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[Loot Rules] Giles Ultimate Inferno Loot

GilesSmith

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[Loot Rules] Giles Ultimate Inferno Loot v3

Important Update:
These will no longer be maintained by me, as my "Giles Trinity" plugin now replaced the need to use loot-rules (it handles items for you automatically!). You can get this plugin here;
Giles Trinity by GilesSmith

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These loot rules were updated by Nesox to work with the latest DemonBuddy versions, but the actual stats they loot etc. have never been updated to match updates to auction-house prices
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These loot rules have been designed on a slot by slot basis, with unique rules for every single different item slot, accounting for all the different max-caps, stats, and current market prices of each.

They are focused on only looting items that will sell on the AH for at least 100k (there will always be some exceptions that're lower, especially strength based items, but you should never stash "junk", and rarely if ever miss "valuable items").

Pickup: Will pickup all rares, all legendary/sets, ilvl 59+ blue jewelry, ilvl 61+ other blues, plans/designs, flawless square emeralds, and gold in stacks of 50+.
Stash/Keep: Will try to stash anything worth at least 100k, along with any plans/designs, flawless square emeralds, craft materials, any legendary/set items and staff of herding.
See the 2nd post below for full filter lists! (also see notes at bottom of that post regarding life-on-hit, sources and mojos, and +damage stats).

I have used the gold auction house to try to value most of these filters. If you find my filters are giving trash items in specific slots/filters (for example you find that bracers with vitality below 100 never sell for more than 100k), please reply and let me know what specific item slots and stat-filters you are referring to, and what sort of average gold price they should be worth.

Updates:
Code:
v3 update (01st October 2012):
- Updated by Nesox to work with newest DemonBuddy versions.

v3:
- Added "special statless combos" of gold and magic find to all slots
- Added safeties to prevent any staff of herding accidents

v2:
- totally re-done all filters to try to catch most 100k+ items
- No longer picks up potions
- Only picks up flawless square emerald gems now (others are fairly worthless)
- Ignores blue items below certain levels that net no craft materials.
 

Attachments

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Here's what the rules currently filter (see notes at bottom of post for info on life-on-hit, sources and mojos, and +damage stats). Anything listed as "primary" can be strength, dexterity or intelligence.

Misc Items
Code:
- Legendary/Set items of any level.
- Flawless Square Emeralds.
- All Designs/Plans.
- All Tomes.
- Any salvaged Crafting Materials.
- Staff of Herding (any level) for safety.

Weapons (blue and above):
Code:
- Two Handed Weapons
-- 1290+ DPS
-- 1190+ DPS with socket
-- 1190+ DPS with 60+ Crit Damage
-- 1150+ DPS with 200+ Vitality
-- 1150+ DPS with 200+ Strength
-- 1150+ DPS with 200+ Dexterity
-- 1050+ DPS with 200+ Intelligence
-- 1100+ DPS with 700 life on hit
-- 1050+ DPS with 900 life on hit

- One Handed Weapons
-- 940+ DPS
-- 850+ DPS with socket
-- 850+ DPS with 60+ Crit Damage
-- 820+ DPS with 200+ Vitality
-- 750+ DPS with 250+ Vitality
-- 800+ DPS with 200+ Strength
-- 800+ DPS with 200+ Dexterity
-- 800+ DPS with 200+ Intelligence
-- 750+ DPS with 250+ Intelligence
-- 800+ DPS with 300 life on hit
-- 780+ DPS with 400 life on hit
-- 750+ DPS with 500 life on hit
-- 730+ DPS with 600 life on hit
-- 690+ DPS with 700 life on hit
-- 640+ DPS with 800 life on hit
-- 580+ DPS with 900 life on hit

- Crossbows/Bows
-- 1130+ DPS
-- 990+ DPS with socket
-- 980+ DPS with 60+ Crit Damage
-- 930+ DPS with 80+ Crit Damage
-- 850+ DPS with 100+ Crit Damage
-- 980+ DPS with 200+ Vitality
-- 950+ DPS with 250+ Vitality
-- 880+ DPS with 300+ Vitality
-- 930+ DPS with 200+ Dexterity
-- 880+ DPS with 250+ Dexterity
-- 700+ DPS with 300+ Dexterity
-- 950+ DPS with 700 life on hit
-- 900+ DPS with 900 life on hit

Off-Handers (yellow and above):
Code:
- DH Quivers:
-- 180 Dex, 14%+ attack speed
-- 165 Dex, 70 Vit, 14%+ attack speed
-- 160 Dex, 1 socket, 14%+ attack speed
-- 110 Dex, 17% magic find, 14%+ attack speed
-- 100 Dex, 18% gold find, 14%+ attack speed
-- 100 Dex, 7% critical chance, 14%+ attack speed

