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Category:Item Generation

4,351 bytes added, 22:26, 31 October 2006
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Higher level characters see more Exceptional and Elite items offered for sale.
: ''Exceptional: (<100*(Ilvl-Qlvl)/2>+1)/100 %: Elite: (<100*(Ilvl-Qlvl)/4>+1)/100 %''
Which works out to about:
: ''Exceptional: (Ilvl-Qlvl)/2 %: Elite: (Ilvl-Qlvl)/4 %''
In this formula, Ilvl = (Clvl - 5 + Rnd<10>), Rnd<10> is 0 to 9. Qlvl is the level of the base item picked (that is of the exceptional/elite item we are checking to upgrade to).
<blockquote>To determine what the exceptional or elite item is the game looks up the corresponding code from the ubercode and ultracode columns in the appropriate files. Note that there are 2 typos that dectgap found in the weapons file. The first is they are caused by someone who accidentally wrote "7b7" (Champion Sword) instead of "7o7" (Ogre Axe), and "7fb" (Colossus Sword) instead of "7gd" (Colossus Blade). The first does not matter for store sales (but will in the gambling section) as the Bardiche is upgraded by the first method to Halberd in nightmare and a War Scythe in hell. The second though means that whenever a Great Sword would have been upgraded to an elite version you will get a Colossal Sword instead of a Colossus Blade. </blockquote>
 
=Gambling Item Generation=
 
Gambling items are reset each time you open the window, and they are set just for you, with their levels and affixes determined as soon as you open the window. Only the item types are sent to the client, not the mods. (This wasn't always the case, if you remember the packet sniffing gambling cheats from the past, when players could see which items were Unique or Set before gambling.)
 
Multiple players can gamble at the same time, but your display of items will not reset as long as another player has the window open. So if you are gambling at the same time as another player, you should try to gamble and close the window quickly, so they can do the same.
 
There is some randomness to the highest possible Alvl when you gamble. This works out to be your Clvl -5/+4. (Actually: Clvl -5+Rnd[10] for the gamble Ilvl of the item generated. "Rnd[10]" returns 10 numbers, 0-9. Which is a complicated way to say -5/+4)
 
For example if you are Clvl 60, your potential maximum level affixes will be 56-65, randomly selected. So if you really want an affix that's lvl 62, you will only get it available 40% of the time. There is no way to know what level bonus or penalty you have on a given gamble, so if you really want to be sure you have the chance at a particular level affix, you need to be at least 4 levels over it. To always have a chance at gambling +2 skills on amulets, you must be Clvl 94, for example. (Note that this means you might get that affix, since you are at least high enough level to get it. There are dozens and dozens of possible prefixes and suffixes on most items, just because your effective Alvl on a particular gamble is 91 doesn't mean you'll get any +2 to skills, which is Alvl 90.)
 
Items you see to gamble have minimum Clvl requirements to become available to gamble on. A list can be seen here. These are fixed numbers, the -5/+4 only applies to the affixes on items you gamble.
 
The items you see to gamble on are randomly-generated, with a few bugs. One well known one is that you get fewer boots than you should at higher levels, since boots are checked last in the item selection sequence and often there aren't any spots left by then. You always see a ring and amulet to gamble.
 
All gambled items can generate as Exceptional or Elite, though they always show as normal in the window, only going to Excep or Elite once you gamble them. The higher your level the better your odds for this to happen.
 
To quote Ruvanal:
 
: ilvl = clvl - 5 + Rnd(10)
: if ( ilvl < 5 ) { ilvl = 5 }
: if ( ilvl > 99 ) { ilvl = 99 }
: where Rnd(10) is a random number from 0-9, with uniform distribution
 
: chance of exceptional = (100*(ilvl-qlvl)/2+1)/100 %
: chance of elite = (100*(ilvl-qlvl)/4+1)/100 % * ( 1-chance of exceptional )
: Where the qlvl in question is for the item to upgrade to. This means that you cannot get an exception upgrade unless the ilvl generated is equal or greater than the qlvl you are testing for.
 
Info from dectgap
 
This is what really happens when you are gambling:
 
'''1.''' The game checks for an item. Normal, exceptional or elite versions of the items are ignored (all items are counted seperatly). The only columns used in this step are "normcode", "ubercode" and "ultracode" (AK, AL and AM).
 
'''2.''' When an item is picked, the game find its entry in the "name" column. For example, if a Hatchet is picked, the game looks at row 95.
 
'''3.''' The game uses the "normcode" used for this item, and this is the item showed in the gambling screen (this is normally a normal item, but you could enter the code for an elite item here if you'd like to).
 
There are some bugs:
 
All normal belts have elite boots as their ultracode.
 
{| width="35%"
! normcode
! ultracode
|-
| Sash
| Wrymhide Boots
|-
| Heavy Belt
| Mirrored Boots
|-
| Belt
| Boneweave Boots
|-
|Plated Belt
| Myrmidon Greaves
|}
 
 
And these are the weapons with odd ultracodes:
 
{| width="35%"
! normcode
! ultracode
|-
| Bardiche
| Champion Sword
|-
| Great Sword
| Colossus Sword
|}
 
 
This doesn't mean you'll get elite boots if you gamble a belt and it goes elite. This means you'll just never get elite versions of any of these "Normcode" items from gambling, just normal or exceptional of that item type. So give up on light belts if you are trying for a VampireFang. [Top]
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