After reading a lot about the upcoming changes to both fixed and random legendary affixes, I got curious and decided to look through the lower level items in order to try and figure out which ones have the most potential to be amazing at iLvl63. It's a lot of fun to try and figure out what could be the greatest possible rolled stats of an item.
Here's what I've come up with so far and would love to know if others have noticed items that have the potential to roll insane things if updated to max level. I'm using dex as a main stat example since I play DH. Feel free to imagine the possibilities with a main stat of your choice.
This is assuming the stat rolls get properly updated with the increase of 2 item levels and has increased potential if a main stat can roll as one of the random properties (I doubt it).
"Possible" new stats at 63:
353 Armor, Item Level: 63
+200 Dex (Fixed main stats roll updated to a reasonable cap of 100 and a dex+vit random roll. If full dex roll allowed, could reach 300 at the expense of a defensive stat)
+200 Vit (Same as above)
+80 All Resist (random roll 2)
+12% Life (Random roll 3)
+265 Armor (Random roll 4, total armor max 618)
+41–45 Arcane Resistance
This would obviously be giving up some offense compared to the new crafted shoulders that can reach over 300 in main stats. On the other hand, the above "maximized" roll would be a defensive slot item that would free up a lot of other slots for more offense. Not the best of items but the potential exists for an amazing item.
534.1–931.7 DPS, Item Level: 61
(326–545)–(645–1149) Damage
1.10 Attacks per Second
+(87–306)–(203–707) Holy Damage
Increases Spirit Regeneration by 1.00–2.33 per Second (Monk Only)
Gain 15.1–29.8 Life per Spirit Spent (Monk Only)
+3 Random Magic Properties
A possible increase in two levels would allow more damage and as the spirit regen + life per spirit are already there, I would see it as a potentially amazing wepon for tempest rushing through content.
"Possible" new stats at 63:
~1665 DPS, Item Level: 61
(1174)–(2157) Damage
1.10 Attacks per Second
+(442)–(1017) Holy Damage
Increases Spirit Regeneration by 2.5 per Second (Monk Only)
Gain 63.9 Life per Spirit Spent (Monk Only)
+ 50% Damage (Random roll 1)
+ 1 socket (Random roll 2)
+ 200% Critical Hit Damage (Random roll 3)
Huge possibility for high base dps and a nice chunk of spirit regen combined with a moderate heal for all spirit spent (heal while TR'ing between packs).
563.4–1080.5 DPS, Item Level: 61
(163–384)–(642–1159) Damage
1.40 Attacks per Second
+(87–306)–(203–707) Poison Damage
+31–35% Damage
Increases Damage Against Elites by 7–8%
+3 Random Magic Properties
After an upgrade to iLvl 63 rolls, the damage potential is significantly higher and the random rolls allow for example critdmg, a socket and life steal.
Here's how it could look like at 63:
1666 DPS, Item Level: 63
597–1783 Damage
1.40 Attacks per Second
+(316)–(727) Poison Damage
+50% Damage
Increases Damage Against Elites by 7–8%
+1 socket (Random 1)
+100% Critical Hit Damage (Random 2)
+3.00% Life Steal (Random 3)
Excellent dps combined with fast speed, a socket, crit damage and life steal would make an amazing weapon for elemental arrow and with a socketed ruby could substitute as a weapon for a low crit chance build with high average damage and attack speed. On lower MP levels this could eliminate the need for critical hits in order to oneshot most trash.
Some other less calculated examples:
http://eu.battle.net...n/item/magefist
Increased attack speed combined with fire damage increases which would probably exceed +30% at iLvl 63 and two random properties for CC and CHD. Low defensive value but with the right roll, these could provide around a 40% increase to a fire wizard's dps when equipped.
http://eu.battle.net...tem/gungdo-gear
AR and %Life with three random rolls. Possibility for maxed AR, %Life, Main Stat, Main+Vit and CC roll at iLvl 63. Slightly more defensive than the best possible Lacuni's but still only slightly.
http://eu.battle.net...tem/slave-bonds
Almost a new Barbarian Lacuni's at iLvl 63. STR + VIT + Move Speed pre-rolled with three possible randoms for AR, CC and more STR/VIT.
http://eu.battle.net.../string-of-ears
With AR, LoH, Armor, massive melee damage reduction and three random rolls for huge Main Stat + Vit potential this could be rolled as the best possible EHP belt. Potential for a hardcore god mode belt.
