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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Sat Sep 12, 2009 10:51 pm 
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Joined: Mon Aug 31, 2009 6:42 am
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add this


for valks

Hidden Stats

Resistances
The Valkyries' resistances are equal to their level * 2, to a max of 85. So a level 10 Valkyrie will have +20 Resist All. Valkyries also get a hidden synergy bonus from Decoy, where every physical point in Decoy will add +2 Resist All. The whole formula comes out as = (Valkyrie level + Base Decoy Level ) * 2

Magic Level
The equipment that a Valkyrie is spawned with is based on her Magic Level, i.e. the ilvl that her equipment is spawned with, therefore denoting which mods can be spawned. The Magic Level of any Valkyrie is equal to a base of 25 at level 1, and increases by 3 for each level.

Dexterity
Valkyries recieve a bonus of Dexterity of +12 per level. A level 12 Valkyrie will have 144 dexterity points. Valks gain bonuses of attack rating and defense much like any character, but this is not reflected in their skill description.

Valkyrie Health
Valkyrie Health = 440 * (1 + 0.2 * (Valkyrie level + Decoy Level - 1))


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Sat Sep 12, 2009 10:58 pm 
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hunterAS wrote:
add this


for valks

Hidden Stats

Resistances
The Valkyries' resistances are equal to their level * 2, to a max of 85. So a level 10 Valkyrie will have +20 Resist All. Valkyries also get a hidden synergy bonus from Decoy, where every physical point in Decoy will add +2 Resist All. The whole formula comes out as = (Valkyrie level + Base Decoy Level ) * 2

Magic Level
The equipment that a Valkyrie is spawned with is based on her Magic Level, i.e. the ilvl that her equipment is spawned with, therefore denoting which mods can be spawned. The Magic Level of any Valkyrie is equal to a base of 25 at level 1, and increases by 3 for each level.

Dexterity
Valkyries recieve a bonus of Dexterity of +12 per level. A level 12 Valkyrie will have 144 dexterity points. Valks gain bonuses of attack rating and defense much like any character, but this is not reflected in their skill description.

Valkyrie Health
Valkyrie Health = 440 * (1 + 0.2 * (Valkyrie level + Decoy Level - 1))



Druid summons

dunno how much ~~

Summon Spirit Wolf adds attack and defense to Wolves, Dire Wolves and Grizzly pets.
Summon Dire Wolf adds hitpoints to Wolves, Dire Wolves and Grizzly pets.
Summon Grizzly adds damage to Wolves, Dire Wolves and Grizzly pets.


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Sun Sep 13, 2009 12:51 am 
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the valk stuff is already there, the 3 formulas

the druid summons. no summon adds life to any other summon except oak. Dire gives damage to grizzly and grizzly gives damage to dire and spirit. Spirit wolves give def and ar to dire and grizzly.

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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Sun Sep 13, 2009 1:19 am 
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wow everyone score one for rage..

just copy and pasted from arreat summit.. sue me.


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Sat Oct 31, 2009 10:42 pm 
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looking to add the formula for skele mages damage, anyone have that info please let me know. thanks

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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Mon Nov 02, 2009 7:37 am 
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this is for vanilla ...... hu.. since they were buffed... no idea...

http://diablo.wikia.com/wiki/Skeletal_Mage_Damage


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Fri Jan 29, 2010 2:27 pm 

Joined: Sat Jan 16, 2010 9:35 pm
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Location: US East
Note on Strafe: MinArrowsFired = 2 + (slvl/4) after level 2, or 6 arrows at level 20. MinArrowsFired does not exceed the maximum, of course.

I didn't know about Decoy adding arrows to Strafe. I gotta see this one on my current bowazon..

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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Wed May 05, 2010 7:37 am 

Joined: Sat May 01, 2010 7:46 pm
Posts: 91
Doesn't defiance give dr/mdr ?


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Tue Jul 26, 2011 3:52 pm 

Joined: Mon Jul 25, 2011 12:30 pm
Posts: 96
Not a skill, but since some other things that aren't skills are listed... Does the resist penalty for players still apply to magic resistance?


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Sun Feb 14, 2016 6:27 pm 

Joined: Fri Apr 03, 2015 4:44 pm
Posts: 42
Quote:
Items with skill charges count as synergies as long as you don't have the point in synergies already.


Can anyone elaborate on this?


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Sun Feb 14, 2016 7:21 pm 
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Location: Vancouver, BC
Let's say SkillY gives SkillX 10% extra damage per level via synergy.

If you're carrying an item with charges of level 30 SkillY, then that item will give SkillX a +300% EDmg bonus, but only if your character does not already have points in skillY. If your item gave a level 30 SkillY oSkill, then SkillX does not get any synergy bonus.

Back around HU v1.12 the CarrionRing had charges of (I think) level 30 PoisonCreeper, which was a synergy for Rabies. So as long as a Druid didn't put a point into PCreeper, they could just wear that ring and buff their rabies as if they had placed 30 points into PCreeper.

Although this is a bug in v1.10 D2:LoD, I personally think it's a pretty sweet feature, since it allows synergized oSkills (just be super careful about the level of the charges, and which items have them, and maybe place functions in skills.txt that limit synergy bonuses to level 20). For example, if Telekinesis makes EnergyShield more efficient (less mana lost per damage) then you could make a paladin-only shield with a single charge of level 20 TK and then a level 1 EnergyShield oSkill (or charges if you want). If the Paladin uses that single charge of TK, then they no longer gain the synergy bonus until they repair it. Perhaps a FoH Pally running a high-level Meditation would really like that shield.


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Mon Feb 15, 2016 11:50 pm 

Joined: Fri Apr 03, 2015 4:44 pm
Posts: 42
Oh wow, that's great to know, something I should've known already because I just love to make unconventional builds where I get to be creative on the combinations of cross class skills and their synergies


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Mon Nov 05, 2018 4:41 pm 

Joined: Sat Nov 06, 2010 2:35 am
Posts: 47
Telekinesis still a hidden bonus to Energy shield? I only put a few points into Telekinesis but havn't see any change in Eshield yet.


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Mon Nov 05, 2018 5:24 pm 
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Location: Vancouver, BC
In HUv2.1, EShield has no synergies. The amount of MP lost per damage (the thing Telekinesis used to help out with, the skill description shows it as "Mana Drain") starts out at 50/16 and goes down to 12/16. Every hard point reduces that fraction by 2/16, and every soft point reduces by 1/16. With just 1 hard point, you'd need +36 Skills to lose 3MP every 4 damage, After 19 hard points you reach the cap without +Skills.

A lot of the information in the original post of this topic is for HUv1.2 I think. I think most of it isn't accurate after about HUv1.3.


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 Post subject: Re: Skill Hidden Bonuses
PostPosted: Thu Nov 08, 2018 3:00 pm 

Joined: Sat Nov 06, 2010 2:35 am
Posts: 47
That sucks. Wasted some skill points :( Guess I'm going telekinesis as a secondary lol


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