- Wizard Sources/Witch Doctor Mojos:
-- 160 Int, 50+ MinDamage
-- 140 Int, 90 Vit, 50+ MinDamage
-- 140 Int, 1 socket, 50+ MinDamage
-- 90 Int, 17% gold find, 40+ MinDamage
-- 90 Int, 16% magic find, 40+ MinDamage
-- 100 Int, 6% critical chance, 40+ MinDamage

- Shields
-- 180 primary
-- 170 primary, 1 Socket
-- 150 primary, 85 Vitality
-- 150 primary, 50 resist all
-- 150 primary, 13% Life
-- 150 primary, 7% critical chance
-- 150 primary, 15% gold find
-- 150 primary, 15% magic find

Jewelry (yellow and above):
Code:
- Amulets 
-- 250 primary
-- 240 primary, 1 Socket
-- 240 primary, 10 min-damage
-- 190 primary, 80 vitality
-- 190 primary, 20 resist all
-- 190 primary, 8% Life
-- 180 primary, 150 Life On Hit
-- 170 primary, 4% critical chance
-- 170 primary, 20% critical damage
-- 150 primary, 5% attack speed
-- 110 primary, 25% gold find
-- 110 primary, 30% magic find
-- 26% magic find, 26% gold find

- Rings
-- 140 primary
-- 120 primary, 1 Socket
-- 120 primary, 10 min-damage
-- 120 primary, 70 vitality
-- 110 primary, 20 resist all
-- 110 primary, 5% Life
-- 110 primary, 50 Life On Hit
-- 100 primary, 2% critical chance
-- 100 primary, 20% critical damage
-- 80 primary, 3% attack speed
-- 70 primary, 12% gold find
-- 70 primary, 12% magic find
-- 13% magic find, 13% gold find

Armors (yellow and above):
Code:
- Chest
-- 150 primary, 3 Sockets
-- 150 primary, 170 vitality
-- 150 primary, 40 resist all
-- 150 primary, 9% Life
-- 140 primary, 15% gold find
-- 140 primary, 14% magic find
-- 17% magic find, 17% gold find

- Legs 
-- 150 primary, 2 Sockets
-- 150 primary, 150 vitality
-- 150 primary, 40 resist all
-- 140 primary, 15% gold find
-- 140 primary, 15% magic find
-- 18% magic find, 18% gold find

- Helm (intelligence filters are ~70 higher for helms)
-- 160 primary
-- 150 primary, 1 Socket
-- 140 primary, 80 vitality
-- 140 primary, 30 resist all
-- 140 primary, 6% Life
-- 130 primary, 2% Critical Chance
-- 100 primary, 10% gold find, 1 socket
-- 100 primary, 10% magic find, 1 socket
-- 19% magic find, 19% gold find
-- 15% magic find, 15% gold find, 1 socket

- Shoulders (strength filters are ~90 higher for shoulders)
-- 160 primary
-- 150 primary, 60 vitality
-- 140 primary, 30 resist all
-- 150 primary, 5% Life
-- 150 primary, 15% gold find
-- 150 primary, 13% magic find
-- 18% magic find, 18% gold find

- Gloves (strength filters are ~40-50 lower for gloves)
-- 250 primary
-- 240 primary, 70 vitality
-- 220 primary, 50 resist all
-- 220 primary, 5% critical chance
-- 220 primary, 35% critical damage
-- 200 primary, 5% attack speed
-- 200 primary, 18% gold find
-- 200 primary, 17% magic find
-- 19% magic find, 19% gold find

- Bracer
-- 170 primary
-- 160 primary, 65 vitality
-- 150 primary, 30 resist all
-- 150 primary, 3% critical chance
-- 150 primary, 15% gold find
-- 150 primary, 15% magic find
-- 19% magic find, 19% gold find

- Belt (strength filters are ~100 higher for belts)
-- 160 primary
-- 150 primary, 70 vitality
-- 150 primary, 30 resist all
-- 150 primary, 7% Life
-- 150 primary, 15% gold find
-- 150 primary, 13% magic find
-- 19% magic find, 19% gold find

- Boots (note: dexterity filters are ~70 higher for boots)
-- 170 primary
-- 160 primary, 70 vitality
-- 160 primary, 30 resist all
-- 150 primary, 10% Move Speed
-- 160 primary, 19% gold find
-- 150 primary, 15% magic find
-- 19% magic find, 19% gold find
It will then salvage any leftover ilvl 61+ items, or ilvl 59+ jewelry, to try and get inferno-grade crafting materials (they are worth more than just vendoring the items).

Finally it will sell any items still remaining.

