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 Post subject: Item suggestions for dew's patch
PostPosted: Fri Mar 02, 2012 4:52 pm 

Joined: Tue Sep 01, 2009 9:19 pm
Posts: 622
Location: Reno NV
Figured I'd post these in a new thread instead of flooding the other one I have going so. Also feel free to throw up your own changes/new additions as long as they're within reason. The only thing I'm not really sure about is those elemental boots I messed with. 8 pierce and a skill sounds pretty nasty, maybe bring it down 5-7, maybe even 5-6(currently at 5-7 unless someone gives me a good reason not to).

CB adjustments:

MACES:
Crushflange Mace-6%
Bonesnap Maul-10%
Ironstone War Hammer-6%
Bloodtree Stump War Club-10%
Stone Crusher Reinforced Mace-7%
Baranar's Star Devil Star-7% Removed
Windhammer Thunder Maul-13%
Schaefer's Hammer Legendary Mallet-6-7%(see full changes below)

AXES:
Humongous Giant Axe-10%
The Minotaur Ancient Axe-10%
Death Cleaver Berserker Axe-5-6%(see full changes below)
Executioner's Justice Glorious Axe-12%

POLEARMS:
Woestave Halberd-10%
Husoldal Evo Bec-de-Corbin-10%
Stormspire Crpytic Axe-12%

SPEARS:
The Tannr Gorerod Pike-10%
Hone Sundan Yari-10%
Steelpillar War Pike-12%

SCEPTERS
Dark Clan Crusher Cudgel-6%
Ironward Caduceus-See above(6-7%)(see full changes below)

SWORDS:
The Grandfather Colossus Blade-10%

THROWING:
Gimmershred Winged Axe-8%(see full changes below)

RUNEWORD:
Temptation-6%
Last Wish-6%
Darkness-4%
Hatred-10%
(values don't take into account 2% Ber)

SETS:
Orphan's Call-3% CB helm, 3% CB set bonus
Immortal King-10% CB Ogre Maul
Griswold's Legacy-3% Caduceus

And good ol' 2% Ber(to keep 1H from overtaking 2H too much).

Socketing changes:

Instead of going through and buffing every single low/mid level weapons I've simply added sockets to them. Whatever needed the most help got the most sockets. The list is pretty self explanatory.

AXES:
(1)
Bladebone
Mindred
Brainhew
Rakescar
Coldkill
Warlord's Trust
Butcher's Pupil
(2)
Stormrider
Pompeii's Wrath
Boneslayer Blade
Razor's Edge
Fleshthirst
(3)
Hellslayer
Messerschmidt's Reaver

BOWS:
(1)
Stormstrike
Wizendraw
Hellclap
Blastbark
Skystrike
Riphook
Kuko Shakaku
Endlesshail
(2)
Cliffkiller
Magewrath
Sszak's String
Voidsend
Elven Bow
(3)
Final Justice

CROSSBOWS:
(1)
Ichorsting
Hellcast
Doomspittle
Langer Briser
(2)
Skylauncher
Stonehowl
(3-4)
Gut Siphon

DAGGERS:
(1)
Spineripper
(2)
Blackbog's Sharp
Stormspike

MACES:
(1)
Bloodrise
Sureshrill Frost
(2)
Earthshaker
Stone Crusher
(3)
Baranar's Star
Baezil's Vortex

POLEARMS:
(1)
The Grim Reaper
(2)
Stormspire
(4)
Grim's Burning Dead

SCEPTERS:
(1)
Rusthandle
Stormeye
(2)
Zakarum's Hand
Nord's Tenderizer
Demonlimb

SPEARS:
(1)
Bloodthief
The Impaler
Soulfeast Tine
(2)
Lance of Yaggai
Arioc's Needle
(3)
Viperfork

STAVES:
(3)
Serpent Lord

SWORDS:
(1)
Shadowfang
Azureblade
Soulflay
Griswold's Edge
Hellplague
Blacktongue
Coldsteel Eye
Bing Sz Wang
(2)
Ginther's Rift
Cloudcrack
The Atlantean
Todesfaelle
Doombringer
Titan Blade
(3)
Bloodmoon
Djinn Slayer(3)(from 4)
Lightsabre
Flamebellow
Frostwind
Azurewrath
(4)
Elemental Weaver

THROWING:
(1)
Monastery Sigil
Frosty Headhunter
Plague Talon
Ninja's Art
Flaming Skewer
Skull Crusher
Warstrike
Drowstrike
(2)
Bloody Impaler
Thunderrage
Deathbit
Plaguedrinker
Heartseeker
Pestilence
Gargoyle's Bite
(3)
Glasya Talon
Baphomet's Spine
Demon's Arch
Warshrike

ARMOR:
(1)
Hawkmail
Sparkingmail
Venom's Ward
Iceblink
Skin of the Viper Magi
(2)
Skullder's Ire
Guardian Angel
The Gladiator's Bane
(3)
Radament's Vale
Construct Forge
Arkaine's Valor
(4)
Hatestorm Crest

Item changes:

SMALL/BRIEF CHANGES:
-Grandfather, Schaeffer's, Windhammer, Executioner's, Tomb Reaver, Crown of Ages, Griffins, Steel Pillar, Iron Ward, GhostFlame, Windforce, Death Cleaver, Steel Rends, and Worldstone Granite returned to their original level 90.
-Chaos RW buffed with -10-20 poison pierce.
-Soulmancer's Collection-all pieces buffed to 30-40 stats.
-Arachnid's poison pierce removed.
-Wizspike nerfed to 2 skills.
-Insight RW buffed back to it's original 200% ED.
-Heaven's Will RW nerfed to +4-5 skills, -15-25 magic pierce.
-Andariel's visage stygian fury reanimate returned, was it 5%?
-Ice RW scrap the 250-500 cold damage, and replace with Fires Freezing Arrows(Level 10)
-Ravenlore nerfed to -15 poison pierce.
-Spirit Keeper(Alpha Helm) buffed to 4-8% absorbs.
-Jalah's Mane buffed to 2-3 Druid skills.
-Thunder Stroke nerfed to -15-20 lighting/poison.
-Titan's Revenge buffed to 1-2 Javelin Skills.
-Lycander's Aim buffed to 350% ED.
-Arm of King Leoric bone prison effect removed.
-Netherworld Reach CtC teleport on struck reduced to 1%.
-Lidless Wall buffed to 1-2 skills
-Warpspear OSkill tele returned, buffed CtC tele on struck to 50%
-Championfist buffed to 20% DS
-Steel Rends buffed to 15% DS
-+1 Skill removed from caster craft shield, boots, and gloves for exceptional items. Elites remain the same.
-Gems pierce adjusted to pre-1.21z values. IE -10 Ubers. Poison pierce on emeralds set to slightly lower progression(-8 uber)
-Wirt jewel buffed -20% requirements, +9-12 stats.
-Rare/crafted helmet strength mod returned to 30 max. I believe Blue set it to 15 in his first patch.
-Andariel's visage stygian fury reanimate returned.
-Physical facet slightly nerfed. 50% max ED.
-Anni slightly buffed, 10-15 stats, 15-25 resists.
-Strength charms buffed, +2 SC, +5 LC, +6 GC.
-Amethyst adjusted to emerald's dexterity values(+30 Uber)
-Gheed's magic find buffed, 50-100%. 150-250% Gold find. 1 charge level 3 find item(36% chance). I assume charges are repairable on charms? If not scrap it.
-Magic find on charms buffed. 13% SC, 22% LC, 33% GC. Gold find charms buffed as well, 20/35/50 progression.
-Fal rune +15 strength armor/helm, 30 in weapon. Ko adjusted to +30 dex in weapon.
-Elemental facets 3-5% pierce, 3-5% mastery. Poison facets adjusted to 2-3% mastery, 3-5% pierce.
-Shaft buffed to 20-25% DR%
-Levi Buffed to 20-30% DR%, 20-30 resists, and 20-30 strength.
-Amethyst strength brought back to original progression, the same as emeralds.

Executioner's Justice
Glorious Axe
+2-3 to Barbarian Skill Levels
+2-3 to Druid Skill Levels
+500% Enhanced Damage
+80% Increased Attack Speed
12% Chance of Crushing Blow
35% Chance of Deadly Strike
Ignore Target's Defense
Damage Reduced by 10%
Resist All +35%
12% Chance to Cast Level 6 Decrepify when Striking
Reanimate Slain as: Moon Lord (5%)

The Grandfather
Colossus Blade
+2-3 to All Skills
+500% Enhanced Damage
+(285-300) to Maximum Damage (Based on Character Level)
+80% Increased Attack Speed
20% Life Stolen per Hit
+25 to Strength
+25 to Dexterity
10% Crushing Blow
30% Chance of Deadly Strike
200% Bonus to Attack Rating
Increase Maximum Life 10%

Steelpillar
War Pike
+2-3 to All Skills
+500% Enhanced Damage
+66% Increased Attack Speed
+300 to Attack Rating
Ignore Target's Defense
+100-150% Enhanced Defense
12% Chance of Crushing Blow
Resist All +20-25%
+20-25 to Strength
Increase Maximum Life 20-25%
Increase Maximum Mana 20-25%
Socketed (2)

Windhammer
Thunder Maul
+2-3 to Barbarian Skill Levels
+2-3 to Druid Skill Levels
+500% Enhanced Damage
+80% Increased Attack Speed
13% Chance of Crushing Blow
30% Chance of Deadly Strike
Resist All +30%
Slows Enemies 20%
+30 to Strength
Reanimate Slain as: Suicide Minion (5%)
Prevent Monster Heal

Ironward
Caduceus
One-Handed Scepter (Range 2)
Damage: 360-468
Required Level: 93
Required Strength: 152
Durability: 140
Speed: [-20]
+5 to Paladin Skill Levels
+500% Enhanced Damage
+100% Enhanced Defense
+75% Increased Attack Speed
Adds 100-200 Damage
+6-7% Crushing Blow
+30 to Vitality
200% Bonus to Attack Rating
Damage Reduced by 3-4%
-20% Requirements
-15% Enemy Magic Resistance
Socketed (2)

Death Cleaver
Berserker Axe
One-Handed Axe (Range 3)
Damage: (247-270) - (451-492)
Required Level: 92
Required Strength: 190
Durability: 62
Speed: [0]
+3 to All Skills
+450-500% Enhanced Damage
+75% Increased Attack Speed
-25% Target Defense
+5-6% Crushing Blow
12-18% Life Stolen per Hit
66% Chance of Open Wounds
+666 to Attack Rating
Socketed (2-3)

Schaefer's Hammer
Legendary Mallet
One-Handed Hammer (Range 2)
Damage: 402-560
Required Level: 90
Required Strength: 189
Required Dexterity: 0
Durability: 110
Speed: [15]
+300 to Life
+(270-300) to Attack Rating (Based on Character Level)
+6-7% Chance of Crushing Blow
+90% Increased Attack Speed
+(270-300)% Enhanced Damage (Based on Character Level)
+350-400% Enhanced Damage
+6 to Light Radius
25% Chance of Deadly Strike
-15% Requirements
10% Mana Stolen per Hit
+15 to Strength

^Don't know exact changes I added/removed on those three.

