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 Post subject: Hammerdin
PostPosted: Sun Jan 09, 2011 1:44 pm 

Joined: Sun Jan 09, 2011 1:40 pm
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I would like to play a Hammerdin and im not sure how to skill exactly.
My thought are 20 holy bolt 20 Hammer and 20 fist of HEavens.
Which Aura would be good and How many points on holy shield.
Please give me your suggestions on skilling and Stat points as well as item choices.


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 Post subject: Re: Hammerdin
PostPosted: Sun Jan 09, 2011 5:23 pm 

Joined: Thu Aug 19, 2010 9:15 pm
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Hammerdins use conc as their aura which boost hammer dmg as well as parties dmg. Holy shield gets maxed after other skills. It's advisable to put at least 1 point in all res auras as well as prayer and cleansing.

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 Post subject: Re: Hammerdin
PostPosted: Mon Jan 10, 2011 6:57 am 

Joined: Wed Feb 03, 2010 8:21 am
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Some additional questions:
1) Are +magic dmg/-magic resists working properly atm?
2) Can sanctuary break magic immunities? Also for party members?


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 Post subject: Re: Hammerdin
PostPosted: Mon Jan 10, 2011 7:11 am 
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1: magic pierce is working. I'm not 100% on magic% however. If it does work, its not adding to the char screen damage.
2: No, it gives the user 20% passive pierce. The aurafilter used by sanctuary only effects the player, not enemys (the knockback comes from a missile that the aura pulses out) so it can be passive only im afraid :(
There are so few magic immunes, thats not an issue though.

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 Post subject: Re: Hammerdin
PostPosted: Tue Jan 11, 2011 5:49 am 

Joined: Wed Feb 03, 2010 8:21 am
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-magic resists can only take enemy magic resistances to zero but not below, right?


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 Post subject: Re: Hammerdin
PostPosted: Tue Jan 11, 2011 6:16 am 
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it can go into negatives (-100 is the most you can lower too)

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 Post subject: Re: Hammerdin
PostPosted: Tue Jan 11, 2011 4:14 pm 
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PureRage-DoD wrote:
it can go into negatives (-100 is the most you can lower too)


This was changed recently? Up til this patch 0% was as low as you could go.

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 Post subject: Re: Hammerdin
PostPosted: Tue Jan 11, 2011 4:15 pm 
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FuryCury wrote:
PureRage-DoD wrote:
it can go into negatives (-100 is the most you can lower too)


This was changed recently? Up til this patch 0% was as low as you could go.

Always been that way. Wasn't changed this patch

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 Post subject: Re: Hammerdin
PostPosted: Tue Jan 11, 2011 9:14 pm 
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0% cap was for the bypassing hammers. Any non bypassing magic attack is treated exactly like any other element with the d2modplugin for magic pierce.

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 Post subject: Re: Hammerdin
PostPosted: Wed Jan 12, 2011 12:16 am 
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Since hammers no longer bypass resists...they can get into the negatives now eh.

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 Post subject: Re: Hammerdin
PostPosted: Wed Jan 12, 2011 12:20 am 
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FuryCury wrote:
Since hammers no longer bypass resists...they can get into the negatives now eh.

oh ya - so that was a change this patch. my bad.
Technically, you always were lowering their resists, the skill just ignored whatever you did to the resists, so it didn't matter.

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 Post subject: Re: Hammerdin
PostPosted: Wed Jan 12, 2011 12:31 am 
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just means you need to use passive pierce like other casters now. The ignore resists flag works both for negative and positive resist (ie. a nec can use amp to lower an undead to -50 res but if you are wearing a holy craft armor, the enemy will have 0 phys res for you).

On a side note, passive physical pierce is also possible using the code from that d2modplugin iirc.

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 Post subject: Re: Hammerdin
PostPosted: Wed Jan 12, 2011 12:34 am 
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passive physical pierce would be cool, then it could be applied to the unique facets lol.


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 Post subject: Re: Hammerdin
PostPosted: Wed Jan 12, 2011 5:48 am 
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Quote:
passive physical pierce is also possible using the code from that d2modplugin iirc.
HU doesn't use that plugin, Magic pierce was added via code editing.


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