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 Post subject: New changes with new builds
PostPosted: Tue Nov 08, 2011 2:05 am 

Joined: Tue Nov 08, 2011 1:34 am
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Hi, everybody, I'm a D2 player from China. Glad to share with u here about Hell Unleashed~~

Thanks to the modder that makes HU, really a great mod~~

We have battle.net in China which has following changes to this mod:
1) 2 skill points per lvl up;
2) max 40 skill lvl instead of original 20;
3) sorc can tp anywhere out of town, even tp through the wall;
4) with 10 × 16 inventory and 15 × 16 Horadric box

Seems it would be easier to solo to hell :)

Base on these changes, what would be your new ideal builds? Magic will be more powerful due to more skill points? Or you still love melee?

Hope to see your replies. Thanks


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 Post subject: Re: New changes with new builds
PostPosted: Tue Nov 08, 2011 4:33 am 
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Joined: Sat May 28, 2011 4:10 am
Posts: 478
Melee has sucked for the last patched/resets here, so no. Magic ftw..


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 Post subject: Re: New changes with new builds
PostPosted: Tue Nov 08, 2011 4:48 am 

Joined: Wed Oct 19, 2011 11:32 am
Posts: 75
If you double your skill points and the current existing skill max its clear that the level of difficulty eases of. Thats why we can establish that no char gets a special advantage.

China_Liu wrote:
3) sorc can tp anywhere out of town, even tp through the wall;


I guess that the sorc gets a little vantage but I am not sure about because I'm also new here (Its my first mod for Diablo).Maybe you ask another person again.

However I made the experience that the druid and necromancer are pretty good in this mod especially at the onset.

By the way I made a topic releated to this:

viewtopic.php?f=10&t=5013


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 Post subject: Re: New changes with new builds
PostPosted: Tue Nov 08, 2011 11:58 am 
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Quote:
1) 2 skill points per lvl up;
2) max 40 skill lvl instead of original 20;
3) sorc can tp anywhere out of town, even tp through the wall;
4) with 10 × 16 inventory and 15 × 16 Horadric box


So its not so much Hell Unleashed any more, as it's "Slightly nasty, Unleashed"

Were the skill tiers adjusted to fit this? D2 damage rolls over in 1.10 around the 83k mark, and some skills are close to that already. Sounds kinda pointless as you can finish the game with 20 max skill level and 1 point on level up. All you done is make it easier for casters and harder for melee. Did melee weapons get adjusted? Did you double the possible ED% in ISC.txt, or the strength/dex bonus on weapons. Skills using a dm formula, did you alter them to a more linear level progression or are they stil useless outside of a 1 pointer?

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 Post subject: Re: New changes with new builds
PostPosted: Tue Nov 08, 2011 12:27 pm 
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This shit need to be deleted, why entertain these people?

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 Post subject: Re: New changes with new builds
PostPosted: Tue Nov 08, 2011 1:17 pm 
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i dont think anybody would play melee if you could increase ur last dmg tier with hard points.

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 Post subject: Re: New changes with new builds
PostPosted: Tue Nov 08, 2011 10:01 pm 
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You sure that isn't other d2 patch versions that roll over at 83k purerage? I distinctly remember earlier versions of AM having gross amounts of damage without rolling over. I distinctly remember a thunderstorm sorc mounting 880k max damage for thunderstorm and being able to two shot hell Baal who definitely had over a million health even single spawned.


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 Post subject: Re: New changes with new builds
PostPosted: Tue Nov 08, 2011 11:10 pm 
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pretty sure its 1.10. you can check it with blaze, remember its damage per frame, the delay between ticks on skills and animation speed is also taken into account. Charged bolt with 40 point synergys + 40 hard points in mastery will break that, blaze breaks it already late game, meteor fire will break it easily. It was fixed in 1.13c iirc.

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 Post subject: Re: New changes with new builds
PostPosted: Tue Nov 08, 2011 11:39 pm 
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What sort of limit at what stage of the calculations are you speaking of in particular Purerage? It's entirely possible to do a million damage hit in diablo 1.10 without using poison.


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 Post subject: Re: New changes with new builds
PostPosted: Wed Nov 09, 2011 12:12 am 
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Oh my bad, 1.09 > 1.10 changed the percent func in that deals with that, increasing the cap by 100 times. 1.10 > 1.11 changed it back and 1.12 > 1.13 changed it back again...

Claws wrote:
I just have to notice this once:

The damage cap ist not at 87040. Also the (2^10+2^12+2^14+2^16) or 1024*85 = 87040 calculation makes no sense.
Capping occurs already at 84k. Necrolis had a much better explanation for calculating the cap and it corresponds with the real capping in the game:

Necrolis";p="399565 wrote:
If one uses simple math we can work out accurate values. Damage is signed, so it has 2 ^ 31 - 1 as a max value, next blizzard uses 8 bit precision for life mana and damage, leaving 2 ^ 23 - 1, next we get to the main cause of the roll, blizzards percentage function, this multiplies by the percent base first, which is 100, this leaves 2 ^ 23 - 1 / 100 as the cap. The rollover occurs when the signed bit is overwritten making the value negative, this happens every ((2 ^ 23) - 1) / 100 damage, so every even multiple of that value is negative. Though it is possible to roll multiple times when you start hitting excessive damage (2 ^ 23 as a base damage value)


Thus the cap is at ((2 ^ 23) - 1) / 100 = 83886. And it rolls over at 167772.

I don't understand how the wrong value could have been reapeatingly posted from 2003 on in this forum and nobody verified (or ameneded) it. (I saw that Myhrginoc calls it 83k which is quite the correct value).

I would apreciate if the first posting in this thread and the Wiki could be edited.

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