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 Post subject: HU v1.7 Mercenaries
PostPosted: Thu Jan 12, 2017 7:39 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1119
Location: Vancouver, BC
I never got around to making a webpage for Mercenaries, and the design document wasn't regularly updated to reflect their changes. Below are some stats for them, let me know if there's something else you'd like to know. I've calculated the CharScreen stats as if the Mercs were level 1, even though you hire them at higher levels. I felt this might let folks see the differences between them easier (the negative AC at level 1 looks a bit silly, oh well). I've calculated the skills at levels 33, 66, and 99 (If you rushed a level 33 char to a5, I'm pretty sure your Barb would have the stats mentioned below).

If folks agree that these stats are all they want to see, then eventually I'll extend the WebpageMaker program to auto-generate a prettier webpage-table for future versions of HU to use. Also, the RegularAttack numbers might be too large because in the files there's a "chance to use" auras and passives, so if those are already active, I'm guessing the Merc will use RegularAttack. I don't notice my A3 Mercs attacking very often, so maybe when they "decide to cast FireMastery" Mercs just stand still for a few frames and decide again.


A1 Rogues - These can't benefit from IronSkin oSkill
  • Regen=3 (18HP/sec @ 1000HP)
  • WalkSpeed = 7, Run = 11
  • HP = 48 +8/Lvl
  • AC = -36 +6/Lvl
  • Str = 25 +5/8Lvl
  • Dex = 45 +10/8Lvl
  • AR = 20 +20/Lvl
  • BaseDmg = 4-9 +1/8Lvl
Fire:
  • Level 33
    1. 19% RegularAttack
    2. 11% Lvl 7 Inner Sight
    3. 26% Lvl 7 Fire Arrow
    4. 25% Lvl 6 Exploding Arrow
    5. 20% Lvl 6 Immolation Arrow
    6. Lvl 6 Pierce
  • Level 66
    1. 15% RegularAttack
    2. 9% Lvl 14 Inner Sight
    3. 16% Lvl 14 Fire Arrow
    4. 28% Lvl 13 Exploding Arrow
    5. 32% Lvl 13 Immolation Arrow
    6. Lvl 13 Pierce
  • Level 99
    1. 12% RegularAttack
    2. 8% Lvl 20 Inner Sight
    3. 10% Lvl 20 Fire Arrow
    4. 30% Lvl 20 Exploding Arrow
    5. 40% Lvl 20 Immolation Arrow
    6. Lvl 20 Pierce
Cold:
  • Level 33
    1. 9% RegularAttack
    2. 15% Lvl 7 Inner Sight
    3. 23% Lvl 7 Ice Arrow
    4. 27% Lvl 6 Cold Arrow
    5. 26% Lvl 6 Freezing Arrow
    6. Lvl 6 Pierce
  • Level 66
    1. 8% RegularAttack
    2. 12% Lvl 14 Inner Sight
    3. 13% Lvl 14 Ice Arrow
    4. 26% Lvl 13 Cold Arrow
    5. 41% Lvl 13 Freezing Arrow
    6. Lvl 13 Pierce
  • Level 99
    1. 5% RegularAttack
    2. 10% Lvl 20 Inner Sight
    3. 7% Lvl 20 Ice Arrow
    4. 26% Lvl 20 Cold Arrow
    5. 52% Lvl 20 Freezing Arrow
    6. Lvl 20 Pierce


