Saturday, April 21, 2012

Trying to redeem respecs from earlier difficulties, but...

It's not working.

I have a sorc who I got up through Act 1 Hell in 1.12 before upgrading to 1.13. Single Player, by the way, if that makes a difference. Well, now I'd like to use one of her older difficulty's respecs, but when I go back to either Normal or Nightmare respecing isn't on the list of Akara functions. Even more strangely, when I went to the Den of Evil, thinking if I cleared it out again that might help, I noticed that the area is called The Cave, despite clearly being in the Blood Moor.

Anyone know what the deal is here?|||It looks to be working correctly:

[blue=http://forums.battle.net/thread.html?topicId=21730644778&sid=3000]Specific changes/improvements

- Respecialization is now possible! Completing the 'Den of Evil' quest will now additionally reward 1 free respec which can be saved. Players who have already completed this quest should receive 1 free respec in Hell difficulty. [/blue]

The Den of Evil is always called The Cave when the creator of the game has already completed the quest, and it has for at least the last several patches.|||Ah, bummer. I thought I would get one free re-spec per difficulty, but perhaps that was not the intent of that wording. Thanks.

Update Released

Well mine just updated to 1.13

Tried to copy and paste the full details but wouldn't let me highlight them.

Most important though is some items now have orange names (items need for uber trist like keys included) and increased chance of HR drop.

Or maybe not? Corner of my D2 main page still says 1.12 :/

Odd...|||AFAIK, it's not 1.13 yet...there's nothing on the Battle.net forums or news pages.

Did you click on the PTR?|||Nope, I switched from west to east and it updated.

Temp bans get extended...?

when I mule after 20 hell baal games, i use to switch chars a lot and today i wasn't careful and got temp banned because i did it too fast...anyway the thing is,i've been reading topics on this site for weeks and the answer i see the most around is:when you log in after a temp ban,it will reset the ban time or extend it...but where did those conclusions come from? I really would like to know for sure if logging in does that or just nothing,cause i try to log to know if I can play again and not wait a whole 12 hours when it actually was a 1-2 hour ban...

also,with my actual router i can't refresh my IP just by rebooting it,i have to wait the ban to finish...i tried a lot of stuff to solve it but i didn't do anything new

thanks in advance|||If you have had a temp ban once or more that week, i think it will be a extended one.

Also, run DiaBaal games, they give approx the same XP (debatable) and they last longer so you will have less chances to face the temp ban. Also, i think that if you try log in after temp ban, the first 3 have no effect but after that, it gets extended.

Finally, don't rush while muling, i keep a 3mins as the least time the character is in the game.

Ps. Try logging every 1 and half hours after the ban, if after the second (3 hours after tban) you still can't log in, wait 9 more hours.|||Temp bans are annoying just because it took the people who program the bots all of 2 minutes to edit their scripts just beyond the amount of time that would get them temp banned. Where as I, the honest Dkey runner who knows the maps and does the runs in ~45 sec-1.5 min (if tomb vipers) normally gets banned.|||ah, so it takes 3 of those tries to have it extended...now it's clearer...but when you say to wait that much time...does it mean that the 5-10 mins bans are no more and that now they are at least 1 hour almost every time a ban occurs? because it almost always takes near 1 to 12 hours to unlock the IP from ban whenever I get it,very rarely there has been less than a hour to wait

thank you for replying to my interrogation|||For me I try at 10 minutes and then if it doesn't work then, I try again at 30-45 minutes (normally get distracted waiting so it's more like 45) and it generally works then.

Diablo errors at "random" times

At random times, Diablo II will freeze, I'll have to Ctrl+Alt+Del to get out, and it'll say that there is an error and exiting the error will close Diablo. This never happened until now (I'm at the last quest of Act I).

I say "random" because I found that certain actions will cause it to freeze such as equipping the shield that I have in my inventory.

Anyone know what to do?

EDIT: Also, the error says "Unrecoverable internal error 6fe22f1b"|||most likely a corrupt file, try reinstalling

copy your d2 save folder to backup your chars|||Quote:








most likely a corrupt file, try reinstalling

copy your d2 save folder to backup your chars




I've done that and it doesn't work.

I reinstalled using the download client and the cd (separate times). It never works.|||I am having similiar too and it always slaps it at the lobby.

Doesn't matter if i am running 2 clients or one, either.

I remember having these same problems like, 5 to 6 YEARS ago. (Had a 4 year break ^^)

Just roll with it bro, these games are rather old already, desinged for the Win 98 / 2k era. (Maybe xp too ?)

Anyways, my issue isn't the same as yours, so you might want to try and running it in compability mode, just as starters.

Also Defrag your computer. (Suggesting Defraggler, i hope i wont be banned for shamelesly advertising )

Also keep your drivers updated.

Lastly, try running the game in windowed mode, using "-w" command, google it for more info.

EDIT: I googled around and found this. Uninstall the game by using the exe, then delete everything left in the game folder /Diablo II Excpt saves ofc. then reinstall and it should work.

Also try this

Weird bug - Mac 1.13beta - Life "text" always showing

Hi!

Sorry about the thread title, I don't what's called the life "text".

Bug?

As long as I can remember playing 1.13beta (both 1.13a and now after updating) that is always showing, even without the mouse over the life "bowl".



It happens will all chars I create.|||Not a bug ^^

Click again near bottom area of: Life bowl or Mana bowl|||I feel dumb!

I over it with my mouse and tried clicking several times with no luck. The bottom is the key :P

Thanks :)

D/A/E Bug

Hey, I'm new btw.

