[1.07] Drops Thread

Manny

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A few months ago I forwarded my 1.05b Baba to 1.07 and made him a crafting junkie. @fearedbliss and I ran Act 1 normal for an evening on TCP/IP and I made it to level 8. Well after some research on 1.07 crafting I learned that level 8 happens to be the best level when striving to craft bugged MPK rings...

So that being said...without further ado... 🥁🥁

I finally rolled my first bugged MPK ring and it's friggen perfect! o_O

Very stoked to say the least! This should help tremendously with leveling my 1.07 Sorc, Eve 😎
 

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My son, congratulations. That looks beautiful. Lol at the screenshot advertisement. Good looks.

Yea from what I remember level 8 sounds right. Don't forget that 1.07 you can use any gem for crafting. They don't need to be perfect.
 
My son, congratulations. That looks beautiful. Lol at the screenshot advertisement. Good looks.

Yea from what I remember level 8 sounds right. Don't forget that 1.07 you can use any gem for crafting. They don't need to be perfect.
Thank you my bro! And no doubt -- gotta rep the forum lol 😅 😌

Even though I'm progressing at a snail's pace ~ I'm loving 1.07 so far. 😁
 
A few months ago I forwarded my 1.05b Baba to 1.07 and made him a crafting junkie. @fearedbliss and I ran Act 1 normal for an evening on TCP/IP and I made it to level 8. Well after some research on 1.07 crafting I learned that level 8 happens to be the best level when striving to craft bugged MPK rings...

So that being said...without further ado... 🥁🥁

I finally rolled my first bugged MPK ring and it's friggen perfect! o_O

Very stoked to say the least! This should help tremendously with leveling my 1.07 Sorc, Eve 😎
Holy cow! I grinded forever and got a 21 and was satisfied. But now maybe I need to return to 1.07...
 
Holy cow! I grinded forever and got a 21 and was satisfied. But now maybe I need to return to 1.07...
lmao ~ you should def return to 1.07! It's full of amazing stuff. And come back here often to share your treasures. ^ ^
 
Since this is the closest thing we have to a general 1.07 thread figured I'd post it here. It was recently discovered on PK that Anya's class item quest reward is tied to player level, but only in multiplayer. If you receive her reward in single player, you will get a normal, exceptional, or elite item with difficulty respectively. If you receive it in a multiplayer game (such as LAN), it will check the character's level, and require them to be at least 45 for exceptional and 65 for elite, giving the highest the player meets. Now they obviously did this to prevent forge-like rushing to get free elite rares off her, though ironically rares suck anyway.

But why is this important... well one aspect of playing 1.07 is that certain base items cannot drop due to incomplete TC, cannot be racked, gambled, or bought. Some examples are certain elite sorceress orbs and amazon bows. Anya however, *can* give these as her quest reward, which means it becomes a source to get a Grand Matron Bow for crafting. And since crafting works with any quality, you only have to do this once, then you can craft with your hard earned base indefinitely. A blood craft GMB with 3 open sockets could easily beat out a windforce.

Anyway, this explains why years ago when I rushed 7 amazons to hell multiple times, I never received the right bases, and got frustrated and cheated to get it lol! But now the info is there, make sure you rush the characters, then exit the game and collect your reward in SINGLE player, so you will get the elite base.
 
Its these kinds of posts that I love! There is always something new to learn about Diablo II — it’s just incredible. Thanks @galaxyhaxz

Ok so just so Im clear…

If I am at least level 65 before killing Hell Andy for the first time, and I’m also on LAN, she then has the ability to drop a GMB, right?

But is that only on the first kill with that character? Or will she then always have the potential to drop elite bases?

Pardon the ignorance — the Andy quest bug has never been something I really utilized— mostly because I quit shortly after 1.10 “back in the day” (unless I’m mistaken that bug didn’t exist in previous versions)

Thank you!
 
