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 Post subject: Fixing hammerdins
PostPosted: Tue May 25, 2010 10:10 pm 
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Joined: Mon Aug 31, 2009 6:42 am
Posts: 726
obviously hammers are extremely overpowered.. I've been doing as much research as possible on how to remove the bypass_demon line and I haven't come up with anything

plus there is a bug with concentration hammers are only supposed to get 50% added dmg from concentration but they are recieving the full 100% so my idea would be to completely remove concentration but keep the bypass demon/undead with the lesser dmg it shouldn't be a complete domination of every single thing that moves

there are other ideas of what can be made to replace concentration but I leave you with this thought... there is no reason to have that many dmg auras on a paladin... might..fanta...conc...

A new aura could be made that kept the % interruptable since that is amazing.. but maybe gave a small boost to life for example but it could be anything.. make auras isn't exactly hard to do.


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 Post subject: Re: Fixing hammerdins
PostPosted: Tue May 25, 2010 11:02 pm 

Joined: Mon Nov 23, 2009 2:09 am
Posts: 736
Unless the character screen is lying about damage, you are wrong about them receiving full bonus. They are receiving 50% of concentration.

Test on single player:

Naked hammerdin
20 into hbolt, bhammer, foh, concentration

Hammer damage = 2394 - 2448
Concentration = 280%
Hammer damage with conc = 5745 - 5875

Half of 280% is 140%. This is 140% EXTRA damage (which most people completely fail on this part of the math), meaning you multiply hammer damage by 2.4 (or you can multiply it by 1.4, take that total and add it to your non-aura hammer damage). If we do this, we get:

2448 x 2.4 = 5875
OR
2448 x 1.4 = 3427 3427 + 2448 = 5875


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 Post subject: Re: Fixing hammerdins
PostPosted: Tue May 25, 2010 11:40 pm 
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formula should be this

but nonetheless I stand corrected I missed the /2 at the end ;)

still anyone provide a solid argument against removal?

With Concentration : (Base Hammer Damage * (1 + (.14 * Number of Points in Synergies))) * (1 + (.6 + (.15 * Concentration Level))/2)

Without Concentration : (Base Hammer Damage * (1 + (.14 * Number of Points in Synergies)))


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 Post subject: Re: Fixing hammerdins
PostPosted: Wed May 26, 2010 2:06 am 
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Joined: Tue Sep 01, 2009 2:31 am
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Location: austintown,Ohio
it can b set lower, put it some where between 30-40% then hammers would b like 34k-35 tops with full inven of skillers

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 Post subject: Re: Fixing hammerdins
PostPosted: Wed May 26, 2010 9:28 am 
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hammers should be maybe around 10-12k maybe 15k with max skillers if we are going to leave the bypass_demon bypass_undead lines still in there.


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 Post subject: Re: Fixing hammerdins
PostPosted: Wed May 26, 2010 10:39 am 
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Location: austintown,Ohio
a true balance to hammers would be 25-30k with with using this setup:

+3blessed hammer HOTO
enigma
full soulmancer set
dragonscale
mara's
2Xpally ring
anni/heart/brain
15pally combat skillers

hammers need a tone down in damage i agree.

if hammer r so OP why don't you see 10 or more pally over level 100 on sc,aside from me and you who has soloed hell baal with a hammerdin.

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 Post subject: Re: Fixing hammerdins
PostPosted: Wed May 26, 2010 11:20 am 
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hammers are OP. My healers hammers are at level 32 (11 hard points and maxed synergies) and has 1 point conc (level 22 with gear) no combat or off auras skillers. That yields 11k hammers and he is able to solo hell bosses.

The top 4 pallys on the whole realm use hammers to kill bosses. (3 hdins and my healer)

also, you prove they are crazy OP by stating that they can solo hell baal.

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 Post subject: Re: Fixing hammerdins
PostPosted: Wed May 26, 2010 11:30 am 
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so your are saying that a poison necro with 600k+lr and -poison res is not op more than a hammerdin. you can drop most monsters and bosses with lr to -50 or lower . THAT IS THE OP BUILD HERE

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 Post subject: Re: Fixing hammerdins
PostPosted: Wed May 26, 2010 11:33 am 
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I didnt say a hdin was more OP than a poison nec. I said hammers are OP, there can be more than 1 overpowered build.

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 Post subject: Re: Fixing hammerdins
PostPosted: Wed May 26, 2010 11:35 am 
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Sesshomaru wrote:
so your are saying that a poison necro with 600k+lr and -poison res is not op more than a hammerdin. you can drop most monsters and bosses with lr to -50 or lower . THAT IS THE OP BUILD HERE


not to answer for anyone, but I imagine they would say they are both OP.

Of course, if you ask me skill charms are a big part of the problem. At a 40% gain per level from the 2 synergies, each point in blessed hammer gets quite a punch. Similar story with psn necros.

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 Post subject: Re: Fixing hammerdins
PostPosted: Thu May 27, 2010 12:26 am 
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skill charms aren't a part of the problem for my Hammerdin which I fully attest to be top 3 on the realm..

I use maybe 3-4 .. the rest chill in my inventory for duels... its all 20 sc and stuff like that...

I usually sport about 30-33k damage...
and its plenty.


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