Understanding the Tempering System in Diablo 2 Spelunking - SdxHex/D2Spelunking GitHub Wiki

Tempering System in Diablo 2 Spelunking

Overview

The Tempering System in Diablo 2 Spelunking enhances items using runes, blending strategy and chance for a unique enhancement experience.

Tempering System Overview

The Basics of Tempering

To temper an item, such as Battle Boots, you combine it with a rune in the cube. Runes range from 1 to 33, from El to Zod, each reflecting different enhancement levels.

Understanding Stat Tiers

The system features stat tiers from 1 to 18. The tier an item lands on after tempering is determined by a unique three-dice roll mechanism.

Dice Roll Mechanism

  • First Dice (Fixed Range): Rolls a number between 1 and 6, setting a base for enhancement.
  • Second Dice (Rune-Dependent): Rolls a number from 0 to 6. Higher-tier runes like Zod increase the probability of rolling higher numbers, but the increase is not linear โ€“ meaning lower-tier runes can still yield high rolls.
  • Third Dice (Varied Probabilities): Also rolls between 0 and 6. Similar to the second dice, but with slightly different probabilities, adding an extra layer of unpredictability.
  • Sum Total: The total of these three rolls determines the potential stat tier for the item.

Assigning Stats

  • Tier Matching: The total roll is matched to available stat tiers for the item.
  • Stat Allocation: Stats are then assigned to the item. Higher roll totals generally give better stats, but the system allows for the possibility of exceptional enhancements at any rune tier.

Mechanics for Enthusiasts

  • Rune Tier Influence: Higher-tier runes like Zod slightly increase the chances of rolling high numbers. However, the difference isn't overwhelming โ€“ lower-tier runes like El still have a significant chance to yield excellent stats.
  • Stat Distribution Nuance: The stat distribution favors higher roll totals, but it's not strictly linear. This non-linear distribution means that every tempering session holds potential surprises, with a variety of outcomes possible.

Conclusion

The Tempering System in Diablo 2 Spelunking offers a nuanced balance between randomness and strategy, catering to various playstyles and strategies. Whether youโ€™re experimenting casually or aiming for the best possible outcome, the system provides a unique and engaging experience with every attempt.

An interesting aspect of the tempering mechanics is the marginal difference in rolling an 18 between rune tiers. For example, using a Zod rune yields only about a 0.03% higher chance of rolling an 18 compared to an El rune, subtly emphasizing the balanced nature of the system.

Simulation Results

The following table showcases results from simulated runs, comparing the chances of rolling an 18 and rolling 12 or higher with each rune:

Rune Roll 18 (out of 15000) Roll 12 or higher (out of 15000) Roll 8 or higher (out of 15000)
El 1 29 1277
Eld 0 38 1444
Tir 0 33 1376
Nef 2 49 1559
Eth 1 63 1671
Ith 1 43 1708
Tal 2 90 1846
Ral 3 80 1827
Ort 2 86 1978
Thul 3 100 2096
Amn 0 115 2149
Sol 3 134 2246
Shael 2 150 2389
Dol 2 154 2429
Hel 1 175 2463
Io 3 171 2483
Lum 6 189 2660
Ko 2 229 2914
Fal 4 249 2851
Lem 4 262 2970
Pul 2 266 3152
Um 7 276 3182
Mal 7 307 3311
Ist 7 321 3257
Gul 3 326 3428
Vex 4 398 3558
Ohm 6 374 3500
Lo 9 408 3700
Sur 9 453 3811
Ber 8 441 3966
Jah 15 494 3923
Cham 7 486 4088
Zod 5 532 4195

These results demonstrate that lower-tier runes like El can still be effective, making every tempering attempt a strategic decision.