Corruptions: Difference between revisions
m
→Equipment Corruptions
BetweenWalls (talk | contribs) (partial revert due to translation removal) |
BetweenWalls (talk | contribs) |
||
Line 17:
** 50% chance to turn into a random <span class="d2-yellow">rare</span>
* ''Other Equipment (
** 25% chance to gain sockets (1-3 for armor, 1-4 for one-handed weapons, 1-6 for two-handed weapons)
** 50% chance to gain a modifier (24% low-rarity, 16% mid-rarity, 10% high-rarity)
** 25% chance to turn into a random <span class="d2-yellow">rare</span>
* ''Other Equipment (
** 75% chance to gain a modifier (36% low-rarity, 24% mid-rarity, 15% high-rarity)
** 25% chance to turn into a random <span class="d2-yellow">rare</span>
Line 32:
In ideal circumstances, players can either aim for max-socket corruptions, or high-rarity corruptions with sockets added by puzzleboxes. High-rarity corruption modifiers are generally slightly stronger than 2 sockets on weapons or 1 socket on armors and are therefore best-in-slot for most scenarios, however more sockets allows for more customization.
|