Important Notes:
* The "LifeOnHit" stat hasn't been added to DB yet. It is included in the XML as the "DamageReductionPhysicalPercent" stat, so that a simple search & replace can be done when LifeonHit becomes supported by DB.
* "Attack Speed %" is currently unsupported by DB (DB always reads it as 0), so any attack speed based filters are currently unmatched.
* The "Min Damage" stat (used for a few amulet and ring filters, and all sources & mojos) is unsupported by DB and never matched.
* Many item types are unsupported by DemonBuddy and will be IGNORED by most filters!. These item types are;
-- Polearm weapons (treated as "Misc - Unknown")
-- Barbarian Mighty weapons (treated as "Misc - Unknown")
-- Monk Daibo weapons (treated as "Misc - Unknown")
-- Wizard Wands (treated as "Misc - Unknown")
-- Demon Hunter 1-handed hand crossbows (treated as "Misc - Unknown")
-- Barbarian Mighty Belts (treated as "Misc - Unknown")
-- Demon Hunter Cloaks (treated as "Misc - Unknown")
-- Monk Spirit Stones (treated as "Misc - Unknown")
-- Witch Doctor Masks (treated as "Misc - Unknown")
-- Many wizard sources (often treated as "Gem - Unknown") - *SOME* sources recognised as "Armor - Orb".
-- Many Witch Doctor Mojos (often treated as "Gem - Unknown") - *SOME* mojos recognised as "Armor - Mojo".
But I have designed these loot rules to loot any weapon type regardless of the above bugs (sadly no simple way to specifically filter the class-specific armour types while they remain unsupported by DB).
* DB sometimes treats twohanders as onehanders - don't be alarmed if twohanders with poor DPS get stashed, just vendor them. My loot rules should avoid most of these issues though.
 
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This is a followup to my original "individual requirements" loot rules. I have re-wrote those loot-rules, gone through every item slot and created filters that almost guarantee to catch all items that are worth at least 500k gold. I have taken into account all of the differences in statistics for item types (eg boots can have movement speed, gloves can have critical chance and damage, various items have special higher max-cap stats etc. etc.). I have also avoided DB's built-in bugs that cause it to ignore a number of class-specific weapon types, and polearms, these rules will catch all weapon types!.

First, it will loot everything that is a blue item or above. It will also automatically loot and stash flawless gems, plans/designs, tomes, mighty health potions, and ANY legendary/set item (of any level).

It will then STASH/KEEP any items that match the many rule sets in the post below (see notes at bottom of post regarding life-on-hit, sources and mojos, and +damage stats).

I have used the EU auction house to try to value most of these filters. If you find my filters are giving trash items in specific slots/filters (for example you find that bracers with vitality below 150 never sell for more than 100k), please reply and let me know what specific item slots and stat-filters you are referring to, and what sort of average gold price they should be worth, thanks! :D
Thanks, testing it right now :)
 
i think so, but for some reason i also got some hell salvaged crafting materials . . .
 
i think so, but for some reason i also got some hell salvaged crafting materials . . .

Probably from the lower ilvl 59 jewelry - but ilvl 59+ jewelry can apparently sometimes give inferno craft materials which is why it's included! :D Other items are limited to ilvl61+ only for salvage. You can change the salvage rules for jewelry to 61+ too if you want to try and never get any hell craft materials at all.
 
how do i remove gems and pots from pickup? just erase those lines?
 
how do i remove gems and pots from pickup? just erase those lines?

Yup, just remove the two "Flawless Square" lines and the two Mythic Health Potion lines from the .xml file (you can edit/remove them in notepad/any text editor).

<ItemRule itemName="Flawless Square*" stack="1" />
<ItemRule itemName="Mythic Health Potion" stack="1" />
 
Wouldn't it be pretty good to add items that would be considered good for botters as well?
like blue items such as Amulets with 45% gf (+stats?) rings with 25% armor pieces with 25% gf + stats on them ?
Some of these items sells for well over 1 mil gold on AH if they have the right stats such as max GF dex pickup radius and or movespeed.
 
Wouldn't it be pretty good to add items that would be considered good for botters as well?
like blue items such as Amulets with 45% gf (+stats?) rings with 25% armor pieces with 25% gf + stats on them ?
Some of these items sells for well over 1 mil gold on AH if they have the right stats such as max GF dex pickup radius and or movespeed.

Gold find and magic find are already dotted all over the loot rules with appropriate levels for each slot, have a look through my 2nd post in the thread for all the rules on every slot. Blue amulets with only GF/MF don't tend to be worth much even at max stat (which is 40% for an amulet?), at least that I've ever seen. Even botters want a primary stat and decent sub-stats on their GF/MF items so they can farm Inferno.
 