I think you read my post wrong :D The quirk is about Anya (woman in Act 5 that Nihlathak imprisons) and the item she gives you upon rescuing her. You need to be at least level 65 when you talk to her and receive it to be an elite item in multiplayer, however, say you rush a bunch of characters and have level 1s, you can exit after the rusher completes the quest without talking to Anya, then in a single player game, individually collect the reward as it will give you an elite item regardless of character level. This is very useful for rushing characters to get elite class items for craft bases, such as GMB, Dimensional Shard, Mat javs, etc. although outside those most can easily be shopped instead.

Also another discovery I should mention. This was found over at purediablo. So act bosses have incorrectly set their drops so they drop from their normal TC on nightmare/hell. There is a bug with Duriel however, where if you leave after spawning him, then go far away and come back ~10 seconds later, his boss-status flag is wiped so he is internally treated as a normal monster, and thus drops from his normal-type TC. This TC IS correct, meaning he can drop hell-level items with this trick. Sadly it's not much use anyway in 1.07 because the TC is still capped beneath most elite uniques, but in 1.08 he might be a semi viable target.
 
Lol @galaxyhaxz trying really hard to make sure I never go back to 1.08.

This is cool though, it's crazy that all these mistakes, bugs, and coincidences ended up with some ways opening up to target solutions. Not all roads have a solution unfortunately but we've been blessed with a few workarounds that end up supporting the patch experience in interesting and unique ways.

@Manny lol at Anya -> Andy ;D
 
@galaxyhaxz Oh gosh lol — I totally did read that as Andy 😅

Thank you for clarifying! This all makes a lot more sense now 😂

I’m definitely going to be doing this! A blood craft that rivals WF would be super dope. 🏹

@fearedbliss 1.07 ftw 🙌
 
Since this is more or less the general 1.07 thread for TMC, I figured I'd post it here to not derail other threads. So 1.07 is objectively the best patch to find a Zod in pre 1.10. Why? Due to a typo, they put 32,770 in the drop chance instead of 132,770, making Zod *significantly* easier to find than it should have been. This was corrected in 1.08 and made even worse on top of that. 1.07 also has better Zod odds than 1.10-1.12 because of this. (EDIT: it's also possible they deliberately took off the 1 to make it more likely someone would find it during the beta test)

So why would I want a pre 1.10 Zod? Why does it matter? Well if we are talking about playing completely legit, no mods and only using vanilla patches, there is a bug you can exploit. Prior to 1.10, Indestructible as a modifier worked by setting an item's durability to 0, as does a Zod rune. 1.10 added a recipe to remove sockets from an item, but changed indestructible to work as an affix. However, if you Zod an item in 1.07-1.09, bring it forward to 1.10, then use the un-socket recipe, it *stays* indestructible while having open sockets, allowing you for ultimate ethereal runeword bases.

Anyway... as I mentioned in the other thread, 1.09 only has one Zod pattern from a chest, 1.08 has none. 1.07 however has several, but they all require party members in game. The technique to find a Zod most efficiently would be to run normal chests in act 5, as the truncated seed to 65,000 (nearly all chests/poppables in act 5 are truncated) means you get quite a few chest per run.

So basically:
- Make a TCP/IP game with exactly 6 people and ensure they are all partied.
- Park everyone in the same area (IIRC distance does not matter unlike 1.10+, they just have to be in the same named area i.e. Frigid Highlands).
- With a Sorceress, run though and pop every single chest/barrel/etc.
- Once you clear the area, TP to next area and move mules over
- Do the entire Act 5 as all chests are affected

Using this method, you should be able to pull off an entire act clear in a couple of minutes (remember we're just teleporting and not killing anything, and act 5 is much easier/barren pre 1.10), so assuming you average 150 chests per run, and manage 5 minutes per run at 2 hours of gameplay a day:

65,536 / 150 = 436 * 5 / (60 * 2) = 18 days

In other words, if you really really *grind* out this trick, you could likely get a Zod every 1-2 weeks. It hit me earlier today that this is the only viable way to get a Zod pre 1.10 (in 1.10+ you can do hellforge and cube up).
 