Angel Hair Braid could also get close http://eu.battle.net...ngel-hair-braid
http://eu.battle.net...ride-of-cassius
Depending on the iLvl63 pre-determined rolls, this thing could be insane. Only one random roll ensures it remains purely offensive though.
http://eu.battle.net...tem/holy-beacon
Minor increases to the pre-determined rolls combined with some CC, CHD and Avg.Dmg. would make it a much-better-than-average offensive monk neck for sure.
http://eu.battle.net.../item/ouroboros
This guy with updated stats and a CHD + Attack Speed roll would be getting very close to best amulet ever territory. Quintfecta with LoH and all you need to hit is two random rolls? Dang!
http://eu.battle.net...as-kaleidoscope
It's there but it's hard to see. AR, Main Stat and three random (CC, CHD, AVGDMG) with a possibility for an amazing extra resource/damage ability. Chances of an out-of-this-world roll is close to the chances of winning millions on the lottery.
http://eu.battle.net...ss-wedding-band
Some updated stats and a CC roll with some attack speed or average damage could provide for a very solid barbarian ring.
I would really like to see a buff to the craftable items but I think the only way to do that is have them bind to accounts. Otherwise the AH is gonna flood with 'em.
Seven sins are craftable, so are the next 2 items. Don't think that will get buffed tbh, no where is it mentioned that craftables will get the itemization buff, they only talk about dropped items. Also, doubt +60 rings and amulets will get any overhauling, since they're already max lvl req. But nice post tho, too bad all your detailed calculations were on craftables
Quite right on the craftables. I wasn't paying much attention to that aspect when browsing through the items.
Still, it gives some perspective on what level of items can get rolled. There will still be a few new (currently useless lowbie) items that'll have a chance of getting a roll that puts them up on top with the best of stuff. Will be fun to see what kind of stuff emerges after the changes to drops are live.
Also, does anyone else find it idiotic that they're going to change base armor/damage stats to be based on the monster level as well? This would mean f.ex. all shoulder items in A3 MP0 and higher would always drop with 353-406 armor and essentially be Archon Spaulders. So why not just have those drop instead of Doom Pauldrons, Archon Spaulders, Pallium, Warlord Spaulders and Espaliers which will all be the same base item with different names?
Same goes for weapons. Many names, same item underneath.
Also, does anyone else find it idiotic that they're going to change base armor/damage stats to be based on the monster level as well? This would mean f.ex. all shoulder items in A3 MP0 and higher would always drop with 353-406 armor and essentially be Archon Spaulders. So why not just have those drop instead of Doom Pauldrons, Archon Spaulders, Pallium, Warlord Spaulders and Espaliers which will all be the same base item with different names?
Same goes for weapons. Many names, same item underneath.
For the people who are on hell Act 3/4 and people on MP0 Act 1/2?
Granted the majority of the game is Inferno, but there are still people playing through the rest and removing them would kinda screw those people over brutally. It's a lot easier (and less confusing) to allow the "quality" of the item to scale based on the level of the monster that drops it. It's worked pretty well so far, and this is really just a minor extension of a system that has already proven to be worthwhile.
Maybe just for the different graphics? So we don't all look TOTALLY the same?
I don't know. I also don't view this as any major issue.
So why not just have those drop instead of Doom Pauldrons, Archon Spaulders, Pallium, Warlord Spaulders and Espaliers which will all be the same base item with different names?
Same goes for weapons. Many names, same item underneath.
To have a choice on the looks of your character maybe?
How badass would a barb look with 2 scythes. Shame there is only one legendary though.
Exactly, just to have a variety of choices for armor looks, it's actually really cool.
Also to OP; We don't even know what new affixes they will be adding to the pool! So it's pretty exciting knowing that there's going to be a lot more legendaries that will be viable. And considering they will be overhauling all the legendaries, even the other ilvl ~63 ones should be able to compete with the 'bis' ones. I'm also excited that from what I glean from the blue posts is that they will be adding new unique affixes to the legendaries =D
One of my first thoughts when I heard this news was the Buriza-Do crossbow. I thought the huge chance for projectiles to pierce was an awesome idea, but I was bummed it was such a bad weapon otherwise.
Will be nice to maybe not always see the same legendary drop, can't wait until there drop legendaries and you have no idea anymore if it will be good or bad before you have unid it
I guess it's true what you're saying about different looks. I've been playing the efficiency game too much and that part didn't even occur to me. Now they only need to get the affixes right so that rare (dropped, not crafted) items will actually be viable in at least some other parts than gloves.