Ribcracker
Quarterstaff
Two-Handed Staff (Range 3)
Damage: 76-137
Required Level: 49
Durability: 160
Speed: [0]
+250 to Attack Rating
+10% Chance of Crushing Blow
+100 Defense
+100% Enhanced Defense
+50% Faster Hit Recovery
+100% Increased Attack Speed
+100 to Durability
+20% Resist All
+10 to All Stats

Gimmershred
Winged Axe
One-Handed Throwing Axe (Range 1)
One-Handed Damage: 104-352
Throwing Damage: 137-330
Required Level: 90
Required Strength: 90
Required Dexterity: 90
Quantity: 500
Speed: [-10]
+5-7 to Double Throw (Barbarian Only)
+450-500% Enhanced Damage
+80% Increased Attack Speed
50% Chance of Deadly Strike
Knockback
+3-4 to Throwing Mastery (OSKILL)
+3-4 to Increased Speed (OSKILL)
Piercing Attack (100% Chance)
Replenish Quantity (1 Every 30 Seconds)
8% Chance of Crushing Blow
Socketed (2-3)
Adds 250-500 Fire Damage
Adds 250-500 Cold Damage

Tomb Reaver
Giant Thresher
Two-Handed Polearm (Range 5)
Damage: 540-1095
Required Level: 92
Required Strength: 210
Durability: -
Speed: [-10]
+2 to All Skills
+500% Enhanced Damage
+80% Increased Attack Speed
50% Chance of Deadly Strike
Prevent Monster Heal
Resist All +35%
+666 to Attack Rating Against Undead
+500% Damage to Undead
+100 Life After Each Kill
5% Reanimate As: Rot Walker
Socketed (2-3)
Ethereal
Indestructible

Mage Rock
Sacred Globe
One-Handed Orb (Range 1)
Damage: 3-5
Required Level: 20
Durability: 60
Speed: [-10]
+1 to Sorceress Skill Levels
+20% Faster Cast Rate
-5-7% to Enemy Fire Resistance
-5-7% to Enemy Cold Resistance
-5-7% to Enemy Lightning Resistance
+10 to Mana per Kill
+10 to Energy
Socketed (2)
+10% to Fire Skill Damage
+10% to Cold Skill Damage
+10% to Lightning Skill Damage

Ether Eye
Clasped Orb
One-Handed Orb (Range 1)
Damage: 5-7
Required Level: 40
Durability: 80
Speed: [0]
+1-2 to Sorceress Skill Levels
+20% Faster Cast Rate
-9-12% to Enemy Fire Resistance
-9-12% to Enemy Cold Resistance
-9-12% to Enemy Lightning Resistance
+20 to Energy
Socketed (2)

Philosopher Stone
Glowing Orb
One-Handed Orb (Range 1)
Damage: 8-10
Required Level: 60
Durability: 40
Speed: [-10]
+2 to Sorceress Skill Levels
+30% Faster Cast Rate
+20% to Fire Skill Damage
+20% to Cold Skill Damage
+20% to Lightning Skill Damage
Resist All +25%
+2-3 to Enchant (Sorceress Only)
+2-3 to Frozen Armor (Sorceress Only)
Regenerate Mana 50%
+25 to Mana per Kill
Socketed (2)

The Oculus
Cloudy Sphere
One-Handed Orb (Range 1)
Damage: 11-15
Required Level: 75
Durability: 70
Speed: [0]
+2-3 to Sorceress Skill Levels
+30% Faster Cast Rate
-15-18% to Enemy Fire Resistance
-15-18% to Enemy Cold Resistance
-15-18% to Enemy Lightning Resistance
+30 to Energy
Socketed (2)

Eschuta's Temper
Eldritch Orb
One-Handed Orb (Range 1)
Damage: 18-24
Required Level: 85
Durability: 60
Speed: [-10]
+4 to Sorceress Skill Levels
+40% Faster Cast Rate
-17-20% to Enemy Fire Resistance
-17-20% to Enemy Cold Resistance
-17-20% to Enemy Lightning Resistance
+1-2 to Meteor (Sorceress Only)
+1-2 to Blizzard (Sorceress Only)
+1-2 to Chain Lightning (Sorceress Only)
Socketed (2)
+20% to Fire Skill Damage
+20% to Cold Skill Damage
+20% to Lightning Skill Damage

Fathom
Dimensional Shard
One-Handed Orb (Range 3)
Damage: 24-34
Required Level: 95
Durability: 100
Speed: [10]
+5 to Sorceress Skill Levels
+50% Faster Cast Rate
Regenerate Mana 75-125%
Increased Maximum Mana 50%
-20-25% to Enemy Fire Resistance
-20-25% to Enemy Cold Resistance
-20-25% to Enemy Lightning Resistance
+25% to Fire Skill Damage
+25% to Lightning Skill Damage
+25% to Cold Skill Damage
+1 to Whirlwind (OSKILL)
Socketed (3)
100% Chance to Cast Level 40 Bone Spear when Attacking
Also if the WW change goes through, we may want to up the range to 2 on Dimensional Shards as WW'in with 1 range is a bit of a headache. Changing the base speed to -50 to hit 4fpa would be awesome as well, otherwise you'd need to throw at least one amethyst in it to make it halfway decent.

Windforce
Hydra Bow
Two-Handed Bow
Damage: 190-(810-840)
Required Level:92
Required Dexterity: 190
Speed: [10]
+40-50 to Dexterity
Regenerate Stamina 30%
12-18% Mana Stolen per Hit
Knockback
+500% Enhanced Damage
+60% Increased Attack Speed
Resist All +40%
+3 to Amazon Skill Levels
+2-3 to Valkyrie (Amazon Only)
+4-6 to Decoy (Amazon Only)
+30% Increased Run/Walk Speed
Socketed (3)
Ethreal
+20 to Strength
+(270-300) to Maximum Damage

Bloodraven's Charge
Grand Matron Bow
Two-Handed Bow
Damage: 180-720
Required Level: 95
Required Dexterity: 180
Durability: 110
Speed: [10]
+5-7 to Amazon Skill Levels
+500% Enhanced Damage
500% Bonus to Attack Rating
Fires Explosive Arrows
+60% Increased Attack Speed
-20% to Enemy Cold Resistance
-20% to Enemy Fire Resistance
Piercing Attack (50% Chance)
Resist All +40%
10% Mana Stolen per Hit
Knockback
Socketed (3)
Ethereal
Reanimate Slain as: Flesh Archer (2%)

Infernostride
Demonhide Boots
Defense: 48-52
Required Level: 45
Required Strength: 20
Durability: 24
Adds 100-200 Fire Damage
+30% Increased Run/Walk Speed
Fire Resist +40%
+2 to Light Radius
+120-150% Enhanced Defense
100-200% Extra Gold From Monsters
+15 Defense
6% Chance to Cast Level 40 Blaze when Struck
-5-7% to Enemy Fire Resistance
+1 to Fire Skills

Waterwalk
Sharkskin Boots
Defense: 44-62
Required Level: 50
Required Strength: 48
Durability: 28
+100 Defense vs. Missiles
+20% Increased Run/Walk Speed
+15 to Dexterity
+180-210% Enhanced Defense
+50 to Life
Cannot be Frozen
Hit Freezes Target
-5-7% to Enemy Cold Resistance
+1 to Cold Skills (Sorceress Only)
+1-2 to Frost Bite (Druid Only)
+1-2 to Holy Freeze (Paladin Only)
+1-2 to Freezing Arrow (Amazon Only)
+50 to Stamina
Regenerate Stamina 50%

Silkweave
Mesh Boots
Defense: 60-78
Required Level: 55
Required Strength: 64
Durability: 32
+1 to All Skills
+150-190% Enhanced Defense
+30% Increased Run/Walk Speed
+30 to Mana After Each Kill
+200 Defense vs. Missiles
+75 to Mana
+10% Faster Hit Recovery
+10 to Energy

Stormwalk
Wyrmhide Boots
Defense: 125-150
Required Level: 75
Required Strength: 48
Durability: 24
+1 to All Skills
+150% Enhanced Defense
+30% Increased Run/Walk Speed
-5-7% to Enemy Lightning Resistance
+3 to Warmth (OSKILL)
+2-3 to Burst of Speed (Assassin Only)
+2-3 to Fade (Assassin Only)
+2-3 to Phoenix Strike (Assassin Only)
Lightning Absorb 5-10%
Lightning Resist +50%
+1 to Assassin Skill Levels
Regenerate Stamina 30%
+2-3 to Increased Speed (Barbarian Only)
Cold Absorb 3-5%
Adds 160-240 Cold Damage
Adds 1-500 Lightning Damage

Nagel ring
Ring
Required Level: 10
Magic Damage Reduced by 2-4
Damage Reduced by 2-4
60-120% Thorns Damage
+50-100 to Attack Rating
25-50% Better Chance of Getting Magic Items
25-50% Extra Gold From Monsters
Level 10 Find Potion (50 Charges)
Level 1 Find Item (1 Charges)

Stormshield
Monarch
Defense: 418-505
Required Level: 87
Required Strength: 156
Durability: -
+(308-375) Defense (Based on Character Level)
+40% Faster Block Rate
+30% Increased Chance of Blocking
Indestructible
Damage Reduced by 10-15%
Lightning Absorb 10-15%
+10-15 to Strength
-10-12% to Enemy Lightning Resistance
+10-12% to Lightning Skill Damage
Socketed (2-3)
Cold Resist +50%
3% Chance to Cast Level 60 Charged Bolt when Struck
3% Chance to Cast Level 60 Charged Bolt on Kill
900% Thorns Damage

