[1.09b Final Edition (Mod)] Drops Thread

A place to discuss Diablo II mods and porting them to Cactus.
Gentle Wookiee
Zombie
Posts: 28
Joined: Sat Sep 17, 2022 10:13 am

Re: [1.09b] Drops Thread

Post by Gentle Wookiee »

Dang Manny you're getting some ridiculous drops...I dream of finding the Windy but I can only hope. I did find a Vex a while back from bremm or one of his minions while MFing Meph. Just need to find myself an Ist so I can make silence in something. I'll just keep grinding Pindle, I have 526% mf on switch (406% with buriza).
Manny
Claw Viper
Posts: 199
Joined: Sun Mar 06, 2022 10:19 am

Re: [1.09b] Drops Thread

Post by Manny »

Gentle Wookiee wrote: Sat Sep 17, 2022 5:08 pm Dang Manny you're getting some ridiculous drops...I dream of finding the Windy but I can only hope. I did find a Vex a while back from bremm or one of his minions while MFing Meph. Just need to find myself an Ist so I can make silence in something. I'll just keep grinding Pindle, I have 526% mf on switch (406% with buriza).
Yeah, Windforce was also a dream of mine, and I am still in disbelief that I actually have it! But just keep grinding man. I've been smashing Pindle hard since about May, and these past few weeks it's like he's said, oh what the hell... :lol:

And I don't have much more MF than you do, even on switch, so that's impressive. I think what's helped me the most is rolling a Sorc for my Boss running. I rocked Rhyme Shield & Gull dagger on switch for a long time before I found my first IST. Now I have my Pindle runs down to an average of 20~25 seconds with her, and I kept rolling my Hell map until I found a godly Mephisto one. I was telling Bliss about it the other night. All I need is one max range teleport from the waypoint to get to the door of Durance of Hate Level 3. And Static Field in 1.09 is a BEAST. At 110+ FCR I get Mephisto down to a sliver in mere seconds, and then melt him with Fire Wall. It's quite fun actually, lol.
ST369
Fallen
Posts: 11
Joined: Mon Sep 05, 2022 1:07 am

Re: [1.09b] Drops Thread

Post by ST369 »

Image
Image
Tornadoes go brrr ;)
fearedbliss
Site Admin
Posts: 431
Joined: Sun Dec 19, 2021 11:23 am

[1.09b Final Edition (Mod)] Drops Thread

Post by fearedbliss »

I'm creating this "1.09b Final Edition (Mod)" to have a place for players that are playing this modded version of the game to have a place to post in. Please note, that the "1.09b Drops Thread" is for Vanilla (+ Singling) version of the game only. This helps avoid confusion for new players when looking at item possibilities and deciding which versions they want to play.

I've moved 1.09b final edition posts to this thread. The timestamps aren't modified so it is displaying in the order you currently see (with this message being the newest).
Manny
Claw Viper
Posts: 199
Joined: Sun Mar 06, 2022 10:19 am

Re: [1.09b] Drops Thread

Post by Manny »

ST369 wrote: Mon Sep 19, 2022 3:47 pm Tornadoes go brrr ;)
Hey nice Druid! And Spectral Shard is no joke. 50% FCR is sexy.

@fearedbliss thanks for splitting these 1.09 threads up :D
galaxyhaxz
Fallen
Posts: 12
Joined: Mon Apr 25, 2022 5:45 am

Re: [1.09b Final Edition (Mod)] Drops Thread

Post by galaxyhaxz »

Hey guys! Haven't posted in awhile. I saw a mention about the 1.09f mod I made years ago. A few things you should be aware of...

The mod was created purely to my own personal tastes. I reverted the specific items I liked in 1.08 to their prior stats so they could drop in a patch with proper MF. I also removed all sorts of nerfs that make the game way easier than it already is, like removing TC90 which makes WF much easier to get. I believe I also adjusted the rune table to make them all drop about equally, because I considered runes useless there due to the lack of runewords and the highest runes never dropping, making them pointless trophy items.