A2 DesertWarrior
  • Regen=3 (18HP/sec @ 1000HP)
  • WalkSpeed = 8, Run = 14
  • HP = 70 +10/Lvl
  • AC = -20 +5/Lvl
  • Str = 30 +10/8Lvl
  • Dex = 20 +5/8Lvl
  • AR = 20 +20/Lvl
  • BaseDmg = 4-9 +2/8Lvl
Regen:
  • Level 33
    1. 33% RegularAttack
    2. 42% Lvl 9 Jab
    3. 23% Lvl 5 Vengeance
    4. 2% Lvl 1 Convert
    5. Lvl 10 Prayer
  • Level 66
    1. 33% RegularAttack
    2. 42% Lvl 15 Jab
    3. 23% Lvl 9 Vengeance
    4. 2% Lvl 1 Convert
    5. Lvl 15 Prayer
  • Level 99
    1. 33% RegularAttack
    2. 42% Lvl 20 Jab
    3. 23% Lvl 13 Vengeance
    4. 2% Lvl 1 Convert
    5. Lvl 20 Prayer
Defensive:
  • Level 33
    1. 33% RegularAttack
    2. 42% Lvl 9 Jab
    3. 23% Lvl 5 Vengeance
    4. 2% Lvl 1 Convert
    5. Lvl 7 Defiance
  • Level 66
    1. 33% RegularAttack
    2. 42% Lvl 15 Jab
    3. 23% Lvl 9 Vengeance
    4. 2% Lvl 1 Convert
    5. Lvl 12 Defiance
  • Level 99
    1. 33% RegularAttack
    2. 42% Lvl 20 Jab
    3. 23% Lvl 13 Vengeance
    4. 2% Lvl 1 Convert
    5. Lvl 18 Defiance
Offensive:
  • Level 33
    1. 33% RegularAttack
    2. 42% Lvl 9 Jab
    3. 23% Lvl 5 Vengeance
    4. 2% Lvl 1 Convert
    5. Lvl 8 Blessed Aim
  • Level 66
    1. 33% RegularAttack
    2. 42% Lvl 15 Jab
    3. 23% Lvl 9 Vengeance
    4. 2% Lvl 1 Convert
    5. Lvl 15 Blessed Aim
  • Level 99
    1. 33% RegularAttack
    2. 42% Lvl 20 Jab
    3. 23% Lvl 13 Vengeance
    4. 2% Lvl 1 Convert
    5. Lvl 20 Blessed Aim


A3 Sorceror - These can't benefit from IronSkin oSkill
  • Regen=5 (30HP/sec @ 1000HP)
  • 33%Block
  • WalkSpeed = 7, Run = 11
  • HP = 46 +6/Lvl
  • AC = -36 +4/Lvl
  • Str = 22 +6/8Lvl
  • Dex = 28 +7/8Lvl
  • AR = 20 +20/Lvl
  • BaseDmg = -19 to -13 +4/8Lvl
Fire:
  • Level 33
    1. 29% RegularAttack
    2. 32% Lvl 20 Fire Bolt
    3. 25% Lvl 15 Fire Ball
    4. 14% Lvl 4 Meteor
    5. Lvl 20 Holy Fire
    6. Lvl 1 Fire Mastery
  • Level 66
    1. 29% RegularAttack
    2. 32% Lvl 20 Fire Bolt
    3. 25% Lvl 19 Fire Ball
    4. 14% Lvl 10 Meteor
    5. Lvl 20 Holy Fire
    6. Lvl 7 Fire Mastery
  • Level 99
    1. 29% RegularAttack
    2. 32% Lvl 20 Fire Bolt
    3. 25% Lvl 23 Fire Ball
    4. 14% Lvl 16 Meteor
    5. Lvl 20 Holy Fire
    6. Lvl 13 Fire Mastery
Cold:
  • Level 33
    1. 29% RegularAttack
    2. 32% Lvl 20 Ice Bolt
    3. 25% Lvl 15 Glacial Spike
    4. 14% Lvl 4 Blizzard
    5. Lvl 20 Holy Freeze
    6. Lvl 1 Cold Mastery
  • Level 66
    1. 29% RegularAttack
    2. 32% Lvl 20 Ice Bolt
    3. 25% Lvl 19 Glacial Spike
    4. 14% Lvl 10 Blizzard
    5. Lvl 20 Holy Freeze
    6. Lvl 7 Cold Mastery
  • Level 99
    1. 29% RegularAttack
    2. 32% Lvl 20 Ice Bolt
    3. 25% Lvl 23 Glacial Spike
    4. 14% Lvl 16 Blizzard
    5. Lvl 20 Holy Freeze
    6. Lvl 13 Cold Mastery
Lightning:
  • Level 33
    1. 29% RegularAttack
    2. 32% Lvl 20 Charged Bolt
    3. 25% Lvl 12 Lightning
    4. 14% Lvl 3 Chain Lightning
    5. Lvl 20 Holy Shock
    6. Lvl 1 Lightning Mastery
  • Level 66
    1. 29% RegularAttack
    2. 32% Lvl 20 Charged Bolt
    3. 25% Lvl 16 Lightning
    4. 14% Lvl 9 Chain Lightning
    5. Lvl 20 Holy Shock
    6. Lvl 7 Lightning Mastery
  • Level 99
    1. 29% RegularAttack
    2. 32% Lvl 20 Charged Bolt
    3. 25% Lvl 20 Lightning
    4. 14% Lvl 15 Chain Lightning
    5. Lvl 20 Holy Shock
    6. Lvl 13 Lightning Mastery


