![]() The ilvl of the item has to at least meet the qlvl of the unique/set for it to generate as such, and the ilvl is generally determined by the level of the drop source (e.g. While this is true for white/gray base item types and magic/rare items based on them, many unique/set items have a qlvl considerably higher than the TC they're in. You'd think your best bet for getting an item from a certain TC is to focus on sources that drop from that TC and not higher ones (but nothing is ever that simple right?). We've established that the higher the starting TC of the drop source the more TCs it has to roll out of to get down to TC 3. Also, weapons have twice the chance to drop that armor does, which explains why you see Crushflange more than Bfist although they're both TC9 and qlvl12.) This is further complicated by the fact that there are weaponTCs and armorTCs, and sometimes bosses (and other sources?) have just one of these on the higher or lower end of their TC list (e.g. (I'm also not positive that every drop source has access to every single TC below it, but I believe this is the case. So getting a TC 3 item from a TC 87 source is like getting the same roll (failing to roll drop or NoDrop) 28 times in a row! (I believe this is further skewed by an increasingly small fail chance as you go down the TCs, but I don't know how that works or if I'm just misunderstanding something I read.) It's like consecutively rolling, for example, a 1 on a 6-sided die, and there are 29 TCs. This continues on to lower and lower TCs if the RNG keeps failing to roll NoDrop or drop.Ĭlearly, it's extremely unlikely to reach lower TCs if you start with a high-TC drop source. If it doesn't roll either of those it moves down to the next lower TC and checks again for drop or NoDrop. For each pick, the game checks the TC assigned to that drop source for either NoDrop or a drop from that TC it stops if it rolls either of those. If a monster's level is higher than its normally assigned TC (like a champion or unique) the game will bump it up to the next TC that's equal to or less than its mlvl.Įach drop source has a set number of picks (possible drops). ![]() For normal monsters in NM and Hell it's based on mlvl (alvl +2 for champs and +3 for uniques), for superuniques/bosses it's defined on an individual basis in the game file, and for chests/objects it's based on the current act and difficulty. The first part was well-answered by youbetterdont.Īs for the second part, "if I'm in a 28 area level, does it mean any items lower than 28 can drop as well? Like from TC 3?":Įach monster/chest/object (drop source) is assigned TCs. ![]() ![]() Posting about torrents or anything related to piracy is forbidden and will result in a permanent ban.Late to this post, but I feel the second part of this question never got a solid answer. We urge you to buy a legit copy of the game. We have no affiliation with Blizzard or Grinding Gear Games. We hope you join our community and enjoy yourself on the server! These modifications combine the best ideas from both Diablo II and Path of Exile, two of the best ARPGs in existence. The end game has also been revamped so that more areas are worth exploring, allowing you to experience more varied content. The skill tree has been rebalanced so that skills that are underpowered and rarely used are now viable, allowing you to create many more builds than before. This Diablo II community server has one main goal: Increase build diversity and replayability with as little changes to the original experience as possible. play now wiki FAQ Trade Chat How to Install Rules Build Guides Fixes for D2 Errors Patch Notes Feedback / Report Discord Glide3DFX Submit a new post: TEXT LINK All Welcome to /r/pathofdiablo
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