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Roy
My level 18s > yours
Joined: 14 Oct 2005 Posts: 5750
223.30 Silvarrr
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Posted: Wed May 30, 2007 11:04 am Post subject:
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krajee wrote: | Jerkazoid wrote: | it was described as only possible when the game tries to spawn a duplicate staff mod.
the pool of normally restricted, (such as WW helms) unlocks in this case.
but if anyone proves a single mod +HS scpeter spawn post 1.09, that theory would be sacked i suppose | I've found several barb helms with +"non leap combat skills" and nothing else. |
I could have sworn that I found a +3 Concentrate helm with no other staffmods as well. But I gave it to Shade a LONG time ago, so I can't confirm. I figured it just had a minor secondary skill that I disregarded.
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breakbeatz2 wrote: | 2-15 isnt possible on level 18 jewels. He must mean 2 x 15 maxers |
yarly
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Jerkazoid
Joined: 06 Feb 2004 Posts: 2902 BNet Acct/Realm: wscl
4.86 Silvarrr
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Posted: Wed May 30, 2007 4:40 pm Post subject:
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meitou wrote: | Jerkazoid wrote: | when the game tries to spawn a duplicate staff mod.
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What does this mean? Examples? |
i remeber it being theorized that if the game rolled
skill "A",
then
skill "B"
then
skill "B" again... it said "B" again? NO
grab "random" and random could be something normally invalid such as ww. so i then assumed you could ONLY get invalid mods NON solo.
i get the info FROM people like hammerdin,, so obviously lets go from the source bc those guys actually read the code.
the issue he states, if the game rolls invalid mod 6 times, it will just pick the invalid mod. that seems to be what happens since krajee has an invalid mod solo. a duplicate mod roll must play no role
_________________ Magic missile doesn't kill people, wizards who cast magic missile kill people.
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FudGe
Joined: 04 May 2004 Posts: 4079 BNet Acct/Realm: *MaStEr_FuDgE, jacquesstrap on D2JSP
2.11 Silvarrr
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Posted: Wed May 30, 2007 5:23 pm Post subject:
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i've seen plain +1-3 ww helms, no other mods.
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meitou
Joined: 17 Feb 2004 Posts: 1661
4.11 Silvarrr
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Posted: Wed May 30, 2007 9:26 pm Post subject:
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Hmm I still don't quite get it. But hell it sounds awfully hard to spawn one!
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Inexorable
Joined: 22 Feb 2004 Posts: 1057 BNet Acct/Realm: TheSupplier, Cancerofdabowel
0.00 Silvarrr
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Posted: Fri Jun 01, 2007 8:18 am Post subject:
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Jerkazoid wrote: | it was described as only possible when the game tries to spawn a duplicate staff mod.
the pool of normally restricted, (such as WW helms) unlocks in this case.
but if anyone proves a single mod +HS scpeter spawn post 1.09, that theory would be sacked i suppose |
Jerky, I've shopped them on West L and dropped a +3 HS White War Scepter also on West L in the past(L meaning 1.10 and beyond)
Ask fuh if he still has that +3 HS White...
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Knarl wrote: | Inexorable beat LittleKnarl, 4-3. Grumble grumble. My poor smiter. |
Knarl wrote: | 4-3 for inexorable again in melee. 10 life...pssh. |
If you cannot take the heat....
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dainbramage
Joined: 05 Feb 2007 Posts: 138
2.65 Silvarrr
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Posted: Fri Jun 01, 2007 9:49 pm Post subject:
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Jerkazoid wrote: | the issue he states, if the game rolls invalid mod 6 times, it will just pick the invalid mod. that seems to be what happens since krajee has an invalid mod solo. a duplicate mod roll must play no role |
A duplicate mod is invalid, but plays no special role beyond being invalid.
Semi-on-topic, what happens if the 6th attempt is a duplicate? I've never seen +4-6 staffmod on an item (or potentially up to a +9 staffmod, if all three roll the same duplicate on the 6th attempt). As such, I'd assume that the level a staffmod can be at is capped at 3.
For the record, skills deemed 'melee' are done so to avoid the good old poison dagger staffmod wand. It just happened to carry over to a ton of other things, such as most barbarian combat skills and holy shield.
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st-hearts
Joined: 22 May 2006 Posts: 118
0.00 Silvarrr
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Posted: Sat Jun 02, 2007 9:16 am Post subject:
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dainbramage wrote: |
Semi-on-topic, what happens if the 6th attempt is a duplicate? I've never seen +4-6 staffmod on an item (or potentially up to a +9 staffmod, if all three roll the same duplicate on the 6th attempt). As such, I'd assume that the level a staffmod can be at is capped at 3.
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st-hearts wrote: | I think if a valid skill is selected, it goes into the selected skills list and the game simply tries again to pick a valid mod (if it lands on that same valid skill picked first). Also, selecting a double invalid (i.e. picking WW twice) could either generate a +4 - +6 helm (unlikely) or overwrite the first WW pick (more likely). This is possible because the invalid skill is not put into the selected skills list. |
I'd assume as we've never seen a +4 - +6 helm that it simply replaces the first pick.
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Weaj
LLD101 Staff
Joined: 20 Mar 2006 Posts: 1255 BNet Acct/Realm: US East Ladder & NL *Weaj *Weaj. ~~~~~~~~~~~~~~~~~~
39.43 Silvarrr
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Posted: Sun Jun 03, 2007 1:40 pm Post subject:
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I just shopped this in classic 2 minutes ago.
http://i17.tinypic.com/4vim2rb.jpg
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