Dragonscale
Vortex Shield
Defense: 1092-1350
Required Level: 95
Required Strength: 148
Durability: 120
+5 to Paladin Skill Levels
+500% Enhanced Defense
Resist All +40%
Fire Absorb 10-13%
Lightning Absorb 10-13%
Cold Absorb 10-13%
+30% Increased Chance of Blocking
+100% Faster Block Rate
+20-30 to Vitality
+15-20 to Strength
Socketed (3)

Living Skull
Mummified Trophy
Defense: 76-96
Required Level: 60
Required Strength: 40
Durability: 40
+2 to Necromancer Skill Levels
+100% Enhanced Defense
+25% Increased Chance of Blocking
Increase Maximum Mana 10-20%
Regenerate Mana 50-100%
+25% Faster Cast Rate
Reanimate Slain as: Horror (5%)
Resist All +5-10%
Socketed (2)

Forcefist
Assault Helmet
Defense: 75-87
Required Level: 40
Required Strength: 56
Durability: 100
+1-2 to Barbarian Skill Levels
+150-200% Enhanced Defense
+10% Increased Attack Speed
25-50% Bonus to Attack Rating
+12-16 to Strength
+12-16 to Dexterity
Socketed (3)

Age of Wrath
Jawbone Visor
Defense: 165-204
Required Level: 60
Required Strength: 56
Durability: 50
+2 to Barbarian Skill Levels
+200% Enhanced Defense
+40% Faster Hit Recovery
+100% Enhanced Damage
Damage Reduced by 5-7%
Resist All +10%
Socketed (2)

Dryad Oak
Stag Bow
Two-Handed Bow
Damage: 24-32
Required Level: 30
Required Dexterity: 48
Durability: 96
Speed: [0]
+2 to Amazon Skill Levels
+200% Enhanced Damage
+30% Increased Attack Speed
Piercing Attack (33% Chance)
+15 to Dexterity
+15 to Energy
10% Mana Stolen per Hit
Socketed (3)

Broken Heart
Maiden Javelin
One-Handed Javelin (Range 4)
One-Handed Damage: 16-28
Throwing Damage: 20-50
Required Level: 30
Required Strength: 29
Required Dexterity: 29
Quantity: 500
Speed: [-20]
+2 to Amazon Skill Levels
+200% Enhanced Damage
+30% Increased Attack Speed
+10-15 to Dexterity
+10-15 to Strength
33% Chance of Deadly Strike
Socketed (3)
Replenish Quantity (1 Every 25 Seconds)

Mended Heart
Maiden Spear
Two-Handed Spear (Range 5)
Damage: 62-75
Required Level: 30
Required Strength: 28
Required Dexterity: 28
Durability: 96
Speed: [-15]
+1-2 to Amazon Skill Levels
+200% Enhanced Damage
+30% Increased Attack Speed
Ignore Target Defense
+10-20 to All Resists
30% Increased Run/Walk Speed
+5 to All Stats
Socketed (3)

Kethryes's Flight
Matriarchal Bow
Two-Handed Bow
Damage: 187-375
Required Level: 80
Required Dexterity: 158
Durability: 96
Speed: [-10]
+3 to Amazon Skill Levels
+400% Enhanced Damage
+50% Increased Attack Speed
6-10% Life Stolen per Hit
6-10% Mana Stolen per Hit
Piercing Attack (30% Chance)
All Resistances +20-25%
Prevent Monster Heal
6% Chance to cast level 5 Amplify Damage on striking
Ethereal
Socketed (3)
Slow Enemies 8-10%

Wormskull
Bone Helm
Defense: 33-36
Required Level: 30
Required Strength: 24
Durability: 80
8% Life Stolen per Hit
8% Mana Stolen per Hit
Poison Resist +30%
Adds (228-228) Poison Damage Over 6 Seconds
+15 to Energy
Replenish Life +15
Regenerate Mana 15%
Magic Damage Reduced by 6
+10% to Poison Skill Damage
+1 to Necromancer Skill Levels

Howltusk
Great Helm
Defense: 60-70
Required Level: 35
Required Strength: 60
Durability: 80
Magic Damage Reduced by 6
Damage Reduced by 6
300% Thorns Damage
+100% Enhanced Defense
50% Damage Taken Goes to Mana
25% Bonus to Attack Rating
Knockback
+10-20% Increased Run Speed
+10-20% Increased Attack Speed
+1 Amazon Skill Levels
Socketed (2)

Peasant Crown
War Hat
Defense: 50
Required Level: 45
Required Strength: 20
Durability: 24
+1 to All Skills
+20 the Energy
+20 to Vitality
+20% Increased Walk/Run Speed
Replenish Life +20
+100% Enhanced Defense
Regenerate Mana 50%
Regenerate Stamina 50%[/b]
+25% Faster Cast Rate


Stealskull
Casque
Defense: 180-217
Required Level: 52
Required Strength: 60
Durability: 48
8% Mana Stolen per Hit
8% Life Stolen per Hit
+50% Faster Hit Recovery
+10-20% Increased Attack Speed
+200-250% Enhanced Defense
100% Better Chance of Finding Magic Items
100% Extra Gold from Monsters
+100 Defense
+10-15 to Strength
+10-15 to Dexterity
Resist All +15-20%

Darksight Helm
Basinet
Defense: 162-255
Required Level: 56
Required Strength: 80
Durability: 60
+(112-200) Defense (Based on Character Level)
+150% Enhanced Damage
100-150% Bonus to Attack Rating
Resist All +15-25%
+30 to Vitality
+15-25% Increased Attack Speed
-4 to Light Radius
Cannot be Frozen
12% Mana Stolen per Hit
Level 10 Cloak of Shadows (30 Charges)
Hit Blinds Target
Socketed (2)

Blackhorn's Face
Death Mask
Defense: 154-192
Required Level: 60
Required Strength: 56
Durability: 40
+1 to All Skills
+180-220% Enhanced Defense
Resist All +20%
Lightning Absorb 7%
Fire Absorb 7%
Cold Absorb 7%
750% Thorns Damage
30% Chance of Deadly Strike
+75% Enhanced Damage
Prevent Monster Heal
25% Chance of Open Wounds
+1 to Grim Ward (OSKILL)

Valkyrie Wing
Winged Helm
Defense: 150-225
Required Level: 64
Required Strength: 80
Durability: 80
+2 to Amazon Skill Levels
+150-200% Enhanced Defense
Resist All +20-30%
+25% Increased Run Speed
+50% Faster Hit Recovery
75% Bonus to Attack Rating
+25-50 Mana per Kill
+25-50 Life per Kill
+2-3 to Valkyrie (Amazon Only)
20% Chance of Deadly Strike
+15-20 to Dexterity
Damage Reduced by 5%
Socketed (2)

Crown of Thieves
Grand Crown
Defense: 195-306
Required Level: 70
Required Strength: 104
Durability: 100
+1 to All Skills
+160-240% Enhanced Defense
Resist All +20%
+25 to Dexterity
+15 to Strength
12% Life Stolen per Hit
+100 to Life
+100 to Mana
110-220% Extra Gold from Monsters
+20% Increased Walk/Run Speed
+20% Increased Attack Speed
+20% Faster Hit Recovery
110-220% Better Chance of Getting Magic Items
Socketed (2)

Gorerider
War Boots
Defense: 108-135
Required Level: 65
Required Strength: 80
Durability: 58
+200% Enhanced Defense
+30% Increased Run/Walk Speed
25% Chance of Deadly Strike
30% Chance of Open Wounds
+50% Enhanced Damage
+10 to Durability
+25 to Stamina
10% Chance to Cast Level 10 Amplify Damage when Struck
+20 to Vitality
+3% Crushing Blow
+3-4 to Amplify Damage (Necromancer Only)

Runewords:

-Valor and Armageddon can be made in claws.
-Lo rune buffed 15% to 25% deadly strike. I went through all the runewords with Lo in them and none of them seem to have additional DS. So you should only need to adjust the deadly strike on a couple of the Zod runewords listed below.
-Cham Rune buffed to 10% Slow

Temptation
Level 90
Zod,Cham,Ber
Javelins,Thrown Weapons
Indestructible
+500% Enhanced damage
Level 5 Fanaticism Aura When Equipped
+70% Increased Attack Speed
8% Chance of Crushing Blow
66% Deadly Strike
Freezes target +8
Slows Target by 10%
Replenishes quantity
10% Chance to cast level 5 Amplify Damage on striking
+3 to All Skills


Last Wish
Level 90
Ber,Ohm,Cham,Zod,Lo
Swords,Axes,Hammers,Polearms,Spears,Scepters,(No Staves)
Indestructible
25% Chance to cast level 5 Fade when struck
Level 20 Might Aura When Equipped
+550% Enhanced damage
+90% Increased Attack Speed
8% Chance of Crushing Blow
50% Deadly Strike
Prevent Monster Heal
Freezes target +8
Slows Target by 10%
Adds 1-500 lightning damage
Adds 250-500 cold damage
5% Chance to cast level 5 Life Tap on striking
15% Chance to cast level 50 Lightning on attack

Oblivion
Level 90
Zod,Jah
Wands
Indestructible
10% Chance to cast level 6 Fade on striking
+5 to Necromancer Skill Levels
+99% Increased Attack Speed
Ignore Target's Defense
Level 20 Bone Wall (50 Charges)
+50% Faster Cast Rate
20-25% to Enemy Magic Resistance
20-25% to Enemy Poison Resistance
Regenerate Mana 100%
+50 to Mana After Each Kill
Level 5 Fanaticism Aura When Equipped
+(475 to 500)% Enhanced damage
+3 to All Skills
+20 to Cyclone Armor
40% Mana stolen per hit
40% Life stolen per hit

Sorrow
Level 90
Zod,Shael,Shael,Jah,Ohm
Hammers,Axes,Swords
Indestructible
25% Chance to cast level 15 Decrepify on striking
+3 to All Skills
+550% Enhanced damage
+40% Faster Run/Walk
+139% Increased Attack Speed
Ignore Target's Defense
Adds 1-500 lightning damage
25% Life stolen per hit
Level 20 Sacrifice (50 Charges)
-50% Target Defense
Replenish Life +33
+20 to Sacrifice

Desire
Level 90
Zod,Um,Ohm,Vex
Bows,Crossbows
Indestructible
+5 to All Skills
+575% Enhanced damage
+66% Increased Attack Speed
+(1 per level) to Maximum Damage (Based on Character Level)
+500 to Attack Rating
Adds 1-500 lightning damage
25% Chance of Open Wounds
Knockback
All Resistances +40%
10% Chance to cast level 5 Amplify Damage on striking
Adds 250-500 fire damage
15% Mana stolen per hit

