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2

Description


4

Upped/Ethereal Value(s)

If Ethereal:
1H Damage: 7-16
NB These are the perfect values possible for a level 99 character.
4

Max sockets by iLvl

Max sockets iLvl 1-25: 2
Max sockets iLvl 26-40: 2
Max sockets iLvl 41+: 2
This item's qLvl of 26 is higher than these iLvl ranges. Therefore it'll never spawn within the marked iLvl ranges, unless cubed to iLvl 1.

The relationships between iLvl, qLvl, and aLvl are explained here.
5

Can be used to make Runewords:

Strength
White
Wind
3

On the trade market

Active trades (latest 20, 3h cache):

3

Prices and Demand

Sales volume (last 6 mths, 1d cache):

1762
Grim Wand

Sold for: (last 10, 3d lag, 1d cache)

1 Pul    3 months ago
1 Lum  
 4 months ago

7
User avatar

TeeblingAdmin

Europe PC
7
User avatar

UdyretModerator

PC
Staffmods by Eywa
Relevant id list, as per Skills.txt
66 nec
Amplify Damage

67 nec
Teeth

68 nec
Bone Armor

69 nec
Skeleton Mastery

70 nec
Raise Skeleton

71 nec
Dim Vision

72 nec
Weaken

73 nec
Poison Dagger

74 nec
Corpse Explosion

75 nec
Clay Golem

76 nec
Iron Maiden

77 nec
Terror

78 nec
Bone Wall

79 nec
Golem Mastery

80 nec Raise
Skeletal Mage

81 nec
Confuse

82 nec
Life Tap

83 nec
Poison Explosion

84 nec
Bone Spear

85 nec BloodGolem
86 nec
Attract

87 nec
Decrepify

88 nec
Bone Prison

89 nec
Summon Resist

90 nec IronGolem
91 nec
Lower Resist

92 nec
Poison Nova

93 nec
Bone Spirit

94 nec FireGolem
95 nec
Revive

1) The game chooses how many skills (staffmods) to add, based on a random roll, rnd[100] (returns a random integer, 0-99).
  • If 90 or higher (10 %): 3 staffmods
  • If 70 or higher (20 %): 2 staffmods
  • If 30 or higher (40 %): 1 staffmod
  • Below 30 (30 %): no staffmods
2) Next, it selects the skill id (tier), starting at a certain value depending on ilvl:
  • ilvl 1-11: ID 1
  • ilvl 12-18: ID 2
  • ilvl 19-24: ID 3
  • ilvl 25-36: ID 4
  • ilvl 37+: ID 5
This becomes a base (static value) for all the skill ids on that item. Then it has a chance to be modified (this is done in turn for each staffmod).
  • 20% chance of +1
  • 50% chance to stay unmodified
  • 20% chance of -1
  • 10% chance of -2
Starting at each of the base values 1-5, the possible tier spread combinations are then 1-2 (1), 1-3 (2), 1-4 (3), 2-5 (4), and 3-6 (5). In other words, staffmods must fall within a block of 4 adjacent tiers (rows in the skill trees).

SM and RS are tier 1, whereas RSM is tier 3 (reqlvl 12), so we must restrict ourselves to a starting tier of 2 (ilvl 12-18) or 3 (ilvl 19-24) for all three skills to spawn.

If the item is low quality, then the skill id as of now is capped at 4. Then the final id is chosen from the following formula, with skill_adder being the skill id so far (modified or unmodified as above), and base_id is the starting id for the character class, viz, 66 for Necromancer skills.
  • id = skill_adder + (base_id + 4 * skill_adder) - 5 + rnd[5]
Which may be simplified to: id = 66 + 5 * (skill_adder - 1) + rnd[5]. Since id = 69, 70, 80 are the desired ids, we need skill_adder = 1 on two of three id rolls (to get RS, SM) and skill_adder = 3 to get RSM.

3) Finally, the skill bonus (+1-3) is chosen, again based on a random roll, rnd[100] (returns a random integer, 0-99).
  • If 90 or higher (10 %): +3
  • If 60 or higher (30 %): +2
  • Below 60 (60 %): +1
This is done in turn for each staffmod chosen.
9

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