One thing to note (cause you mentioned this doesn't work with players command), so the thing is the funny thing is that there "party experience bonus" thing was introduced in 1.07 as is listed in the patch notes, and what's funny about it is that when I was implementing the players command across multiple versions, 1.00-1.06b, 1.08-1.09d all have 2 references where the players command hook needs to go (or better worded, there are two references where "get_player_count()" is called. In 1.07 there are three references. Normally one reference is called for the HP, Exp logic, and the other is called on monster kill (Chests aren't affected by player count, at least in prelod). In 1.07 there are three references.. when I was reverse engineering what that third call was for since originally I couldn't get it to hit my breakpoint, I opened up a TCP/IP game and then started experimenting, and yea.. that third call is called only during party play. Due to this, I made sure not to implement the players command for that code path since that may have allowed people to get even more experience than what is possible with a normal unpartied player command. I'm wondering if that party exp bonus code path also has the effect that you are mentioning above regarding p6 behavior for chests.
 
Yeah that's one mistake I made many years ago when I did my players command mod for 1.07, I simply patched the TC to work like 1.08/1.09 so that drops are affected by the virtual player count and not just partied members, but I wasn't aware of that at the time.

So I took the time to mess around with this today just to verify that the seed specified by the program spits out a Zod run ( I tested in game by hooking and setting the chest to have that given seed). At first I was getting the wrong thing because magic find affects it, and my character had some. So as it turns out, regular chests in act 5 might end up being the best in *all* patches for high runes using this technique, because in other acts only super chests are truncated, but in act 5 pretty much everything except urns are truncated.

This essentially means you can iterate over every possible player count/magic find value and see which one contains the most patterns of the rune you're after. Sadly, this program (D2PG) has no source available, so it would be tedious to punch in hundreds of values to check them all, it would need to be automated. However, testing a few, I found that 777% MF (lol, lucky number) has TWO Zod patterns, though one is only from a locked chest. If any of those given MF values give 2 regular Zod patterns, it now effectively means you can limit the scope of a Zod drop to just 1:32,000. This is big, I mean *really* big, we're talking scoring a Zod every few days at this point.

I will say it does sort of feel cheesy doing this however, as you're not supposed to know this stuff, everything is supposed to be purely random. However, because chests are so broken in the first place, it would also be unfair for someone to spend god knows how many months grinding just for the truncation bug to result in no items at all. So do with this what you will.

This also has the potential to surpass Lower Kurast in 1.10-1.13, as act 5 has far more chests and they can give you those much needed Jahs. It might also be a way to get a Zod in 1.09 finally (given the right MF) if you prefer to avoid the 1.07-beta-smelling patch.
 
@galaxyhaxz Thanks for this info! So what are some of the best items/use cases for this Zod exploit?
 
Weapons in particular can benefit, in 1.07/1.08 they roll +50% max ED as a modifier, then when forwarded to 1.09+ they also gain the 50% passive ethereal bonus. For runewords especially this means having an indestructible base that gains two ethereal bonuses, allowing you to make any runeword you want regardless if it has the indestructible property. It can also be useful to make an ethereal superior enigma or other runeword in an elite chest plate which would be really expensive to repair. JMOD is another one, although really difficult to find and requires at least 1.09, but an eth version would lower the strength requirement while also increasing defense, this is super handy for certain Zon builds. It could also be used on an eth 1.07/1.08 Valk wing, to lower the strength for a PvP sin/zon build.

Oh and also the legendary cruel colossus blade of quickness from 1.09... with several open sockets. imagine if it had a double ethereal bonuses and was indestructible!

Then if you actually want to stay in the older patches, it's just nice being able to have a viable way to find these runes. Jah rune is crazy OP in 1.07 but pretty much unfindable without this exploit, since it's so rare you're talking years of gameplay multiple hours a day. You can make crazy crafts in 1.07 and then forward them to 1.09 for eternity where they will be super OP.
 
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