I was just wondering whether the D/A/E bug was fixed or not. I'm playing 1.12 and it's really painful. I really hope they get it done.

Cheers,

P.S: This is the right place to ask, right?|||I wasn't, sadly.

What is the eth bug in 1.11?

Someone told me using a given recipe for the cube, craft an eth armor/shield so the eth bonus (+50%edef) is applied again.

Is this true? Ive seen eth shield rw with huge def, and people saying it has the eth bug.

If so....what is the recipe?

Fer|||use the cube socket recipe- its posted on the arreat summit. It is true- I made 2 eth merc fortitudes after the 1.11 patch before the end of last season that each had over 3000 defense. This also works with eth shields and helms, but not NOT SUPERIOR VERSIONS. The cube formula only works with eth regular unsocketed helms armors and shields:

1 Tal Rune + 1 Thul Rune + 1 Perfect Topaz + Normal Body Armor = Socketed Body Armor of same type

The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-4 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. The chance to get X sockets in most armor is 1/4, (I.E: Mage plate has a max of 3 sockets, so it has a 2/4 [1/2] chance to get 3 socketss). The base of 6 was used in the ratios for all the above mentioned areas.

1 Ral Rune + 1 Thul Rune + 1 Perfect Sapphire + Normal Helm = Socketed Helm of same type

The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-3 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. For example, if you have an item that can only have 2 sockets, there's a 5/6 chance of getting 2 sockets and a 1/6 chance of getting 1 socket.

1 Tal Rune + 1 Amn Rune + 1 Perfect Ruby + Normal Shield = Socketed Shield of same type

The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-4 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. For example, if you have an item that can only have 2 sockets, there's a 5/6 chance of getting 2 sockets and a 1/6 chance of getting 1 socket.|||Ok,

I got an eth kurast shield unsocketed. IF i do the recipe cube for socketing him instead of regular Larkuz (which always will give me 4 sockets on that shield), ill get the +50% ed appiled again but there is a chance I dont get the 4 sockets, a 50% chence of getting 4 socks, right?|||Quote:








Ok,

I got an eth kurast shield unsocketed. IF i do the recipe cube for socketing him instead of regular Larkuz (which always will give me 4 sockets on that shield), ill get the +50% ed appiled again but there is a chance I dont get the 4 sockets, a 50% chence of getting 4 socks, right?




Yes.

Kurast Shield has a max of 4 sockets at all ilvls.

The socket recipe will give 1/6 chance at each of 1 to 6 sockets.

If it gives too many sockets, it sets the socket to the max possible.

we sum:

1/6 chance at 4

1/6 chance at 5 (set to 4)

1/6 chance at 6 (set to 4)

and get

3/6 (or 50%) chance of 4 sockets|||Thnx for replies. I already made it. Too bad the shield only got 3 sockets and I wont be able to make exile on it. But I did noticed something with def, it was boosted much more than I expected. In fact, I thought the def bonus from the cube would work only over the base def on shield, but it was applied over the hole def of the eth shield. I mean:

currents shield def: 280 (ethereal)

so base shield def : 186.6 (eth bonus is +50% ed)

I did expected the boost to be another 50% ed, so:

(base def)*[(50%ed-eth bonus) + (50%ed-cube bonus)]= base def *100%ed =base def * (1+100/100)= base def * 2

this is:

186*2=372 def after cube thing

But the fact is the shield got 420 def after cube, so the calculation is:

[(base def)*(50%ed-eth bonus)]*50%ed-cube bonus= [(base def)*(1+50/100)]*(1+50/100)=base def * 2.25

this is:

186.6*2.25=420 (well I did dropp decimals nvm that)

which is much nicer :PPP|||Quote:








use the cube socket recipe- its posted on the arreat summit. It is true- I made 2 eth merc fortitudes after the 1.11 patch before the end of last season that each had over 3000 defense. This also works with eth shields and helms, but not NOT SUPERIOR VERSIONS. The cube formula only works with eth regular unsocketed helms armors and shields:

1 Tal Rune + 1 Thul Rune + 1 Perfect Topaz + Normal Body Armor = Socketed Body Armor of same type

The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-4 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. The chance to get X sockets in most armor is 1/4, (I.E: Mage plate has a max of 3 sockets, so it has a 2/4 [1/2] chance to get 3 socketss). The base of 6 was used in the ratios for all the above mentioned areas.

1 Ral Rune + 1 Thul Rune + 1 Perfect Sapphire + Normal Helm = Socketed Helm of same type

The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-3 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. For example, if you have an item that can only have 2 sockets, there's a 5/6 chance of getting 2 sockets and a 1/6 chance of getting 1 socket.

1 Tal Rune + 1 Amn Rune + 1 Perfect Ruby + Normal Shield = Socketed Shield of same type

The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-4 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. For example, if you have an item that can only have 2 sockets, there's a 5/6 chance of getting 2 sockets and a 1/6 chance of getting 1 socket.




Just wondering...if you create a socket eth armor like this and get the extra defense, will it stay that way after the correct this bug, or will de defense drop to the level of a "normal eth socketed armor"?|||Quote:








Just wondering...if you create a socket eth armor like this and get the extra defense, will it stay that way after the correct this bug, or will de defense drop to the level of a "normal eth socketed armor"?




It will stay.|||I'm just hearing of this bug for the first time. Did 1.11 cause this?|||Quote:








I'm just hearing of this bug for the first time. Did 1.11 cause this?




yes it did; I made use of it right before the ladder reset to make 2 eth fortitudes with over 3,000 defense each :)|||Interesting, this works with other armor types, right? Like shields?

Oh yeah, how about weapons, do they gain twice the eth damage bonus, too?