A5 Barbarian
  • Regen=3 (18HP/sec @ 1000HP)
  • 5%CriticalStrike
  • WalkSpeed = 8, Run = 14
  • HP = 74 +14/Lvl
  • AC = -45 +5/Lvl
  • Str = 28 +9/8Lvl
  • Dex = 22 +6/8Lvl
  • AR = 20 +20/Lvl
  • BaseDmg = 1-6 +3/8Lvl
Human:
  • Level 33
    1. 25% RegularAttack
    2. 38% Lvl 20 Concentrate
    3. 29% Lvl 21 War Cry
    4. 8% Lvl 20 Bash
    5. Lvl 20 Iron Skin
  • Level 66
    1. 25% RegularAttack
    2. 38% Lvl 20 Concentrate
    3. 29% Lvl 25 War Cry
    4. 8% Lvl 20 Bash
    5. Lvl 20 Iron Skin
  • Level 99
    1. 25% RegularAttack
    2. 38% Lvl 20 Concentrate
    3. 29% Lvl 29 War Cry
    4. 8% Lvl 20 Bash
    5. Lvl 20 Iron Skin
Bear:
  • Level 33
    1. 55% RegularAttack
    2. 38% Lvl 12 Shock Wave
    3. 17% Lvl 12 Rabies
    4. Lvl 12 Were Bear
    5. Lvl 20 Lycanthropy
  • Level 66
    1. 55% RegularAttack
    2. 38% Lvl 16 Shock Wave
    3. 17% Lvl 16 Rabies
    4. Lvl 16 Were Bear
    5. Lvl 20 Lycanthropy
  • Level 99
    1. 55% RegularAttack
    2. 38% Lvl 20 Shock Wave
    3. 17% Lvl 20 Rabies
    4. Lvl 20 Were Bear
    5. Lvl 20 Lycanthropy
Wolf:
  • Level 33
    1. 46% RegularAttack
    2. 29% Lvl 20 Feral Rage
    3. 25% Lvl 12 Fury
    4. Lvl 12 Were Wolf
    5. Lvl 20 Lycanthropy
  • Level 66
    1. 46% RegularAttack
    2. 29% Lvl 20 Feral Rage
    3. 25% Lvl 16 Fury
    4. Lvl 16 Were Wolf
    5. Lvl 20 Lycanthropy
  • Level 99
    1. 46% RegularAttack
    2. 29% Lvl 20 Feral Rage
    3. 25% Lvl 20 Fury
    4. Lvl 20 Were Wolf
    5. Lvl 20 Lycanthropy


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 Post subject: Re: HU v1.7 Mercenaries
PostPosted: Thu Jan 12, 2017 10:42 pm 

Joined: Mon Oct 03, 2016 10:38 am
Posts: 11
Brevan wrote:
I don't notice my A3 Mercs attacking very often, so maybe when they "decide to cast FireMastery" Mercs just stand still for a few frames and decide again.


I don't think you need Chance for passive skills, just leave it 0.
And the reason A3 Mercs don't attack very often probably come from aura skills , consider increasing the Chance to 1000 and adding 1 to aitype should do the trick, they'll instantly use it once when engage in battle instead of wasting time spamming it once in a while.

Sorry, for my bad english.


