Sadly, no, that was changed in 1.03 (according to the patch notes). Which is why I said p1. I did test it, in case it was buggy, alas, that's not the case (unlike the explosions from Stygian Dolls, which do scale with player number in 1.07).does CE scale with higher players?
Stormrider
Tabar
Two-Hand Damage: 48 to 154
Durability: 25 of 40
Required Strength: 101
Required Level: 41
Axe Class - Slow Attack Speed
Item Version: Expansion
Item Level: 99
Fingerprint: 0x2611fd33
+100% Enhanced Damage
+35 to Minimum Damage
+75 to Maximum Damage
Adds 35-75 lightning damage
4% Chance to cast Level 10 Chain Lightning on striking
5% Chance to cast Level 31 Charged Bolt on striking
Todesfaelle Flamme
Zweihander
One-Hand Damage: 41 to 77
Two-Hand Damage: 63 to 118
Durability: 26 of 50
Required Dexterity: 94
Required Strength: 125
Required Level: 46
Sword Class - Fast Attack Speed
Item Version: Expansion
Item Level: 99
Fingerprint: 0x7e7810d5
+120% Enhanced Damage
Fire Resist +40%
Adds 50-100 fire damage
+10 Fire Absorb
5% Chance to cast Level 4 Fire Bolt on attack
2% Chance to cast Level 8 Enchant on attack
Coldsteel Eye
Cutlass
One-Hand Damage: 24 to 63
Durability: 20 of 37
Required Dexterity: 52
Required Strength: 25
Required Level: 31
Sword Class - Very Fast Attack Speed
Item Version: Expansion
Item Level: 99
Fingerprint: 0x6b989625
+200% Enhanced Damage
Increase Maximum Durability 70%
Hit Blinds Target +0
50% Chance of Crushing Blow
Slows Target by 30%
Darksight Helm
Basinet
Defense: 79
Durability: 28 of 30
Required Strength: 82
Required Level: 38
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4b634c16
5% Mana stolen per hit
-4 to Light Radius
Cannot Be Frozen
2% Chance to cast Level 5 Dim Vision when struck
+2 to Defense (2 per Character Level)
I have not done any boss running since then! However it should be easy to reproduce...The runs I was doing then were 8player duriel in order to 1-shot him due to the HP bug.Has anything like this ever happened to you again?
After some testing on which steps are actually necessary (most of them weren't), here's how I found to replicate it:
1. Go to Duriel. Don't kill him! (You can static/damage him, the HP is saved.)
2. TP out of his room.
3. WP to Canyon of the Magi and open a TP (don't need to go through it).
4. Go back to Duriel and kill him.
What I presume happens is that when Duriel's room gets saved for being an inactive area, and then gets loaded again, Duriel is loaded somewhat differently. It doesn't actually matter where the TP is made, only that the TP in Duriel's room is removed, in order to make the game turn the area inactive. No waiting is required. Bosses drop from their normal TCs because on higher difficulties, the respective TC for that difficulty is only written in the normal monster column, whereas the champion and unique columns have the normal TC written in (bosses use their uniques TC entry). Maybe Duriel gets reloaded as a normal monster rather than a unique? In any case, he now drops stuff not found on his normal TC.
Duriel seems to be the only boss where this works. The TC used is presumably his regular hell TC (it makes sense, and my observation matches this), which goes up to base item level 60, and thereby includes most of the exceptional unique items (and Wizardspike as the sole elite unique item). It includes all of the unrackable unique weapons (apart from Stormspire, Eaglehorn, and Windforce, which remain unobtainable).
As to be expected (cf. the topic last page), the item distribution is heavily focused on weapon/armor TCs 51, 48, and especially 36, 33, and 30, with TCs 60 and 42 being very rare. For comparison, Baal maxes out at weapon/armor TC 39.
Duriel doesn't give me sapphires at same rate as LK superchests I would imagine. I might try to gear up for trav instead, though.@jimsfriend perhaps 20k Duriel runs are in order?
Spirit Forge
Linked Mail
Defense: 380
Durability: 22 of 26
Required Strength: 74
Required Level: 35
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5c58cddb
+15 to Strength
+120% Enhanced Defense
Fire Resist +5%
Adds 5-10 fire damage
+4 to Light Radius
+1 to Life (1.25 per Character Level)
Socketed (2: 0 used)
Blackbog's Sharp
Cinquedeas
One-Hand Damage: 30 to 76
Durability: 14 of 24
Required Dexterity: 88
Required Strength: 25
Required Level: 38
Dagger Class - Fastest Attack Speed
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4ada5bbc
+15 to Minimum Damage
+45 to Maximum Damage
+50 Defense
30% Increased Attack Speed
Slows Target by 50%
My theory is that ziambe and I died in that chamber on our respective runs, and that this is how the area got turned inactive.Thanks so very much for this! I think this is only the tip of the iceberg though because I don't think @ziambe did this when running Duriel. So there is a good chance you can achieve this in a different way.
Pff, if I wanted to try everything myself, I wouldn't have needed to post it! Based on what I've read regarding bone wall farming in 1.00, my understanding is that it's the entire area that gets turned inactive (not individual creatures), and that a blue portal prevents that, regardless of where on the map it is.Have you tried the following:
1. Activate Duriel
2. teleport away from him to the huge chamber and TP out, get back in.
3. Kill Duriel
I think that might be far away for Duriel to become inactive
I'm not familiar with what you're talking about. In any case, I don't think the TP itself has anything to do with Duriel's drops, it's just the only way to exit the area (apart from dying). The second TP is just to close the first one, because areas with an active TP don't get turned inactive.Also it sounds like the whole tp aspect of this process touches on the town portal presence 'bug' discussed a few years back (especially popular for more drops in cs). It probably doesnt matter where you open the new tp at all as long as its not in duri's chamber.