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Leaving Rares/Legendary's Unidentified?

The problem lies in the fact that there are some clever people out there who found out that item stats are determined when it is dropped, not when it is identified. So the game client must store those stats in memory somewhere. Writing a program to read that space in memory would be .. lucrative. You could tell which ones were going to roll good and roll them and sell them, and tell which were going to be garbage and sell them unid.

I was reading somewhere that people are doing quick IDs right before they actually ID (scripts) and finding garbage stats then selling it off.

They keep the good ones.
 
I was reading somewhere that people are doing quick IDs right before they actually ID (scripts) and finding garbage stats then selling it off.

They keep the good ones.

There are a couple of different ways I've heard of doing it. One of them uses a program to to read the stats from memory, the other method involves taking advantage of the "rubberbanding" that happens after you close the game menu (pressing escape).
 
I'm pretty sure the stats are calculated at the server.

MF only affects the item quality and ilvl not the stats.
The stats are calculated by item type and ilvl. Every ilvl and item type can have a number of affixes which are randomly selected.

So there is no way to read the stats of unidented items out of the memory unless blizzard failed like they did with the auction house local time thing.
 
I'm pretty sure the stats are calculated at the server.

MF only affects the item quality and ilvl not the stats.
The stats are calculated by item type and ilvl. Every ilvl and item type can have a number of affixes which are randomly selected.

So there is no way to read the stats of unidented items out of the memory unless blizzard failed like they did with the auction house local time thing.

I actually tought it was like this aswell, but seeing I can't confirm it, I have no clue. But that was never my intention in the first place ^^
 
I actually tought it was like this aswell, but seeing I can't confirm it, I have no clue. But that was never my intention in the first place ^^

I thought DB was able to read stats of drops?

Hence, some of the loot rules posted here deal with customized stats under PickUp, and Keep section is just Magic1 items (which are the only items you pick up since you have stat rules for picking up)
 
I thought DB was able to read stats of drops?

Hence, some of the loot rules posted here deal with customized stats under PickUp, and Keep section is just Magic1 items (which are the only items you pick up since you have stat rules for picking up)

DB is automation only. The way DB reads "stats" is by IDing the item. This is NOT a Hack.
 
DB is automation only. The way DB reads "stats" is by IDing the item. This is NOT a Hack.

So then..customized loot rules must have desired stats under the KEEP section?

I've seen a lot of loot rules here with the customized stat rules being in the PickUp section only...
 
I'm pretty sure the stats are calculated at the server.

MF only affects the item quality and ilvl not the stats.
The stats are calculated by item type and ilvl. Every ilvl and item type can have a number of affixes which are randomly selected.

So there is no way to read the stats of unidented items out of the memory unless blizzard failed like they did with the auction house local time thing.

.. It doesn't matter where the stats are determined - server side or client side. The important bit is that they are determined WHEN THE ITEM DROPS, NOT WHEN ITS IDENTIFIED.
 
The important bit is that they are determined WHEN THE ITEM DROPS, NOT WHEN ITS IDENTIFIED.
Do you have a proof for this? Technically both is possible.

It does matter where the stats are determined because on client side it can be manipulated. Only server sided it is safe. They can also only send the full stats to the client if the item is identified to prevent hacks.
 
Do you have a proof for this? Technically both is possible.

It does matter where the stats are determined because on client side it can be manipulated. Only server sided it is safe. They can also only send the full stats to the client if the item is identified to prevent hacks.

Well..what's for sure is that item's stats are determined as they drop, not when identified.
What's also for sure is that DB is able to read the stats when they drop.

I have customized loot rule with many different stats for my liking.

Here is my proof:

Under the PickUp section, I lay out these rules.
Under the Keep section, I simply have one rule and that is to keep all magic+ items (because, my PickUp rules are for magic+ items, thus DB keeps whatever items that are picked up, and these items are according to my rules)
 
Well..what's for sure is that item's stats are determined as they drop, not when identified.
What's also for sure is that DB is able to read the stats when they drop.

I have customized loot rule with many different stats for my liking.

Here is my proof:

Under the PickUp section, I lay out these rules.
Under the Keep section, I simply have one rule and that is to keep all magic+ items (because, my PickUp rules are for magic+ items, thus DB keeps whatever items that are picked up, and these items are according to my rules)

That's not proof at all. This has nothing to do with your loot rules. What we're wondering is if the stats of an item are determined (at the code level) at the moment the item drops, or when they are identified. Unless you have some source code, I could see it going either way. For instance, if you have a rare sword that has 1000 DPS, did the sword have that the moment it dropped, or was it determined the moment it was identified. If it's determined when it drops and stored on the client side, we may be able to see the stats of unidentified items before they are identified.
 
This isn't D2 though. Loot tables are FAR more complex now. In D2 Uniques were almost always worth something. Legendaries are crap (atm) and Rares are the true king of "gearing" out.

That being said however. I hope you find what your looking for. Would be interesting to see if it can still be done. Just don't see a reason to do it anymore. :(
the reason to do it is i made 150mil yesterday selling unid items. thats the reason for doing it.
 
the reason to do it is i made 150mil yesterday selling unid items. thats the reason for doing it.


Do you already have a plugin to keep the stuff UID'ed? Anyway a bluepost stated, that items are determined on drop. Search the official (probably us) forum for it if you want.

Aren't you thankful? ;)
 
Anyway a bluepost stated, that items are determined on drop. Search the official (probably us) forum for it if you want.

Yeah, they said that the item quality is determined on drop not the items stats.

It's more a technical question and no one will ever know. But it is not important to know.
It's only important to know if the items stats are sent to the client when the item is unidentified. Then you can read it out of the memory. But i don't think it's the case.
 
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Do you already have a plugin to keep the stuff UID'ed? Anyway a bluepost stated, that items are determined on drop. Search the official (probably us) forum for it if you want.

Aren't you thankful? ;)

Even if they are on drop it doesnt matter people buy unid stuff because they get it at a fraction of the price. If you farm on your own and open 10 ilvl 63 99% chance all 10 will suck. but if you open 100 ilvl 63 you are bound to get a few good ones. So what they do is buy them at 100k-200k for armor pieces and 400k of necks and rings and 500k for weapons. Get an awesome roll turn and sell it for 50mil on the ah. its about quanity of items.
 
Yeah, they said that the item quality is determined on drop not the items stats.

It's more a technical question and no one will ever know. But it is not important to know.
It's only important to know if the items stats are sent to the client when the item is unidentified. Then you can read it out of the memory. But i don't think it's the case.

I don't understand why you're arguing with me. It's not something we'll never know, there are already people using programs to take advantage of both of the method I've laid out here. Just takes some poking around the OC forum, and you'll see what I'm talking about. Don't believe me? Don't care.
 
Even if they are on drop it doesnt matter people buy unid stuff because they get it at a fraction of the price. If you farm on your own and open 10 ilvl 63 99% chance all 10 will suck. but if you open 100 ilvl 63 you are bound to get a few good ones. So what they do is buy them at 100k-200k for armor pieces and 400k of necks and rings and 500k for weapons. Get an awesome roll turn and sell it for 50mil on the ah. its about quanity of items.

You're missing the entire point of the last 2 pages of this thread.
 
this is maybe a dumb question but i wonder how the lootrules will know which stats a yellow item has to keep or even pick up when its not yet identified?
 
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