Generally speaking, so far as I remember it all correctly:Knappogue wrote: 7 months agoNo. It scans for all item identifiers, regardless of their location. IIRC this ONLY works when making runewords. This is due to how runewords are made. Making one is effectively creating a entirely new item, for bnet servers, and destroying the components in the same process. Rolling a runeword adds attributes that are not found in the pieces. That exact action is done in a different process than socketing 2 Bers in a COA, for example. If you had two duped Bers in your COA, and bnet did their scan. The Bers would poof because a new unique identifier was not created when socketing those runes. Adding 2 Bers to the COA did not create a new item in the eyes of bnet servers, and their existing identifiers were not destroyed.TheDoo wrote: 7 months ago Ah got it... So you are saying that their duplicate detecting system/tool only searches/scans for whole items and not each component they are made of?
Back when duping first became a real, wide spread problem, Blizz introduced the concept of unique item IDs to prevent dupes. Essentially, some items got a new hidden ID attached to them that should be unique within the entire game for only that one particular item. The idea being that if you have 2 items with the same such ID, they would then be considered dupes of one another. "Some items" in this case refers to most things anyone would care to dupe but so far as I recall not things like gold or TP scrolls or the like.
How exactly dupes were handled once identified also went through some iterations and people (read: mainly aholes who still traded their fresh dupes to unknowing buyers) soon figured out just when and how to leave a game so that they're not the ones to lose their item but the other side is as it was essentially a "poof for one on leaving [and/or entering]". Supposedly, with D2:R that has been expanded with a full regular DB scan that just poofs every dupe for everyone every so often though I still consider that hearsay tbh. Never found any true confirmation of it. Would've been a logical (and way overdue) addition though.
Obviously, after item IDs were added, folks also very quickly started figuring out which items are affected, what normal process changes IDs and what abnormal processes do the same in order to protect dupes. This is why folks then largely stuck to duping runes and bases, rather than runewords as creating a runeword would tack on a new ID and hence turn your duped materials into a fresh, legit runeword that wouldn't poof. The same was true when cubing runes to the next higher ones (i.e. dupe Sur to turn into bers, rather than duping bers directly). And the same was true for some other actions/processes, intended and unintended alike.
Mind you, the vast majority of all of this was 20+ years ago so take the above with a grain of salt on the details...Memory being hazy and this being the part of D2 history I'd kind of prefer to forget about and all that.
Moral of the story:
These days, you shouldn't normally have to worry about accidentally trading for dupes. But if you really, truly are worried about it..just don't trade for runewords, trade for the materials instead and then use said materials asap, ideally still within the same game.
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