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BagboyBrown
Acid Prince
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Basic, but you can turn 25 learning (and probably gold) signets into a Great Signet to save space.
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Crash
Madawc
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BagboyBrown wrote:Basic, but you can turn 25 learning (and probably gold) signets into a Great Signet to save space.


gold is 3 sigs to make a greater. even better than 25 :o
BagboyBrown
Acid Prince
45 | 0
Crash wrote:
BagboyBrown wrote:Basic, but you can turn 25 learning (and probably gold) signets into a Great Signet to save space.


gold is 3 sigs to make a greater. even better than 25 :o

Well, technically learning sigs can roll 5 into a large, but then 25 into a greater. Gold must only be able to roll once.
tranvanhieu
Grubber
310 | 2
You can save 1-2 minutes walking for certain areas.
If you are at Flayer Dungeon entrance to get Khalim organ for example, don't walk in, open a TP, then go to the next WP (Lower Kurast), now go to town via WP > enter your own portal and enter the Dungeon. TP home after you get the Khalim organ, now you can use the Lower Kurast WP to proceed and save quite a trip.
adiabloplayer
Bone Archer
75 | 3
tranvanhieu wrote:You can save 1-2 minutes walking for certain areas.
If you are at Flayer Dungeon entrance to get Khalim organ for example, don't walk in, open a TP, then go to the next WP (Lower Kurast), now go to town via WP > enter your own portal and enter the Dungeon. TP home after you get the Khalim organ, now you can use the Lower Kurast WP to proceed and save quite a trip.

That is a tactic used by speedrunners in vanilla D2. Get the eye, go to flayer jungle, open tp and go kurast bazaar and to the sewers and get the heart. Through the sewers, go to upper Kurast and then to Travincal and get the wp there and then go to the flayer dungeon through the tp.
Yeahsper
Cog
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adiabloplayer wrote:
tranvanhieu wrote:You can save 1-2 minutes walking for certain areas.
If you are at Flayer Dungeon entrance to get Khalim organ for example, don't walk in, open a TP, then go to the next WP (Lower Kurast), now go to town via WP > enter your own portal and enter the Dungeon. TP home after you get the Khalim organ, now you can use the Lower Kurast WP to proceed and save quite a trip.

That is a tactic used by speedrunners in vanilla D2. Get the eye, go to flayer jungle, open tp and go kurast bazaar and to the sewers and get the heart. Through the sewers, go to upper Kurast and then to Travincal and get the wp there and then go to the flayer dungeon through the tp.


The most basic on and easiest to "understand" is already in the beginning, Den of Evil. You pretty much always run past Den of Evil while going to Cold Plain, and the WP in Cold Plain is static, so drop TP at Den of Evil, run and grab WP.
adiabloplayer
Bone Archer
75 | 3
Yeahsper wrote:
adiabloplayer wrote:
tranvanhieu wrote:You can save 1-2 minutes walking for certain areas.
If you are at Flayer Dungeon entrance to get Khalim organ for example, don't walk in, open a TP, then go to the next WP (Lower Kurast), now go to town via WP > enter your own portal and enter the Dungeon. TP home after you get the Khalim organ, now you can use the Lower Kurast WP to proceed and save quite a trip.

That is a tactic used by speedrunners in vanilla D2. Get the eye, go to flayer jungle, open tp and go kurast bazaar and to the sewers and get the heart. Through the sewers, go to upper Kurast and then to Travincal and get the wp there and then go to the flayer dungeon through the tp.


The most basic on and easiest to "understand" is already in the beginning, Den of Evil. You pretty much always run past Den of Evil while going to Cold Plain, and the WP in Cold Plain is static, so drop TP at Den of Evil, run and grab WP.

I already know all those tactics. I have speedran the game quite a few times before. Only with assassin and sorc though. For newer players, I recommend MrLlamaSC's speedrunning guide here https://www.youtube.com/playlist?list=PLchTMRijDSBzG-0ZiXPj_YuV9W9j1Ldj5
adiabloplayer
Bone Archer
75 | 3
Ngl I stole this from MrLlamaSC and BTN.

The way the game works is it loads an area of 1.1 screens. If any person steps into an area, it loads that area. When you leave that area, there is a grace period of 8 seconds before the area "unloads". When an area unloads, all corpses and opened chests despawn and all modifiers the player applied on monsters like prevent monster heal stop working. So, if you kill some monsters, then go far away from them and wait for 8 seconds, if you come back you will find no corpses. This is done because of memory issues. If everything was loaded all the time, the game would be unplayable.

This is why when Baal summons a clone in vanilla D2, you go to town and remain there for 8 seconds and the clone despawns.

Your town portal counts as a person in terms of loading the game however. So, if you for example spawn a Diablo Clone and apply prevent monster heal on him, if you open a tp within a distance of 1.1 screens from him, when you go to town and come back, the prevent monster heal will still be on him.

For Baal if you open the tp near enough, the clone won't despawn.

This also allows you to drop "extra" items in chaos sanctuary. Normally, you pop the last seal and kill the last seal boss(if any). This kills everything in the chaos santuary but monsters you don't see don't drop items. But if you open a tp near a bunch of monsters you can't see, they will still drop items when you pop the seal.

One more application of this in the quest where you rescue the Barbarians in Act 5. Normally, you have to wait around for them to go to town and they are slow and it's annoying. But if you open a tp next to them, they will go to town without you having to be there. You can go as far away as you want and they still go to town.

I am not sure if there is a way to exploit this in MXL or if it is even a thing in this mod. In Rathma Square for example, the gore crawler ressurection does not require the corpse itself in order to work. That's why they still ressurect even if you kill them with cold attack and break their corpse. But I thought it was interesting.
adiabloplayer
Bone Archer
75 | 3
An update to my earlier post. MrLlamaSC found a way to skip entire Baal waves taking the above post's points into account. Here:

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Victor
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Carsomyr
Carsomyr
Flamberge (Sacred)

One-Hand Damage: (244 - 263) to (330 - 350)
Two-Hand Damage: (320 - 350) to (400 - 431)
Required Level: 100
Required Strength: 600
Item Level: 120
Strength Damage Bonus: (0.16 per Strength)%
5% Chance to cast level 13 Shower of Rocks on Kill
50% Attack Speed
Adds 125-200 Damage
100% Bonus to Attack Rating
+(160 to 200)% Enhanced Damage
+(40 to 50) to Strength
+(40 to 50) to Vitality
Physical Resist 10%
+250 Life after each Kill
1% Reanimate as: Random Monster
Socketed (6)
is named after the best weapon in the legendary rpg Baldur’s Gate II. It drops from a red dragon and can only be wielded by paladins.

https://baldursgate.fandom.com/wiki/Carsomyr

Make it a 130 ilvl paladin-only item next patch? :-D
Love to see that Median XL creators are BG fans.