a Theory is something that was not proven wrong, nor was it really proven right.