The buriza could be really cool with the 40-80% pierce chance and up to 15% freeze. It's a shame there's only one random property on it, BUT on the other hand it has three properties that affect it's dps which (if they're allowed full rolls) would mean the dps on that thing will in most rolls be decent. Then again cold damage is lower than other types.
Did the math on possible Buriza dps rolls and it seems the range is around 820dps-1300dps with 1300 broken by only the ones extremely near a perfect roll. Even with an open socket rolled for the random property, chances are the Buriza will remain a novelty item for multishot freezing scoundrels. The math below.
Hellion Crossbow
(413-421) - (498-514)
1.10 APS
Cold damage on req.lvl 60 items ranges between (44-201) - (102-459).
+31% - 50% damage
Here's what I've come up with so far and would love to know if others have noticed items that have the potential to roll insane things if updated to max level. I'm using dex as a main stat example since I play DH. Feel free to imagine the possibilities with a main stat of your choice.
Seven Sins
http://eu.battle.net...cipe/seven-sins
This is assuming the stat rolls get properly updated with the increase of 2 item levels and has increased potential if a main stat can roll as one of the random properties (I doubt it).
"Possible" new stats at 63:
This would obviously be giving up some offense compared to the new crafted shoulders that can reach over 300 in main stats. On the other hand, the above "maximized" roll would be a defensive slot item that would free up a lot of other slots for more offense. Not the best of items but the potential exists for an amazing item.
Rozpedin's Staff
http://eu.battle.net...rozpedins-staff
534.1–931.7 DPS, Item Level: 61
(326–545)–(645–1149) Damage
1.10 Attacks per Second
+(87–306)–(203–707) Holy Damage
A possible increase in two levels would allow more damage and as the spirit regen + life per spirit are already there, I would see it as a potentially amazing wepon for tempest rushing through content.
"Possible" new stats at 63:
~1665 DPS, Item Level: 61
(1174)–(2157) Damage
1.10 Attacks per Second
+(442)–(1017) Holy Damage
Huge possibility for high base dps and a nice chunk of spirit regen combined with a moderate heal for all spirit spent (heal while TR'ing between packs).
Venomhusk (if crafted items will be allowed to use iLvl63 rolls as well)
http://eu.battle.net...ecipe/venomhusk
563.4–1080.5 DPS, Item Level: 61
(163–384)–(642–1159) Damage
1.40 Attacks per Second
+(87–306)–(203–707) Poison Damage
+31–35% Damage
After an upgrade to iLvl 63 rolls, the damage potential is significantly higher and the random rolls allow for example critdmg, a socket and life steal.
Here's how it could look like at 63:
1666 DPS, Item Level: 63
597–1783 Damage
1.40 Attacks per Second
+(316)–(727) Poison Damage
+50% Damage
Excellent dps combined with fast speed, a socket, crit damage and life steal would make an amazing weapon for elemental arrow and with a socketed ruby could substitute as a weapon for a low crit chance build with high average damage and attack speed. On lower MP levels this could eliminate the need for critical hits in order to oneshot most trash.
Some other less calculated examples:
http://eu.battle.net...n/item/magefist
Increased attack speed combined with fire damage increases which would probably exceed +30% at iLvl 63 and two random properties for CC and CHD. Low defensive value but with the right roll, these could provide around a 40% increase to a fire wizard's dps when equipped.
http://eu.battle.net...tem/gungdo-gear
AR and %Life with three random rolls. Possibility for maxed AR, %Life, Main Stat, Main+Vit and CC roll at iLvl 63. Slightly more defensive than the best possible Lacuni's but still only slightly.
http://eu.battle.net...tem/slave-bonds
Almost a new Barbarian Lacuni's at iLvl 63. STR + VIT + Move Speed pre-rolled with three possible randoms for AR, CC and more STR/VIT.
http://eu.battle.net.../string-of-ears
With AR, LoH, Armor, massive melee damage reduction and three random rolls for huge Main Stat + Vit potential this could be rolled as the best possible EHP belt. Potential for a hardcore god mode belt.