Vengeance
Level 90
Zod,Jah,Lo,Ohm
Spears,Polearms
Indestructible
Level 25 Concentration Aura When Equipped
+5 to All Skills
+550% Enhanced damage
+90% Increased Attack Speed
Ignore Target's Defense
+500 to Attack Rating
Adds 1-500 lightning damage
Adds 250-500 cold damage
25% Deadly Strike
+20 to Charge
+20 to Blade Shield

Pillar of Faith
Level 90
Zod,Cham,Vex
Scepters
Indestructible
+3 to All Skills
+500% Enhanced damage
+80% Increased Attack Speed
+500 to Attack Rating
Adds 250-500 fire damage
15% Mana stolen per hit
-30% To Enemy Magic Resistance
+20 to Berserk
Freezes target +8
Slows Target by 10%
Damage Reduced by 15%

Time
Level 90
Zod,Jah,Lum
Staves
Indestructible
25% Chance to cast level 10 Lower Resist when struck
+7 to All Skills
+50% Faster Cast Rate
Ignore Target's Defense
-(50 to 60)% to Enemy Cold Resistance
-(50 to 60)% to Enemy Fire Resistance
-(50 to 60)% to Enemy Lightning Resistance
+3 to Natural Resistance
+30 to Energy
+60 to Mana
100% Chance to cast level 25 Mind Blast when struck

Judgment
Level 90
Zod,Sur,Lo,Ohm
Hammers
Indestructible
+3 to All Skills
+550% Enhanced damage
+60% Increased Attack Speed
Adds 250-500 magic damage
Adds 1-500 lightning damage
Adds 250-500 cold damage
25% Deadly Strike
Prevent Monster Heal
All Resistances +(30 to 40)
+25 to Concentrate
+50% Faster Hit Recovery
15% Chance to cast level 20 Confuse on striking

Breath of the Dying
Level 90
Vex,Hel,Jah,Eld,Zod,Eth
Weapons
Indestructible
+(470 to 520)% Enhanced damage
+66% Increased Attack Speed
Ignore Target's Defense
-50% Target Defense
+(450 to 500)% Damage to Demons
+(550 to 600)% Damage to Undead
+100 to Attack Rating against Undead
Adds 250-500 fire damage
15% Mana stolen per hit
20% Life stolen per hit
+33 to Strength
+33 to Energy
+33 to Dexterity
+33 to Vitality
Requirements -15%
Level 20 Sanctuary Aura When Equipped
100% Chance to cast level 30 Poison Nova when you Kill an Enemy


Hatred
Level 90
Zod,Ber,Lo,Vex
Polearms
Indestructible
25% Chance to cast level 5 Amplify Damage on striking
+5 to All Skills
+500% Enhanced damage
+80% Increased Attack Speed
Adds 250-500 fire damage
Adds 250-500 cold damage
15% Mana stolen per hit
12% Chance of Crushing Blow
25% Deadly Strike
+1 to Whirlwind
Damage Reduced by 15%
Slain Monsters Rest in Peace

Void
Level 90
Zod,Cham,Jah
Knifes
Indestructible
Level 20 Redemption Aura When Equipped
+3 to All Skills
+(475 to 500)% Enhanced damage
+99% Increased Attack Speed
Ignore Target's Defense
+10 to Cloak of Shadows
Freezes target +8
Slows Target by 10%
+1 to Burst of Speed(OSkill)
10% Chance to cast level 12 Burst of Speed on striking

Crafting:

Death:
Weapon
Enhanced Damage % 45-90%, 75-150%, 120-240%
Increased Attack Speed % Same
Deadly Strike 7-15%, 10-20%, 15-30%
Additional Drain Life Same
Additional Curse Duration Increased % Same

Blood:
Weapon
Life Steal % 1-2, 4-6, 8-10%
Enhanced Damage % 90-120, 160-210, 220-275

Helm
Damage Reduced by % Same
Deadly Strike 5-10, 9-14, 13-18

Gloves
Damage Reduced by % Same
Deadly Strike 5-10, 9-14, 13-18

Power:
Weapon
Thorns % Same
+ Attack Rating Same
Enhanced Damage % 90-120, 160-210, 220-275
Deadly Strike % 8-10, 10-14, 15-18

Safety:
Weapon
Enhanced Defense % Same
Enhanced Damage % 80-110, 130-190, 190-250
Resist All % Same

Elemental:
Belt
Poison mastery/pierce 2-3%, 4-7%, 8-10%

Set changes:
**Trang's-OSkill teleport returned on full set bonus.

**Natalya's Mark
Scissors Suwayyah
+450% Enhanced damage
+66% Increased Attack Speed
Ignore Target's Defense
+200% Damage to Demons
+200% Damage to Undead
-13% to Enemy Lightning Resistance
-13% to Enemy Fire Resistance
-13% to Enemy Cold Resistance
-13% to Enemy Poison Resistance
Socketed: 3
Adds 250-500 fire damage
Adds 1-800 lightning damage
Adds 250-500 cold damage


Nat's Mirrored Boots-Either change base to Adamant boots, or to Platinum boots to allow them to be upgraded to adamant.

**Aldur's-Full set bonus 50% max mana changed to 25% max life/mana

Aldur's Advance
Scarabshell Boots
Indestructible
+50% Faster Run/Walk
+200 to Life
+200 to Mana
Heal Stamina Plus 33%
Fire Resist +30%
25% Damage Taken Goes To Mana
+25% Faster Hit Recovery
+200 Maximum Stamina

Aldur's Rhythm
Vambraces
+25% Faster Cast Rate
+200% Damage to Demons
Adds 250-500 magic damage
12% Mana stolen per hit
12% Life stolen per hit
+200% Enhanced Defense
+20 to Energy
Poison Resist +30%
(2 or more set bonus +15 str from +5)
(3 or more set bonus 5% CB from 1%)

Aldur's Deception
Shadow Plate
+1-3 to Shape-Shifting Skills (Druid Only)
+1 to Druid Skills
+300 Defense
+20 to Dexterity
+200 to Life
Lightning Resist +30%
Requirements -50%
Socketed: 3-4

Aldur's Stony Gaze
Blood Spirit
+1 to Druid Skills
+1-3 to Summoning Skills (Druid Only)
+25% Faster Cast Rate
+33% Faster Hit Recovery
+200 Defense
Regenerate Mana 75%
Cold Resist +30%
+5 to Light Radius
Socketed: 3

**M'avs full set bonus deadly strike increased to 33%. Also 6% chance to proc level 1 lower resist on attacking.

M'avina's Caster
Grand Matron Bow
+3 to Bow and Crossbow Skills (Amazon Only)
+1 to Amazon Skill Levels
+400% Enhanced damage
+50% Increased Attack Speed
Fires Magic Arrows
100% Bonus to Attack Rating
-10% to Enemy Cold Resistance
-10% to Enemy Fire Resistance
Socketed: 4

**Immortal King's-Boots, belt, and gloves returned to exceptional. I'd recommend putting them at about level 75. Full set bonus buffed to 10% DR. And then +20 dex on the boots/gloves.

**Bul-Kathos'-Full set bonus +25 all stats, and 5% CB.

Bul-Kathos' Tribal Guardian
Colossus Sword(make it level 85)
Indestructible
+2 to Barbarian Skill Levels
+450% Enhanced damage
+50% Increased Attack Speed
+50 to Maximum Damage
12% Mana stolen per hit
33% Deadly Strike
+200 to Mana
All Resistances +25
Socketed: 3

Bul-Kathos' Sacred Charge
Colossus Blade
Indestructible
+2 to Barbarian Skill Levels
+450% Enhanced damage
+50% Increased Attack Speed
+200 to Attack Rating
12% Life stolen per hit
33% Deadly Strike
+200 to Life
All Resistances +25
Socketed: 3
50% Chance of Open Wounds

**Griswold's Legacy-Buff sacred ronadache back to original 10% lightning absorb.

**Sazabi's-Full set bonus deadly strike buffed to 30%. Buff mana/life leech to 15%. And +4 all skills.

Sazabi's Cobalt Redeemer
Cryptic Sword
Indestructible
+450% Enhanced damage
+50% Increased Attack Speed
+200% Damage to Demons
Adds 250-500 cold damage
-20% to Enemy Cold Resistance
+30 to Dexterity
Cold Absorb 10%
20% Deadly Strike
Socketed: 4

**The Disciple-Buff the amulet to 1-2 skills.


Last edited by drrod on Thu Mar 29, 2012 3:56 pm, edited 27 times in total.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 02, 2012 5:42 pm 
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I like all those changes ^^. It would also be nice to remove the ctc teleport of some of the necro wands, it's really annoying.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 02, 2012 5:46 pm 
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i love the nagel ring with 1 find item charge lol

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 03, 2012 8:43 pm 

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ice runeword needs to shoot freezing arrows (on the bow part anyways)


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 03, 2012 9:49 pm 

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Great changes imo. very well balanced. I like the res on higher end bows.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Mon Mar 05, 2012 12:48 am 

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Updated with some more stuff. A socket buffing crusade for items that were helpless, a bunch of minor adjustments to items, and a bit more heavier adjustments to the main list.

I'll probably tinker with sets and runewords next. Suggestions definitely welcome, I can only think of so many things by myself.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Mon Mar 05, 2012 3:06 am 

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I like most changes here, I'd just tone down the res on bows a tad, my dexazon had little trouble with res, for the most part even before I tried Mavs.
IMO use mastery instead of pierce for MageRock as is has beenand leave pierce on Ether. Perhaps make Ethereye have 1-2 skills to make it a bit better. I would also not add res to Philo, sorcs have access shields with res, at that level do they need that much a boost? With Visceratuant and Lidless having 20 and 30 res respectively, don't see the need.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Mon Mar 05, 2012 4:14 am 

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Maybe I'll throw some variation on the resists for the level 90+ bows, but I don't really see a problem with the higher numbers seeing as they are endgame 2H weapons after all.

Magerock needs that little pierce to even hold a candle to the RW staves so I'm not too sure why you wanna give it mastery? Do you feel the pierce is too powerful? Though mastery can be pretty powerful at that level I suppose, maybe 20-30% would make it decent enough to see some use.