Gold find and magic find are already dotted all over the loot rules with appropriate levels for each slot, have a look through my 2nd post in the thread for all the rules on every slot. Blue amulets with only GF/MF don't tend to be worth much even at max stat (which is 40% for an amulet?), at least that I've ever seen. Even botters want a primary stat and decent sub-stats on their GF/MF items so they can farm Inferno.

Maximum stats for every item slot - Diablo 3 RMT
 

That's the reference I used when I compiled these loot rules! :D Went through item type by item type, and for each item type went through that guide for all the stats, checked them up against AH and knocked the values down until there started to be pages and pages of items or items started being listed for <500k, and then set the figures as appropriate.

There may be a few cases where my filters could either be a little more lenient on specific item slots/filters, or a little more strict (and I really welcome any feedback from people for any specific situations they've found!) - but generally it should salvage/sell anything that would sell for <400-500k, and everything you find in your stash after 24 hours botting should be worth your time & effort to price-check and list on the gold AH (and possibly even RMAH for the higher stat items!).
 
its stashing trash, stashed a lvl53 axe with 250dps n scrap str also a lvl60 mace with 200ish dps with a socket
 
its stashing trash, stashed a lvl53 axe with 250dps n scrap str also a lvl60 mace with 200ish dps with a socket

not positive, but i think this might be some sort of issue with the new DB? ive been using the same loot rules for a while now, and just today/yesterday i started noticing some random lvl 52-57 junk with no stats that appear anywhere in the loot rules. never had this happen before DB160... could just be a coincidence.

Still using the loot rules that ive been using on 2 bots, just started this set of loot rules up on my 3rd. been running for 3 or 4 hours with it now and seems to be working well. havent found anything worth saving :( but thats expected lol. Also, it did find and stash the Exalted Dread Shield plan, ill look through the script in a bit, but is it possible to make sure it only picks up Exalted Grand plans and Legendary Plans?

Great item set though, probably gonna modify a few stats to be picked up when slightly lower since they can be valuable from time to time as well (mostly small stuff like have it pick up on +100 - +175 stat instead of +200).

Also, 1 more note, is it possible to have it only pick up Flawless Square Emeralds? they are worth far more than the other flawless squares and would be nice to possible just get only those instead of all. thanks and keep up the great work :)

note: testing these rules on inferno sarkoth with AGB 4.0
 
its stashing trash, stashed a lvl53 axe with 250dps n scrap str also a lvl60 mace with 200ish dps with a socket

Sadly this is just a bit of oddity within DB itself, not down to the rules. I've listed a few of the nastier things I've found within DemonBuddy in this thread if you ever want to bump it or add other things you find wrong with looting;
[url]http://www.thebuddyforum.com/demonbuddy-forum/demonbuddy-support/58860-careful-many-weapon-loot-rules-ignored.html[/URL]

But yeah sometimes it does seem to randomly stash things it shouldn't, too - not sure if this is an issue with the way DB is reading rules sometimes, or an issue with the way DB stashes items (is it doing the equivalent of "clicking" the wrong item and stashing item X instead of item B? No idea!).

but thats expected lol. Also, it did find and stash the Exalted Dread Shield plan, ill look through the script in a bit, but is it possible to make sure it only picks up Exalted Grand plans and Legendary Plans?

The current rules work on name matching the string "*Plan:*" and "*Design:*" (with wildcard before and after the name both important - because of item name colour-coding being considered as part of the name by DB), and are the safest rules to use for plans as a catch-all. You can break them up into more specific strings such as "*Plan: Grand*" or "*Design: Radiant*" but that won't catch the legendary plans, so you'd have to have a rule for every plan for example *Plan: Black*", *Plan: Hallowed*", "*Plan: Blood*" etc. - which would work, just make sure you list all the possible plan names that you want it to catch, and make sure you have a wildcard at the start and end of item names for plans/designs or it will ignore them.

Also, 1 more note, is it possible to have it only pick up Flawless Square Emeralds? they are worth far more than the other flawless squares and would be nice to possible just get only those instead of all.

Oh well spotted, I didn't know Flawless Square Emeralds went for more! Yeah it's easy, all you have to do is change this rule;
<ItemRule itemName="Flawless Square*" stack="1" />
(which listed twice, once in the Pickup Section, once in the Keep section, both close to the top of the ruleset)
To this;
<ItemRule itemName="Flawless Square Emerald" stack="1" />
(no "*" needed at the end, * is for wildcard matching, which isn't needed if you give the full entire item name and if there's no colour-codes in the item name).
 
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For my clarification after reading your other posts about the very much needed refinement of the loot system and its current shortcomings. So these rules somewhat circumvent all the less than desirable qualities you have listed in your other posts, missing items etc?

tl;dr you said dg's loot is fairly out of whack, does this rule-set make up for that?

also either way, absolutely brilliant work today on the forums, you really enriched the community with your input!
 
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