Item RNG system

Welcome to the Item RNG (Random Number Generator) wiki page. This page is dedicated to tell you how we made a custom drop system for items on D3Reflection in order to provide grinding longevity with lots of variables.

Unlike the retail version of the game, D3Reflection's item system is tuned to be completely random regardless of the class you have chosen to farm with. That way, you can always pick whichever play style you like the most from the 6 available classes, and farm items for all of them.

#### **Item Rarity Grades**

There are 4 general item rarities in the game - **Common**, **Magic**, **Rare** and **Legendary** (also includes sets in green).

**Common Items** (white) have never been truly useful besides the very first moments of leveling a class. They carry no affixes on them, and only an armor value (250 armor in picture above) or a base damage value for weapons.

**Magic Items** (blue) can contain either between 1 to 3 affix rolls on them. Those affix rolls are related to the type of item that is dropped. Naturally, a weapon can include some added damage values to it, or a high amount of some stat like shown in the picture above.

**Rare Items** (yellow) are the type of items a player will mostly get to see, and include the widest range of possible stats and affixes that can roll on it.

Much like how a magic item can roll different amount of affixes, so are rare items. Rare items with 4 affixes will drop normally without player needing any action to see what kind of stats they have. A higher quality of rare items will drop with an UNIDENTIFIED tag on them. These items can include 5 or 6 affix rolls on them. Their stats can be unveiled either individually by right-clicking with mouse from inventory, or a complete inventory by using The Book of Cain in every town hub (a large book players can click).

**Legendary Items** (Orange) and **Set items** (Green) are the rarest type of items in D3Reflection. What sets these kind of items apart from rare items, is their potential to grant the player higher level of stats and exotic rolls that otherwise don't exist for rare items at all (like Block Chance, added Attack Speed and Increased Elemental Damage for example). We have a legendary item library section on our wiki for those.

Its Important to mention that Legendary items include a variable amount of affixes based specifically on the Item. You may encounter Legendary Items with anywhere between 2 to 7 affixes.

#### **How do affix numbers work?**

On D3Reflection, one of the biggest contrasts compared to how stat rolls work on retail, is that there's a big selection of affixes to pick from without being limited to how many are of the primary type and how many of them are secondary.

Ultimately, a rare item can roll what is considered "primary" affixes only, or "secondary" ones only. The only rule that applies is that a certain stat cannot roll twice.

If we take for example Intelligence roll from the item above - we see that it rolled a value of 409. Stat ranges are also something the item RNG system rolls. If an item decides to roll Intelligence, it could be anywhere from a double-digit number, to even above 1,000 at certain cases. There are a bunch of possible ranges, and one is picked. Out of the specific range that is picked, a value will be selected within that.

This can cause unusual combinations, like an item that can have 100 vitality with 600 Intelligence and vice-versa. Same goes for stats like added weapon damage, Critical hit damage.

#### **D3Reflection Item RNG Trivia**

* Magic and Rare item names are decided randomly like their stats. Certain names and descriptions are chosen by the existence of certain stats on them.

* Weapons of all type can drop without any added elemental or general damage on them, making them mostly useless

* Some item slots can roll particularly powerful combinations of stats with higher maximum values such as Amulet, Rings, Weapons, Gloves

* The affixes of "**Reduced Cooldown of All Skills**" and "**Area Damage**" is disabled in D3Reflection for balance reasons

* The part "Stat Changes if Equipped:" on an item window is completely miscalculated and should be ignored by players

* While leveling, level requirement of an item may appear 1 level above the player, but a player has a chance to be able to equip it

* After reaching level 70, items from level 61 to level 70 can still drop with some rules to their abilities according to that
* Both Magic and Rare grade items' stats roll within the same pool of stats - only difference being amount of affixes on the item
* [Strength+Intelligence+Dexterity] could roll as a **single affix** with low range on top of one of them rolling individually. That can result in an amount of visual affixes higher than usual. Moreover, each one of them +Vitality could also roll as a single affix of low range on top of already existing single affixes of their kind, increasing the maximum amount possible

**How Magic Find affix works on D3Reflection**

On D3Reflection, in order to balance legendary item hunting on higher difficulties, we have decided to have a coefficient to the amount of magic find given on difficulties starting from Normal all the way up to Torment 6.

Normal difficulty will only have 10% of the total amount of added magic find on gear for players.

Hard will have 20% of it, Expert will have 30% and so on. Torment 6 difficulty will allow 100% of the magic find capabilities of gear to be utilized