Philosopher's Stone was easily one of the worst mid game items out there, and I really didn't know what direction to take that in, as I didn't want to make another clone of simple pierce/skills or mastery/skills. Any suggestion on what to replace the resists with if anything at all?


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Mon Mar 05, 2012 11:55 pm 
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Only real issue im concerned about is cb%. With the chages made to physical resists sub bosses are def melee territory now. Bosses can be hurt without amp but with amp its a noticeable change. Too much cb and any melee that attacks with decent speed could potentially destroy a boss easy with any amp proc. Not just smiters but all melee.
other concern> this is becoming quite a big list for items and my time is a bit limited due to work and other rl issues. Maybe steel could do these if he has the time?

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Tue Mar 06, 2012 12:33 am 

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Is it really an issue that a well geared melee take down sub bosses? I've been killing most sub bosses solo(well with barb bo) with a untwinked sorceress+merc(mostly blizz&meteor) for the last two ladders easily. The same sorceress' that can solo trash, kill sub bosses, and contribute or be main DPS towards an act boss. Current melee can do none of that without some serious twinking or a pet necro. This isn't even addressing what the OP elemental builds can do comparatively versus melee.

Just to make sure we're on the same page, we're referring to new amp/physical resists values as 55 and your boss charm phys res reduction(which I would love to know the exact values of, or do they vary from boss to boss?)? Really unless amp/boss charm values are putting bosses close to 0% physical resist to really make CB shine we aren't going to be seeing them being too crazy. I mostly think people are just scared of CB and relating it to the old amp values of 90+ and thinking melee are going to be some unstoppable rape train with a little CB buff. After the CI nerf years ago I don't remember hearing anyone complain melee were too powerful outside of 40%+ CB stacked smiters with necro amp(and this was only because they had an easy way of avoiding IM).

As far as the time needed to make the changes, I wouldn't be too worried about it. I'm sure Steel or Baerk would be happy to help. If not I don't see why we couldn't take our time and take a month or two to get everything in order. I think most agree a reset this very moment would be a tad too early and it'd be best to wait until summer.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Tue Mar 06, 2012 12:42 am 
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Sorry I wasn't clear, concern is act bosses getting raped by melee with just amp on proc and enough cb. No issue with melee having it good against sub bosses.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Tue Mar 06, 2012 1:09 am 

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Melee shouldn't be too good against act bosses with current amp values, buffed CB, and your boss charm changes. It still needs some testing obviously. Don't forget about IM either, it'll keep them in check at least versus the bigger boys like Diablo, Baal, and Sam.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Tue Mar 06, 2012 8:53 am 
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In all reality this new patch actually got started rather early compared to previous patches. There's really no need to rush. If dew really does stay rather busy for that long nothing prevents me from stepping in to complete the actual modding changes (it's deciding on the changes that's the killer not actually making them for someone familiar with how the files work most of the time).


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Tue Mar 06, 2012 12:42 pm 
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drrod wrote:
Melee shouldn't be too good against act bosses with current amp values, buffed CB, and your boss charm changes. It still needs some testing obviously. Don't forget about IM either, it'll keep them in check at least versus the bigger boys like Diablo, Baal, and Sam.



When I tested with a Zealer I destroyed Mithia, couldn't touch Meph. Then I one shot myself on Diablo. :oops:

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Thu Mar 08, 2012 5:26 am 

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LockDown wrote:
When I tested with a Zealer I destroyed Mithia, couldn't touch Meph. Then I one shot myself on Diablo. :oops:
Maybe you suck? JK JK JK JK I'm leery of any suggestion to ramp up CB (read Assteroth) and amp too much. I haven't done a lot of testing of late. Tons of personal problems (funerals). What I'd like to do, likely next week or so. Get a few of us together on tcp/ip and run through a bit. We can test several builds. Let me know.

Carl.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Thu Mar 08, 2012 5:01 pm 

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can we reprogram the numbers that make your chars talk? iso more fun things to say. that is all

;)

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 6:46 am 

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I'm still confused on actual values here. Wtf is going on?

Can someone make a comparison on boss resists now? I have no idea what's being changed regarding boss resist and what's being added together. I've noticed some people have expressed concern of melee being OP but why is that? I don't even understand what's happening.

The last time I addressed melee it was with the purpose of preventing them from being OP. I posted values and numbers comparing 1.21z to what the current patch was. Apparently there is some confusion as some people say melee was not OP in 1.21z. Eventually the changes that came through ( this patch ) made a majority feel like melee were insufficient.

Now it sounds like going from one extreme - to the other. Too many values are being changed rather than a simple buff to amp or something simple to compensate for the lack of thereof. In reality.. a simple buff to amp would be the ideal fix.


BUFFING CB/ BUFFING AMP/ NERFING BOSS RESISTS - does anyone even know what the actual TOTAL values are turning out to be?

Casters are being nerfed and melee is being over buffed possibly.


If we want to talk about logical changes why not make the game how it should logically be?

If a melee char comes to ever out dps a elemental/caster on a boss that's just pure retarded in my opinion.

Melee chars would play a vital role in the game if they were actually required to tank. Maybe it's time to start BUFFING the bosses rather then trying to buff the characters so we can actually see a true support team required to kill bosses. I'm sure with CB alone a melee could rape bosses with these values.

Without any extensive testing done ( no one tested jack shit last time and then everyone bitched after. )
There's no real way to tell what's going to be op or not. A few people just have to be willing to test some builds out on bosses to see and ultimately that should speak for itself.

Ok damn my lee rants are back ohhhhh nooooooos.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 9:34 am 
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there has been testing done on bosses with my patch but with current items
results with amp:
most sub bosses= doable
andy= doable
duriel= still immune due to smite
meph= need help
diablo= you kill yourself with zeal/fury/ww(im'd mid strike almost every time)
baal= he still laughs at you but you use less pots
the physical res on the boss charms are completely gone and replaced with a pain in the ass formula thats meant to cut you damage by roughly 20% after the boss resist
ex:30k melee at hell baal
90 res= 3k damage-1.5k pdr= 1500 actual damage done
amped 50 res= 15k damage- 3k pdr= 12k actual damage
the lower the bosses physical resistance the more pdr they gain
its enough to make a difference and when you get a cb proc its like oh wow nice. Since cb damage works off a percent of total monster life if it procs too often like 20% total chance we could have a problem. It would be way easier to balance melee if cb was just removed from the game

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 12:12 pm 
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I could run through the items sometime this week and make changes. Not expecting it to be final, but it would give you something to fiddle with.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 1:46 pm 
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Lee why do you take up so much space to simply say "I dont know whats going on". Please don't hinder the ongoing efforts here and actually test shit before ranting

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 2:35 pm 

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Go to hell man. I'm not hindering anything here. I asked for some clarification on what's being done because there is not much organization going on. People are just posting what they feel is best without solidifying their argument. There is not a clear consensus on how much melee is being buffed. You can either argue for or against but make a point. It's not hard to get confused when values are constantly being thrown out and there is no actual solidified organization of what is happening.

What was the point of your changes Dew. Was it to make bosses doable w/o amp? The end result isn't going to be mathematically in favor of bosses that is for sure despite the PDR.

The boss charm was 45% resist. You slashed 45% of that off and replaced it with PDR? PDR will still only cover a small portion of that and as melee numbers get extremely high well that changes. Maybe I'm wrong. I don't fully understand the mathematical formula you used.

Fact of matter is IM Is hardly an issue on SC and even with current CB values I'd imagine bosses would be doable in a pure CB/defensive setup with AMP easily.

Dews original amp suggestion was with LR and Ben suggested it leaving it as it is or buffing it or w/e.

Like I said.. it's way more easier to adjust one variable then to play with 2 or three. CB shouldn't be buffed with current amp values and the boss resist charm being gone. It's going to be excessively OP and even now it should be with Dew's values.

Simple test is to play a smiter who can easily hit over 20% cb with the newer suggested items 5x ber = 15% cb alone.

just as I reiterated balance is going way overboard. Casters being nerfed/balanced was fine. I think the suggestions Ben made were very accurate regarding casters but the melee issue is not a clear cut one in my opinion. It doesn't sound balancing by any means.

What values were your tests done at Dew? With your suggested AMP Or the AMP that is current now? You suggested LR values and Ben says leave it at is so I'm wondering what values did you test with because 5-10% in terms of phys reduction is huge for a melee.

Second, has anyone tested any boss with a pure CB setup even w/ current CB values? IF your suggesting removing CB altogether then it's only obvious your expecting it to be extremely OP with your changes.

Does that PDR affect CB at all? If not then there is a huge problem that isn't being addressed.

Bottom line is this - extensive testing on whatever is put out should be done so there is no confusion like this patch when melee ended up not being what people wanted.


Oh wait I understand a little better now.


So the total cut resists off bosses turned out to be -25%? That's a huge number.

That's equivalent to buffing amp 25%.

And what values were the boss charms dropped? If they were dropped with this patches values it fucks everything up even more.

Do people not realize that this patchs values were coordinated between boss resists and AMP? Not one or the other.

That means that AMP dramatically nerfed but so was boss resists. Currently a amped boss with 1 pt in AMP would be equivalent to 62/25 = 87% w/ the -20% cut.

And bosses are even more so raped with decripify in place. No one factors this shit in when they make changes? There's a reason Kevin made a strong specific argument against cutting boss resists. He explained it over and over. How many people actually paid attention to what Kevin was stating?


Where is Kevin when you need him?!

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 3:04 pm 
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btw this is the item thread

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PostPosted: Fri Mar 09, 2012 3:42 pm 
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Actually PDR is applied before physical resist and has zero effect on crushing blow. That means 1.5k PDR will hardly even effect a melee with 30k physical damage against a 90 physical resist boss since the calculation pretty much goes (30k - 1.5k) * .10.


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PostPosted: Fri Mar 09, 2012 4:35 pm 
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Tested with my amp values and not by just me, also their base resists were upped so they didn't fully lose all of the resistances just not immune anymore. My changes were aimed a giving melee a place. It gave them the ability to effectively take on sub bosses and that's it. Well and andy but she has less life and such. Don't start acting like no one has tested anything all the changes I made were tested. Tbh I don't agree with any item change affecting melee items what I did was ment to be used with current items with the exception of increasing proc chance on a few items.
Max amp was ment to be 40%
1 pointed 15%
If these are the item changes everyone wants then get rid of what I did with melee or code physical absorb into the game

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 4:37 pm 

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Please ignore Lee. It's so obvious he has no idea how melee play. Baerk if you have the power could you please move these posts and our replies to the argument forum?

