Gates of Arimyth
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Hammerdin
http://forum.arimyth.com/viewtopic.php?f=10&t=2699
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Author:  Equinox [ Sun Jan 09, 2011 1:44 pm ]
Post subject:  Hammerdin

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.

Author:  kwikster [ Sun Jan 09, 2011 5:23 pm ]
Post subject:  Re: Hammerdin

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.

Author:  Draped [ Mon Jan 10, 2011 6:57 am ]
Post subject:  Re: Hammerdin

Some additional questions:
1) Are +magic dmg/-magic resists working properly atm?
2) Can sanctuary break magic immunities? Also for party members?

Author:  PureRage-DoD [ Mon Jan 10, 2011 7:11 am ]
Post subject:  Re: Hammerdin

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.

Author:  Draped [ Tue Jan 11, 2011 5:49 am ]
Post subject:  Re: Hammerdin

-magic resists can only take enemy magic resistances to zero but not below, right?

Author:  PureRage-DoD [ Tue Jan 11, 2011 6:16 am ]
Post subject:  Re: Hammerdin

it can go into negatives (-100 is the most you can lower too)

Author:  FuryCury [ Tue Jan 11, 2011 4:14 pm ]
Post subject:  Re: Hammerdin

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.

Author:  blue_myriddn [ Tue Jan 11, 2011 4:15 pm ]
Post subject:  Re: Hammerdin

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

Author:  PureRage-DoD [ Tue Jan 11, 2011 9:14 pm ]
Post subject:  Re: Hammerdin

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.

Author:  FuryCury [ Wed Jan 12, 2011 12:16 am ]
Post subject:  Re: Hammerdin

Since hammers no longer bypass resists...they can get into the negatives now eh.

Author:  blue_myriddn [ Wed Jan 12, 2011 12:20 am ]
Post subject:  Re: Hammerdin

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.

Author:  PureRage-DoD [ Wed Jan 12, 2011 12:31 am ]
Post subject:  Re: Hammerdin

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.

Author:  Hflame [ Wed Jan 12, 2011 12:34 am ]
Post subject:  Re: Hammerdin

passive physical pierce would be cool, then it could be applied to the unique facets lol.

Author:  Steel [ Wed Jan 12, 2011 5:48 am ]
Post subject:  Re: Hammerdin

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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