Overall it was an experiment I made when I was quite young and there may be poorly done code edits that could crash the game. You can use it at your own risk but I personally wouldn't advise it, the game was already too easy and the mod just breaks it even more. That said I wouldn't advise playing 1.08 for the godly uniques either, because I ran a bot against Snapchip and it took over a month of 24/7 runs to get one.

Just play 1.07 for the crafts and bring them to 1.08 for the few items there and top it off with vanilla 1.09. It's more fun that way (:

@Manny @fearedbliss
fearedbliss
Site Admin
Posts: 431
Joined: Sun Dec 19, 2021 11:23 am

Re: [1.09b Final Edition (Mod)] Drops Thread

Post by fearedbliss »

@galaxyhaxz Nice to hear from you galaxy <3! As long as you had fun (and learned a lot) while you were making your mod, that's all that matters.

Lol @ "running bot against snapchip". That's true automated (integration?) testing?

Code: Select all

let drop_probability : f64 = diablo.get_probability_for(Items.Valor, Version.108, Monster.Snapchip);
let mut current_probability : f64 = 0.0;
let mut actual_probability : f64;
let mut current_run : u64 = 0;
let monsters_to_kill : Vec<String> = vec!["Snapchip"]; 

loop {
	current_run += 1;
	current_run_item_drops = diablo.create_and_kill(&monsters_to_kill);
	
	for item in &current_run_item_drops {
	    if item == items.Valor {
	        actual_probability = 1 as f64 / current_run as f64;
	        break;
	}
}

assert_eq!(actual_probability, drop_probability);
Don't try to run that though ;D.
Manny
Claw Viper
Posts: 199
Joined: Sun Mar 06, 2022 10:19 am

Re: [1.09b Final Edition (Mod)] Drops Thread

Post by Manny »

@galaxyhaxz Whats up Galaxy!! It's nice to see you post. And I am glad you mentioned this, since after snagging the 1.08 Windforce, I've been back to mostly playing vanilla 1.09(b). One of the main reasons is I just can't get used to guided arrow NOT piercing, lol. In my mind it's how it's supposed to work and anything different just feels wrong. Another thing i've noticed is the game itself seems a lot less stable when running final edition. While it's never completely crashed on me, often when tabbing back into the game, everything studders for a while and I have to give it a minute to sort itself out. No such thing occurs however with Vanilla 1.09 + Singling. Anyways, I still appreciate you experimenting with & releasing the mod, for it allowed for me to snag a couple of VERY nice 1.08 uniques. Don't be a stranger. :D
galaxyhaxz
Fallen
Posts: 12
Joined: Mon Apr 25, 2022 5:45 am

Re: [1.09b Final Edition (Mod)] Drops Thread

Post by galaxyhaxz »

@fearedbliss The bot I wrote was super bad, it wasn't actually a bot but a macro that ran in a program and at the precise time snapchip died would search the screen for gold pixels and pause. It was fun waking up at night to a false alarm lol :D

Edit: oh, and in the month I ran the bot I got one Mal and one Pul rune. That's how rare they are -.-

@Manny I won't deny the mod is fun to play, it lets you actually obtain the near impossible to get stuff in a reasonable amount of time, and without casting delays and better gambling you get some pre-LOD action. However, it is more exciting seeing those uniques drop from rack running, because once they do, it feels like crazy trick you did to game the system, but it's legit and was possible on battle.net even :P

Edit 2: regarding the lag Manny, it's probably the hyperjoin fix. Similar to the CPU fix, hyperjoin pre 1.10 seems to cause desync in TCP/IP games, but works fine post 1.10
fearedbliss
Site Admin
Posts: 431
Joined: Sun Dec 19, 2021 11:23 am

Re: [1.09b Final Edition (Mod)] Drops Thread

Post by fearedbliss »

@galaxyhaxz Lol at the false alarm stuff. The macro thing reminds me of Auto It ;).

Re: Hyperjoin, I don't think that's the case. Singling has had Hyperjoin from the very beginning and never had any issues with it.
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