While playing on the newly-reset ladder of Diablo II, it was not long before the Hellforge was upon me. From my childhood, I distinctly remembered unfounded superstitions surrounding the drops, things like: "Repair the hammer! Repair the hammer!" and "Kill some more monsters first!" Knowing better now that I'm past those years, I gathered concrete absolution about myself and whacked Mephisto's soulstone into oblivion.
Or was it? My superstitious notions of gameplay quickly returned when I got a Thul rune.
Not surprisingly, such irrationality continues to this very day, nearly ten years since the game's launch. Repair-the-hammer is a common, but needless, practice whenever I'm involved in a forge-paid rush, but it is by no means the last. In this article, I will lay out a few that seem most popular to me, and some famous ones that are now in the past.
Moar Cows!
It might be good to start with one of the most bizarre features of Diablo II and work outward from there. With that in mind, the journey for shibboleth starts in the Moo Moo Farm (or Secret Cow Level, whichever you prefer).
Experience, drops, insane cattle swinging monstrous poles tipped with blades bigger than a human head- it's little wonder the sideshow has remained popular even to this day, and if there is a way to produce more of these kooky cows, all the better.
The legend is that manipulating pieces of the Horadric Cube formula to open the mystic gateway to cow country, which includes Wirt's Leg and a tome of Town Portal scrolls, can cause more cows to spawn and better drops to ensue. The main three ways of doing this are:
- Filling the sockets of a socketed Wirt's Leg with desirable gems or other socketables.
- Repairing Wirt's Leg, much like the Hellforge Hammer.
- Using a full Town Portal tome.
In addition, it is rumored that the Chat Gem can affect cow quantities and riches, as per a response from the server when the button is mashed enough times, responding back with a nice long "Moo[insert o's here]!" To date, I have not been able to replicate a successful response of this kind since 1.10.
Make it Where?
http://diablofans.co...id=1529&thumb=1
It's common knowledge that many of the most powerful items in the game, runewords, can also be incredibly expensive to make; just look at Infinity- that's four high runes! Each time you make a runeword, you take a gamble: either you spend expensive and rare runes and end up with optimal attributes, or you end up with very, very terrible ones, a disquieting and disheartening result.When the stakes are high, players want to be sure they have the best odds. Sometimes, that can translate into an interesting urban legend.
The idea is that in order to have the highest chances of getting the best randomized attributes for a runeword, a player must complete the runeword in the most extreme areas of the game, namely Hell mode and usually in Act V. Some have argued that areas with high iLevels, such as the Worldstone Keep or various other dungeons in various acts (like the Pit in Act I), can affect runewords.
Just Click it One More Time...
http://www.diablofan...id=1528&thumb=1
It's "working as intended," they say. It's featured on the official Diablo III website. It's settled itself cozily between the chat and game list areas in Diablo II's GUI for nearly a decade. But what does it do?The lack of a known purpose has led to, among some, a religious fanaticism for a number of things:
- Getting the Perfect Gem Activated state improves gem drops.
- Getting the Perfect Gem Activated state improves chances of finding a Gem Shrine.
- Activating the Mooooo! state increases the number of Hell Bovines or the drops of monsters in the Secret Cow Level.
- Garners better drops from bosses when the Perfect Gem Activated state occurs.
Numerous Diablo fansites have done excellent studies of the chat gem, including statistical analysis of the various rumors when states are activated, and even to this day, questions and rumors abound. For more, see Chat Gem Through the Ages.
And those are just a few of the crazy ideas floating around teh internets and Battle.net. Have any interesting ones of your own? Do any of these seem plausible? Are they possible? As is the saying, there's a bit of truth in everything, even legends.
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edit - is it better if i have gem activated?
Cant you just simple go to wirt again after receiving another wirts leg?
Lmao, yeah I did that too. And some people would get HEATED if you opened one up in Baal's Chamber.
Impossible; chickens, camels, bats, ect are client-side only and therefor interaction with the latter will have no impact on gameplay as the server is not aware of such objects.
There is no correlation between the location of the portal and monster experience; the reason it's "No Name" is due to a bug caused by the portal being spawned on significant game boundary that exists between the town and the field (the portal is offset into an invalid region)
Utter fluff.
It does nothing, nada, zip. The affects of triggering the gem are contained purely within the gem's graphical display state and thus have no consequence on the game whatsoever.
Although I will continue to keep my eye out for any anomalies that may arise in relation to the gem
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In regards to MF, noone can really say for certain as even though we have a copy of the game server built into the client which is for the most part a carbon copy of those used on Battle.net, there's no way to know what differences there could be on the Battle.net versions (although it does provide insight to contraints).
So yes, all those wild claims for increasing your item chances cannot be proved one way or the other.
One thing is certain though; after 100% MF, significant diminishing returns kicks in.
Press butan, DDoS Matt.J
Even so, your MF would still be over 100%, right? While it may not be upwards of 400+%, it could still be 200%, etc. Do we have any way of calculating the correct MF percentage, with the diminishing returns instead of the hard percent values we see on the item stats?
EDIT: Actually, no, that's not the table I've seen before... Let me keep searching. It does explain the behaviour of diminishing return though, if someone doesn't understand it.
EDIT 2: I found the table, but it's in a PDF and I don't feel like uploading it. If you are really interested go here (it's in Spanish) and click "Magic Find (PDF)"... Scroll down like 4/5 of the PDF and you'll find the table I'm talking about, along with the formulae to build it. It's in Spanish but the words are almost the same. Magico=Magic, Raro=Rare, Set=Set, Unicos=Unique.
In the formulae it talks about "MF efectivo", what you called correct MF percentage, and "MF teorico", which you called hard percent values.
It also has some grossly done but interesting maths that explain why, even with infinte MF, not every item will be Unique.
Hope it helps
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