Lee wrote:
Melee chars would play a vital role in the game if they were actually required to tank. Maybe it's time to start BUFFING the bosses rather then trying to buff the characters so we can actually see a true support team required to kill bosses.

Yes, lets turn this into an MMO clone where classes must be played a certain way and completely destroy the original D2 dynamic this mod is based around. Making melee into required tanks is so fucking backwards to how HU or D2 plays. This mod is D2 on steriods and should remain that way. If you want a role based game to play go play WoW or some shit. The great thing about HU or Diablo 2 in general is how you can run through the game with a ton of different duo's and character combos. Making us require a tank destroys this.
Lee wrote:
I'm sure with CB alone a melee could rape bosses with these values.

How are you sure melee could rape bosses with values you aren't even sure of? By the way I've stated this to you more than once: my ideas have been up for maybe a week, if that. You're talking like all of this is set in stone and we're launching the patch next week. We have months to sort issues out. We aren't even decided on the exact values yet so that's why you don't have them.

It's going to be around 55% amp and around 15% CB for 1 handers. Dew's boss charm nerf will vary I assume, but even if he removed it completely melee still aren't going to be anywhere near as powerful as poison has been in the past, or even 1.21z melee for that matter. 90%+ amp and CB values of the old>55% amp and nerfed boss charms, simple as that. Add in CB values still being wayyyyy lower than 1.21z and they really aren't even looking that hot. There's also still nerfed DR% and absorbs from Blue's patches.

This isn't even getting into IM which you seem to underestimate severely. Literally the only thing that can get around it is a high CB low damage weapon. Which takes Bers. Tons of Bers. Bers that can take a month of farming to even get. Are you telling me a melee character that has spent a ton of time twinking endgame shouldn't be able to reliably take down shitty ass Hell Diablo? So to get past IM I'd have to twink out a gris caddy with 5 Bers before I could even contribute to any boss fight that includes IM(which is the majority of the hardest bosses). As melee you're also required to pretty much always have a necro amp for the bigger bosses, it isn't like they're soloing machines like poison is capable of.
Lee wrote:
If a melee char comes to ever out dps a elemental/caster on a boss that's just pure retarded in my opinion.

You mean it's retarded that a character that is constantly in a bosses face and taking a ton of damage shouldn't be able to at least match the damage output of the caster that can safety sit behind 1pt summon spam and kill a boss without drinking a juv? Stop lumping melee into this group of designated tanking. They are damage based characters like any other class, they just happen to have the requirement of having to stand in front of a boss to deliver their damage. You can turn any character in the game into a tank, that's the beauty of how D2/HU works.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 4:53 pm 
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Looks like I'mma have to crawl out of my grave for this shit.

Lee wrote:

Fact of matter is IM Is hardly an issue on SC and even with current CB values I'd imagine bosses would be doable in a pure CB/defensive setup with AMP easily.


If you want to argue that IM is hardly an issue on SC, you're opening up Pandora's box. You can literally argue anything is hardly an issue on SC. Absorbs? Fuck em, SC & HC alike can deal with it without issues. Stats? Fuck 'em. Resists? Who needs em, I can just die on SC and run back.
It doesn't change the fact that Iron Maiden completely changes the dynamic of a melee character and has ALWAYS been a limitation and check to melee damage. To brush off Iron Maiden as not completely central to melee balance is downplaying the issue by a large margin.

Iron Maiden, without proper CB values, is why we see melee in the position they are in. You should know Lee, I know for a fact you've rolled a WW Barbarian and a Fury Druid and gotten them both to Act 5 Hell. Has there ever been a situation where you used them over your Firestorm Druid?

Speaking of bosses being doable with current CB values, that's why we brought Porter (a pimped out smiter, the best class for applying CB) out the garage so much? He got just about no play. Do you remember doing Hell Andy untwinked with Porter? Do you remember how that boss fight took at least three times as long as any other because we weren't using Blizzard or Rabies for damage?

In order for a pure defensive set-up to approach a boss and do it in any reasonable amount of time requires 5 Bers. Is there any other class that requires five high runes to get itself off the ground? And that's not rape, that's hoping you can be a small fraction as good as a powerhouse elemental build (something you should be very familiar with.)
Not even old school 40%+ CB Smiter with 90% Amplify Damage was a strong as 1.3a Fire Mastery Fstormer. And any proposed changes by Ben or Dew will not restore Smiters or any CB class to that glory.

Lee wrote:

Like I said.. it's way more easier to adjust one variable then to play with 2 or three. CB shouldn't be buffed with current amp values and the boss resist charm being gone. It's going to be excessively OP and even now it should be with Dew's values.

Simple test is to play a smiter who can easily hit over 20% cb with the newer suggested items 5x ber = 15% cb alone.


40% CB Smiters would still have competition between all of the other powerhouse builds, being worse in a lot of situations than the majority of them. At half power, you could count on an actually solid build, but its not going to be herpderp I solo'd Samhein with my poison java.
The proposed CB values will hardly hit 20% on 1handed build and it probably won't be enough to make them chosen over stronger, safer, and less reliant classes.

2h CB values may as well be irrelevant due to the fact you can't swing versus an Iron Maiden boss. Even on softcore, if you're rolling a melee-centric party, IM will be an issue. Despite the fact that you CAN die on softcore, you really fuckin' shouldn't as it disrupts boss runs and makes them take much longer than they should. Nobody wants their main DPS dying every ten seconds.
If that wasn't enough, the best 2handed melee skills are Fury and Whirlwind. I wonder how hard it is to dodge IM playing those classes is...

Anyway, I think I need to stop writing. I could point out more and more inconsistencies with your post, but its going to turn into a indiscriminate novel that no one will read.
I'm not hating on you Lee, before you get your panties in a bunch. You're muh boy, but you really are talking out of your ass and its surprising just how contrary your arguments are to the experiences we've had playing through both 1.3a and 1.3b untwinked. You yourself have seen just how incredibly underwhelming Porter was all ladder, in a patch where melee were supposed to be brought back into viability.

Melee are still in such a pathetic state compared to 1.21z and if they aren't made any stronger than they were in that patch, we have no worries about imbalance. And guaranteed, melee will not be restored to how strong they were in 1.21z.

The real issue should be "are melee actually going to be worth a shit?" rather than if they're going to be imbalanced. Nothing is being proposed that will imbalance melee, because they weren't imbalanced in 1.21z.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 6:19 pm 
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Quote:
^Don't know exact changes I added/removed on those three.


have some spare time to fiddle around
Edit: bolded changes and additions

Ironward
Caduceus
One-Handed Scepter (Range 2)
Damage: 360-468
Required Level: 93
Required Strength: 152
Durability: 140
Speed: [-20]
+5 to Paladin Skill Levels x
+500% Enhanced Damage x
+100% Enhanced Defense x
+75% Increased Attack Speed x (from 66%)
Adds 100-200 Damage x (from 40-90)
+6-7% Crushing Blow x (from 3)

+30 to Vitality x
200% Bonus to Attack Rating x (site says this is there, but i don't see it in original?)
Damage Reduced by 3-4% x (from dam-red 50)

-20% Requirements x
-15% Enemy Magic Resistance x
Socketed (2) x

Death Cleaver
Berserker Axe
One-Handed Axe (Range 3)
Damage: (247-270) - (451-492)
Required Level: 92
Required Strength: 190
Durability: 62
Speed: [0]
+3 to All Skills x (from 1-2)
+450-500% Enhanced Damage x (from 400-450)

+75% Increased Attack Speed x
-25% Target Defense x (from Ignore Target Defense)
+5-6% Crushing Blow x (from 3)

12-18% Life Stolen per Hit x
66% Chance of Open Wounds x
+666 to Attack Rating x
Socketed (2-3) x (from 2)

Schaefer's Hammer
Legendary Mallet
One-Handed Hammer (Range 2)
Damage: 402-560
Required Level: 90
Required Strength: 189
Required Dexterity: 0
Durability: 110
Speed: [15]
+300 to Life x (from 200)
+(270-300) to Attack Rating (Based on Character Level) x (is set at 12 so imagine this is given in quarters)
+6-7% Chance of Crushing Blow x (from cast2 30/30/12...this stat is borked as it stands presently)
+90% Increased Attack Speed x (from 50)

+(270-300)% Enhanced Damage x (Based on Character Level) (set at 12, see above)
+350-400% Enhanced Damage x (from 400)
+6 to Light Radius x (from att-skill Blessed Hammer 25/33)
25% Chance of Deadly Strike x (from lightning damage 1-1000)
-15% Requirements from x (oskill Energy Shield 1/1)
10% Mana Stolen per Hit x (from skill Blessed Hammer 5/7)
+15 to Strength

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 7:55 pm 

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I wasn't attacking anyone in specific btw. I was just making a general statement when I said what I said. I realize this has been up for a week but I actually went off topic and the reason is because I was reading this thread and saw a couple people say they'd be worried about how powerful melee is. I apologize for fucking up your thread ben and Baerk can you please move this portion to the argument forum? Again I apologize to Ben. I should have made a new post my fault.

There is no COMPLETE justification in using the IM argument to say that it's a fair check and balance system for melee. so it's ok for melee to rape every non-im boss in the game and then if melee does rape enough ( prob can kill bosses on SC if they don't get jewed by IM ) The justification in IM is that is does provide a check and balance but not a complete one especially if you go all CB and now you can probably rock all CB and kill bosses. Everything gets brought back down to SC because it's a SC mod technically and HU has never been balanced with HC in mind, ever.

Accordingly with those amp values and bosses being nerfed in physical resist melee will be OP. I don't understand how you can argue against that. If I didn't make this pointed out before let me reiterate.

DEWS patch does NOT come from 1.21z. He is dropping values of boss resists that have already been nerfed to appropriate the amp nerf.

In this last patch boss resist was brought down dramatically and amp was also nerfed. DEW nerfed boss resists by another 25% on top of that.

And how are bosses going to be in normal/nm now? How effective will decrep be? What's the point of going backwards? It makes no sense.
How powerful will decrep and amp sources from items be? Honestly is a necros amp even going to be needed? Again "Needed" to kill and bring down big bosses? That is something that was required with any melee in 1.21z.

Zac and you can't use the 5 ber argument to justify something being OP. That's like saying Armageddon is ok because it requires a zod.