Angel Hair Braid could also get close http://eu.battle.net...ngel-hair-braid
http://eu.battle.net...ride-of-cassius
Depending on the iLvl63 pre-determined rolls, this thing could be insane. Only one random roll ensures it remains purely offensive though.
http://eu.battle.net...tem/boj-anglers
Could bring some average rolls. Remains to be seen.
http://eu.battle.net.../moonlight-ward
Roll it with CC, CHD and Avg.Dmg.. Yes please!
http://eu.battle.net...tem/holy-beacon
Minor increases to the pre-determined rolls combined with some CC, CHD and Avg.Dmg. would make it a much-better-than-average offensive monk neck for sure.
http://eu.battle.net.../item/ouroboros
This guy with updated stats and a CHD + Attack Speed roll would be getting very close to best amulet ever territory. Quintfecta with LoH and all you need to hit is two random rolls? Dang!
http://eu.battle.net...as-kaleidoscope
It's there but it's hard to see. AR, Main Stat and three random (CC, CHD, AVGDMG) with a possibility for an amazing extra resource/damage ability. Chances of an out-of-this-world roll is close to the chances of winning millions on the lottery.
http://eu.battle.net...ss-wedding-band
Some updated stats and a CC roll with some attack speed or average damage could provide for a very solid barbarian ring.
http://eu.battle.net/d3/en/item/unity
Oh yes, it's only iLvl62 right now!
-> It will get more base damage etc!
http://eu.battle.net/d3/en/item/echoing-fury
Quite right on the craftables. I wasn't paying much attention to that aspect when browsing through the items.
Still, it gives some perspective on what level of items can get rolled. There will still be a few new (currently useless lowbie) items that'll have a chance of getting a roll that puts them up on top with the best of stuff. Will be fun to see what kind of stuff emerges after the changes to drops are live.
Also, does anyone else find it idiotic that they're going to change base armor/damage stats to be based on the monster level as well? This would mean f.ex. all shoulder items in A3 MP0 and higher would always drop with 353-406 armor and essentially be Archon Spaulders. So why not just have those drop instead of Doom Pauldrons, Archon Spaulders, Pallium, Warlord Spaulders and Espaliers which will all be the same base item with different names?
Same goes for weapons. Many names, same item underneath.
For the people who are on hell Act 3/4 and people on MP0 Act 1/2?
Granted the majority of the game is Inferno, but there are still people playing through the rest and removing them would kinda screw those people over brutally. It's a lot easier (and less confusing) to allow the "quality" of the item to scale based on the level of the monster that drops it. It's worked pretty well so far, and this is really just a minor extension of a system that has already proven to be worthwhile.
Maybe just for the different graphics? So we don't all look TOTALLY the same?
I don't know. I also don't view this as any major issue.
Exactly, just to have a variety of choices for armor looks, it's actually really cool.
Also to OP; We don't even know what new affixes they will be adding to the pool! So it's pretty exciting knowing that there's going to be a lot more legendaries that will be viable. And considering they will be overhauling all the legendaries, even the other ilvl ~63 ones should be able to compete with the 'bis' ones. I'm also excited that from what I glean from the blue posts is that they will be adding new unique affixes to the legendaries =D
One of my first thoughts when I heard this news was the Buriza-Do crossbow. I thought the huge chance for projectiles to pierce was an awesome idea, but I was bummed it was such a bad weapon otherwise.
D3 just keeps getting better and better =D
The buriza could be really cool with the 40-80% pierce chance and up to 15% freeze. It's a shame there's only one random property on it, BUT on the other hand it has three properties that affect it's dps which (if they're allowed full rolls) would mean the dps on that thing will in most rolls be decent. Then again cold damage is lower than other types.
Did the math on possible Buriza dps rolls and it seems the range is around 820dps-1300dps with 1300 broken by only the ones extremely near a perfect roll. Even with an open socket rolled for the random property, chances are the Buriza will remain a novelty item for multishot freezing scoundrels. The math below.
Hellion Crossbow
(413-421) - (498-514)
1.10 APS
Cold damage on req.lvl 60 items ranges between (44-201) - (102-459).
+31% - 50% damage
Minimum roll: (413+44)*1.31 - (498+102)*1.31
599 - 786 Damage (avg 692.5)
Max roll: (421+201)*1.5 - (514+459)*1.5
723 - 1460 (avg 1091.5)
Attack speed 8-9% (1.10 * 1.08 = 1.188) or (1.10*1.09 = 1.199)
Worst possible dps: 692.5*1.188
823dps
Best possible dps: 1091.5*1.199
1308.7dps
Always learn something new. Seems odd though.
Where did 120% come from or was that a typo? The Marquis gems are 110% aren't they?