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 Post subject: Re: HU v1.7 Mercenaries
PostPosted: Fri Jan 13, 2017 5:14 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1119
Location: Vancouver, BC
A3 Mercs are behaving well right now, better than I expected.

Their regular attack chance is intended to be small, but since they have 3 non-castable skills (passives and auras), I was worried that they would attack (melee) whenever their random action landed on a non-castable skill, but since they're behaving well, I don't intend to change them.

Later I don't mind experimenting with the changes you mentioned. PhrozenKeep does not appear to have experimented much with the aiType column (known to be important to Assassin Shadows) in skills.txt, but they mentioned that it is accessed in some cases by the A3 Mercs. Thank you for the testing ideas.


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 Post subject: Re: HU v1.7 Mercenaries
PostPosted: Sat Jan 14, 2017 6:34 am 

Joined: Sat Jan 02, 2010 1:36 am
Posts: 969
Did you ever think that a group of say 4 people running prayer aura would get out of hand with it healing a % of the merc's HP?


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 Post subject: Re: HU v1.7 Mercenaries
PostPosted: Sat Jan 14, 2017 11:24 am 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1119
Location: Vancouver, BC
I'm not sure what you mean. If you meant stacking multiple instances of Prayer, then I haven't seen evidence that it's possible (in my tests, I was checking if the +HP effect was stacking, and it wasn't). If you mean is the Prayer aura itself powerful, then sure I suppose it is, but so are the Defiance and BAim (especially in a group) auras. The HP of my A2 mercs has never seemed especially high (about 1.3k), but I'm sure folks could specialize them further than that.

I did get to play in a team of 2 Zealots (Fanat, Vigor (with maxed Might and Salvation)) and two A2 Mercs (Defiance and Prayer), so I'd agree that 4 auras running at the same time is very effective. The Vigor Paladin was using a 2-Handed sword for kicks, since we could get away with it (4 front-line tanks, his weapon Stunned monsters, so he was rarely attacked).

It's been mentioned that v1.7 was balanced around a 1-3 person team, so I wouldn't be surprised if any team of size 3 or more steamrolled through Norm and NM. During Testing it was agreed that getting to know the changes and builds of v1.7 would itself be a challenge, so the monsters and bosses were toned down to compensate. Later HU versions based on v1.7 are welcome to increase the difficulty for larger groups. I've been keeping a small list of changes, so perhaps after a few months (when a v1.9 Suggestions thread seems reasonable), I'll be happy to make suggestions.


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 Post subject: Re: HU v1.7 Mercenaries
PostPosted: Sat Jan 14, 2017 12:17 pm 

Joined: Sat Jan 02, 2010 1:36 am
Posts: 969
Prayer is the only aura in the game that stacks.

If you crafted hell prayer amulets @ item level 1 and char level 1, you could get a full group running level 12ish prayer and be invincible.

Unless you changed it so it can't stack, which I have no idea how you would or how it even works, they'll stack.


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 Post subject: Re: HU v1.7 Mercenaries
PostPosted: Wed Mar 29, 2017 4:38 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1119
Location: Vancouver, BC
I recently ran a test of Prayer Stacking (Merc + Merc and Merc + Paladin), and Prayer didn't stack when the levels of Prayer differed, but it did when the levels of Prayer matched and even when the pulse interval differed.

It's still possible to stack healing effects from Prayer and the auras it synergizes with (Meditation and the 4 resistance auras). Running all 6 auras would certainly result in a very durable group. Aside from Prayer, the other auras are pretty hard to find in v1.7 (Meditation via Heaven's Set (uses Zon Spear), ResAuras via InfernalSet (uses Necro Shield), or unique Pavise (it's just heavy)), but those still leave plenty of interesting party ideas if folks want to pursue one of those parties.

That aside, I recently tested and confirmed that the hidden passive skills CharStatPerks and SpellMasteries (given to all characters at the start of the game) will work for Mercs if they get those skills via Monstats.txt, so perhaps in a future update or in HUv1.9 even the A1 and A3 mercs can benefit from IronSkin.


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