And please don't compare a smiter to my shitty fire druid. I had no DEFENSIVE attributes at all. I stand in a bosses face and take PURE damage up the ass. NO LEECH, NOTHING. I just JUV to survive. How can you compare a melee to a ele character? It's not like apples and oranges. It's like comparing an apple to a semi truck or someshit. So when you keep 'balance' in mind it's important to remember not just damage alone. Melees are natural born powerhouses.

Using that kind of argument is not fair at all Ben. If that's the case why are we nerfing poison, fire druids etc. ? Aren't we trying to balance the game here? I was just making a point that melee chars have to be balanced. God damn if the highest life char/defensive chars have more effective killing abilitiy than casters how can you say that is justified on any game? I just have a hard time buying im as a system of check and balance when boss resists are so low and CB is going to be ramped back up even more so.

If they weren't OP in 1.21z then obviously there is no merit in continuing to argue because we can't even agree on a base to argue with. I know melee sucked this ladder btw. I never said they didn't.

My main point is that I acknowledged melee need buffed and brought back but these changes so far sound way too drastic. Everything else is getting nerfed and melee is getting super pumped in comparison. If you want melee to dominate everything then so be it.

Btw I've never said I was 100% accurate on anything I've stated so far so it is possible I have talked out of my ass somewhat, as I don't have the melee experience nor the remembrance of 1.21z enough to actually formulate an entirely accurate opinion but I was using statements by JarL etc. and a little memory of 1.21z to try and make a point. I may have jumped the gun here but really I"m just hammering it in that I hope people do some testing ( no one did any testing previously and look what happened )

At the end of the day, I hope some testing is done at least just to see how effective melee will be and how powerful CB is with the new changes. That's all I'm saying. A few people should test it and give some honest opinions.

I'm not going to argue btw or make another post about this. My main point was just to raise awareness and if everyone else is content with the changes or doesn't care that's fine with me. I simply just wanted to point out the *Possibility* melee may be too strong.

Btw Baerk I probably said it 2x already but can you move this potion into the argument forum for the sake of the thread. Again sorry to ben for messing up the thread. hopefully this gets moved asap.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 8:23 pm 
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Lee wrote:
At the end of the day, I hope some testing is done at least just to see how effective melee will be and how powerful CB is with the new changes. That's all I'm saying. A few people should test it and give some honest opinions.
.


you could have downloaded the patch and got it started in the time it took you to type this

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 9:02 pm 

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drrod wrote:
You can turn any character in the game into a tank, that's the beauty of how D2/HU works.


i have never played a more OP character than psn zon on HU. ever. no ci/melee dps i ever played holds a candle to my zon walking around killing stuff w/o nec n switching to tank gear to laugh at bosses in tank mode.

melees are the boogey men of HU. players are so terrified of their mythical powers that they have nightmares and break out in nervous sweats randomly throughout the day.


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PostPosted: Fri Mar 09, 2012 9:03 pm 

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drrod wrote:
You can turn any character in the game into a tank, that's the beauty of how D2/HU works.


i have never played a more OP character than psn zon on HU. ever. no ci/melee dps i ever played holds a candle to my zon walking around killing stuff w/o nec n switching to tank gear to laugh at bosses in tank mode.

melees are the boogey men of HU. players are so terrified of their mythical powers that they have nightmares and break out in nervous sweats randomly throughout the day.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 9:16 pm 

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Even you were trying to nerf melee in 1.21z on the dev team pious so u acknowledged they were OP at one point. You made some strong suggestions abt nerfing the hell out of CB and putting it on 2h weps only and taking it off gloves boots etc.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 9:37 pm 

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Lee wrote:
There is no COMPLETE justification in using the IM argument to say that it's a fair check and balance system for melee. so it's ok for melee to rape every non-im boss in the game and then if melee does rape enough ( prob can kill bosses on SC if they don't get jewed by IM ) The justification in IM is that is does provide a check and balance but not a complete one especially if you go all CB and now you can probably rock all CB and kill bosses. Everything gets brought back down to SC because it's a SC mod technically and HU has never been balanced with HC in mind, ever.

Well melee should be able to kill any non IM boss, just like any endgame caster can. You are really overestimating CB here, and how hard it is to acquire large amounts of it with a low damage weapon. Being able to get those large amounts of CB with a low damage weapon means you've invested 4 or 5 Bers into it. This is impossible to do in an untwinked run, so you're only going to be able to kill those IM bosses(ie the hardest ones), after you've geared the ever loving shit out of your character. So this so called OP CB is only coming into play during backquesting and the very endgame(sam, baal, nihla, los, etc.). If you're twinked to the teeth as a melee lategame you should be able to do these things and contribute to those aforementioned bosses. What's so hard to understand about that?

It's somewhat similar to how most casters can only get around -50 pierce before 95, then once they acquire temps, lore, etc, they're hitting well over -100. CBing through IM works the same way only to a lesser extent.


Lee wrote:
Accordingly with those amp values and bosses being nerfed in physical resist melee will be OP. I don't understand how you can argue against that. If I didn't make this pointed out before let me reiterate.

DEWS patch does NOT come from 1.21z. He is dropping values of boss resists that have already been nerfed to appropriate the amp nerf.

Source on the boss physical resistance nerf? I only recall this ever being in discussion, but never actually implemented. Even if that's true, boss physical resists are an extremely easy fix. If we indeed are putting physical resists too low it's a 5 minute fix.
Lee wrote:
And how are bosses going to be in normal/nm now? How effective will decrep be? What's the point of going backwards? It makes no sense.

Normal and NM boss charm values aren't being touched as far as I know, only hell.
Lee wrote:
Zac and you can't use the 5 ber argument to justify something being OP. That's like saying Armageddon is ok because it requires a zod.

We sure can and I'll explain why. It's simple, because a firestormer does not NEED an Armageddon to be an effective boss killer. A melee does need his 5 Ber weapon to even begin to contribute to something as easy as Hell Diablo. A necro+firestorm can kill pretty much anything in the game that isn't FI, and they don't need Armageddon, Templars, or a Lore to do so. A non-Ber'd out melee can't even scratch Hell Diablo without having a nice 60+ second walk back to the fight every 30 seconds of fighting.

We're also not even addressing how difficult it is to apply CB outside of smite. There's something called boss block and defense. Have fun applying your CB weapon when Hell bosses have up to 60% block and a ton of defense.
Lee wrote:
I was just making a point that melee chars have to be balanced. God damn if the highest life char/defensive chars have more effective killing abilitiy than casters how can you say that is justified on any game? I just have a hard time buying im as a system of check and balance when boss resists are so low and CB is going to be ramped back up even more so.

I try to tell you this in game all the time: your caster can be just as tanky as a melee and retain plenty of damage. Melee life and defensive mods come from gear, very rarely skills. Just because you choose to go glass cannon to kill a boss 10 seconds faster doesn't mean you have to play like that.

Without skillers casters can stack life charms just like melee. The only real difference between say a firestormer and a fury druid is the type of damage they apply and how. You can slap a war on your FS or your Fury druid. You don't need the extra pierce from your templars if you roll with a LR necro, just how a melee must roll with a necro for amp. Casters will still have it better than melee anyway you chop it. Easier to apply their damage, less need for certain party members thus being more flexible for party play, and they don't require 5 Bers to kill endgame bosses.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 9:45 pm 
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Bottom line is this every char type needs to be usefull somehow and currently melee is useless.right now we have a mutidimension game with only one dimension being used, casters/ranged. Their is so much that can be done with this game engine that balance can be achieved. Assuming their is a general consensus of 'balance'.

Imo aoe spells shouldn't rape bosses single target spells or attacks should, casters should be squishy at bosses melee shouldn't unless they are elemental melee they should be somewhere in between.melee should be slow at trash, aoe shouldn't
Just my thoughts on balance not saying it should be easy tho, this is hell unleashed not cattle.net
@drrod
Same charm the whole game so their natural resistances were upped to compensate for the loss on all difficulties. Note I only really worked on act bosses since it was all just a suggestion when I was working on it. Sub bosses need an increase of about 25%.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 9:54 pm 

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Pious wrote:
melees are the boogey men of HU. players are so terrified of their mythical powers that they have nightmares and break out in nervous sweats randomly throughout the day.

Haha this is so true. I sometimes wonder what everyone is so scared of. We aren't talking about adding CI back and 40% CB.

People are constantly comparing "melee" as a whole to a 40%+ CB smiter with 90%+ amp, it's ridiculous. Anyone who's played a melee outside of a smiter knows just how hard it is to even apply your CB against an act boss when boss block and defense comes into play. You guys remember WW and Fury raping Hell Baal and such in 1.21z when they could stack 20%+ CB, well over 50k damage, with easy high amp? Me either, because IM made it impossible without going low damage+mass Bers. Only smiters ever really shined in 1.21z melee wise, and poison overshadowed them even then.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 10:11 pm 

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I mean for me I just want to play honestly. I'm not as much into the arguing and etc. anymore. If melee does turn out Op I'll just be playing melee chars on the realm. I never bitched about how OP my fire druid was so really I can't even talk about melee being OP or not. I'm just assuming everyone wants a balanced patch this time around and I got all of the blame ( mainly ) for melee sucking this patch because I spoke out too much. So it's up to you guys. If you think it'll be balanced then I'm content with that. Do what you feel is best but at least have more than one person testing it on SP to give feedback. Early game, mid game, end game. Norm/nm/hell it's not that hard with hero editor or Udie2. Takes a little time but it's worth it.

@Ben I'm confused. I thought ur changes were compiled on top of dews? Dew said he wanted amp @40% with his changes and you're saying 60-65%? Nerfing the boss charm was a bad idea specifically for the reason that Norm/Nm all get affected as well. Oh nvm didn't read dews post he buffed their res in norm/nm.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 10:19 pm 
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drrod wrote:
Anyone who's played a melee outside of a smiter knows just how hard it is to even apply your CB against an act boss when boss block and defense comes into play..


+1. My stupid twinked out thrower now has 2 javs full of bers and its a long annoying fight to kill andy.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 09, 2012 11:48 pm 
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Testing is great but realise that hell andy is by far the easiest act boss with the changes I made twinked melee can solo her but act bosses after her are harder. After all she is only lvl 85 with considerably less hp than meph/dia/baal and she has the best leech effectiveness. Dury can still become immune to phys with his smite active. So andy isn't exactly the best benchmark for testiing twinked.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 10, 2012 2:45 am 
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Quote:
I'm just assuming everyone wants a balanced patch this time around and I got all of the blame ( mainly ) for melee sucking this patch because I spoke out too much.
I'd say it was more Baerk's fault he listened to you and nerfed things. Stupid changes like nerfing str/how/other %ed things were stupid but it didn't ruin overall balance. We planned to have 95% phys resistant bosses with higher amp values (65% max iirc) but suddenly it was changed.
I believe it was that way because someone said a fury druid had smoked diablo ass without using a single juv playing blindfolded. Good that now fury/ww is well balanced aka non-existing in random teams.

BTW. Nice item changes.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 10, 2012 3:12 am 
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dew wrote:
Testing is great but realise that hell andy is by far the easiest act boss with the changes I made twinked melee can solo her but act bosses after her are harder. After all she is only lvl 85 with considerably less hp than meph/dia/baal and she has the best leech effectiveness. Dury can still become immune to phys with his smite active. So andy isn't exactly the best benchmark for testiing twinked.


if that was directed at me, i was talking about my current realm barb vs current values. On your patch it is much more do-able

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 10, 2012 3:12 am 
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dbl post

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 10, 2012 3:54 am 
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just a thought in general that needed to be posted so people dont test only andy and cry op.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 10, 2012 10:38 am 
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All this referance to 1.21z is funny .... In all reality melee in 1.21z was the most balanced it ever was..As ben said all the high dmg melee chars had to keep there pantys in check do to Ci being nerfed..So with the new values for melee I don't see the issue that melee will be the main killer but would bring them back into the fight again...
Btw I do like most of these idea's Ben.. 8-)

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 10, 2012 5:17 pm 

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@Steel well it's my fault that I ended up being the only person who tested? Kwikster and LD were doing some SP tests so I'll probably ask them if they want to test with me before the final patch is dropped and i"ll be glad to post back results with a few other people. Like I said... I was the ONLY one who actually tested anything and posted a lot of feedback. Imagine a world with ONE scientist only. My results were skewed and inaccurate mainly because no one else was contributing their results except like 1 other person possibly and it was on a diff char.

@asteroth If melee was balanced in 1.21z then why was JarL/pious and the entire dev team trying to nerf melee? Not one person has explained that to me which is what I don't understand. JarL played the shit out of 1.21z. and he was very skilled. I'm not arguing about this. I'm just asking why if anyone knows because some people say they are balanced while they were seriously getting hammered by the 1.21z dev team. It doesn't make much sense to me that the most skilled players during that time had a consensus of melee needing to be nerfed. ( Not arguing asking for clarification ) so don't take what I'm saying the wrong way.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 10, 2012 9:08 pm 
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you weren't the only person Lee. That is why some values didn't get lowered as much as was suggested after your tests with feral rage. I recall I tested with more moderate gear and showed that it wasn't wtf broken except in pretty extreme circumstances.

Back on topic.
I am finding some small errors in the unique item files. I am fixing them as I go. It may take me a bit to get through it all. Am off this week, so I will get em done sometime.

Now is the time if you folks want anything else dealing with uniques.

Oh, something small, but is 20% ctc frozen armor when struck too high for crafted armors? Seems like it doesn't really need to be that high. (you can blame me for that...i should have kept it lower last time imo).

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 10, 2012 9:24 pm 

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i was in favor of nerfing melees in 1.21z lee because i had NEVER played a caster before on HU. ever. only thing i had played other than melee barbs were wind druids, hammerdins, and necros. its fair to admit my judgement was poor back then, and jarl was in a similar position lee.

in fact its bad enough you keep bringing up 1.21z lee because last time i checked dew's patch isn't 1.21z. hell, you never even played 1.21z, so why talk so much about it as though you know?

i never once saw you make 1000 posts in favor of nerfing psn chars or fire druids or any caster for that matter. some of these characters are so much stronger it makes me wonder why you are so anti-melee. if ballance is really something you believe in, certainly you have been looking at the wrong characters for far too long?

i'm not here to muzzle you lee but when i found out you were working secretly with baerk behind my back to nerf melees even more for 1.3b it made me seriously question your motives on here. its bad enough you once hacked the server when you were in a trusted position. everyone should probably remember that before trusting your opinion.


that being said, i implore dew/ben/ all working on the patch to continue doing what you believe is your best sense of balance for this mod. there will always be people who disagree, but remember you cannot please everyone, so focus on your vision and move forward accordingly. remember, you don't have to reply to everyone who makes posts.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 10, 2012 9:48 pm 

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That had to be the most low blow post I have ever seen. I never 'worked' with Baerk behind your back. That isn't true at all. Baerk made whatever decision he felt to be best based on the information he was given at the time and there weren't many people contributing to try and balance Melee. I had played Melee in that patch but I had quit HU for awhile and my memory doesn't serve me as best.

And bringing up past shit that has already been addressed 100x etc. and is completely irrelevant to the point of this discussion is pretty low blow as well. We are talking about balancing Melee. We aren't talking about Lee running a HU server or creating a patch himself so why should my opinion not be trusted? You've conspired the most ridiculous accusation and your logic is contradicting.

THERE could never be a time where I WOULD ever be in charge of anything here specifically because I HACKED the server, so why would I EVER attempt to try and take over here? Think about that and re-read it over and over. I would be a dumbass if I ever had any intention of trying to do that. Isn't that why I've stated it over and over when I made those 1000 posts and clearly you didn't read it back then or you missed that point? I just find it childish/ridiculous that you think I had/have some secret motives when I've stated it 15x that I have no intention of running/doing anything here ever ever again.(Besides the point that I CAN'T anyway?? ) I've made that clear so many times that It's actually offensive as hell for you to accuse me of that.

It just happened to be at that specific time Melee was the topic at hand. No one was talking about psn or fire druids mainly because there some nerfs on elemental/casters already implemented by you and your team. That doesn't mean I didn't think they were OP it simply means the topic at hand was not them at the time. I do believe in complete balance but just remember how it all happened last ladder. Fire druids/psn etc. was all being discussed already and nerfs were implemented ( They just weren't nerfed enough ) melee became the main discussion/topic and that's why I placed all the emphasis there. There was nothing else being discussed at the moment because there was a consensus that since casters got nerfed they were fine so before you conspire to accuse me of nonsense remember how the melee discussion got so intense/began in the first place.


I also have a right to my opinion here and so does everyone else and I've stated already that if most people are content with the changes then so am I. I've specifically said that and I said that I did not want to argue anymore but when you/steel throw low blow posts for no reason that just ignites more arguing.

But that's fine. I respect that you have your own opinion and if you truly feel that way about me that's your choice. You said you're not trying to muzzle me so that just means you're being blunt honest. I'm simply telling you that it isn't true at all and even if we were to assume that was the case, it's something that will/would never happen anyway but it isn't and was never the case.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 10, 2012 10:08 pm 

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Now does anyone else have any low blow posts to throw at me or can we stop talking about this and let the topic resume on item changes? I have nothing to argue about. Pious clarified my question on 1.21z and I have no discontentment with the changes now that I understand why melee was pressed in 1.21z. I have no desire to compare 1.21z to caster or melee or to argue on anything. There's a reason I stopped posting on here for awhile somehow.. expressing an opinion just leads to everyone arguing/bickering.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 11, 2012 1:33 am 

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kramuti wrote:
you weren't the only person Lee. That is why some values didn't get lowered as much as was suggested after your tests with feral rage. I recall I tested with more moderate gear and showed that it wasn't wtf broken except in pretty extreme circumstances.

Back on topic.
I am finding some small errors in the unique item files. I am fixing them as I go. It may take me a bit to get through it all. Am off this week, so I will get em done sometime.

Now is the time if you folks want anything else dealing with uniques.

Oh, something small, but is 20% ctc frozen armor when struck too high for crafted armors? Seems like it doesn't really need to be that high. (you can blame me for that...i should have kept it lower last time imo).


I agree with you. My tests were in extreme circumstances and pretty invalid. I over exaggerated but I was simply expressing worry about melee becoming OP as in 1.21z. I had a belief at that time that melee was op in 1.21z and was afraid it would happen again. Now I understand why melee was pressed in 1.21z according to Pious no one had played casters back then as much.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 11, 2012 4:40 am 
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Quote:
I over exaggerated but I was simply expressing worry about melee becoming OP as in 1.21z
How exactly melee was OP in 1.21? Outside of smiters with maxed CB. I'd really like to know because as far as I remember everyone back there was bone necs, psn necs, tk sorcs, meteo sorcs, multi zons, windy druids. Can't recall melee chars clearing entire game and bosses alone, few guys made 99 melee only for one fight in entire game.

Just specify how melee was OP. Amp values was too high for trash but too low bosses so don't even bring that, you needed 25%+ cb to be as effective as any non overleveled caster was.

PS. What does OP these days stand for? Maybe something changed since 1832.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 11, 2012 6:45 am 

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@Steel I already explained this like 10x. I said I thought Melee was op because of Dev team discussions back in 1.21z. JarL/Pious and the others were attempting to nerf melee and remove most of CB. I said that way back when I was testing fury druids on SP. That was my BASIS/support. I can't recall melee enough in 1.21z to give a personal hand experience. I just recalled reading that Dev forum. That was my only support/evidence. ( They were some of the best players in that patch ) Pious says they did not play casters back then though so that's why they thought melee was op. Do you understand now? There is no point in arguing this anymore.

And far as OP.. fire druids were OP/ PSN zons were OP. Op is obvious... something that excessively rapes everything? lol. U really need a definition for Op? wow.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 11, 2012 9:26 am 
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Quote:
U really need a definition for Op? wow.
I needed a specific definition what OP meant in HU. That terms is highly overused specifically when used to describe how you play melee, it's really hard to get an idea what most of guys here mean with OP.
Quote:
Op is obvious... something that excessively rapes everything?
So melee wasn't OP in 1.21. Alone without amp you couldn't do anything, there were many things to keep you in check for an entire boss fight (Def/Block/Counters/IM counter/No leech/amp or bust), not to mention a group of chargers in a5 was enough to stop you playing that class, an aura ench(fanat) succubus could make you alt+f4 -> shift +del.

I can agree that CB was needed to be removed, not reduced to 5%. You either go for 30%+ cb or 0. With 10%cb, 85% to hit, 60% bosses block, high phys def, and CB not scaling to monsters hp (300% to what's in files generally)... it's worse than hitting a boss with 1lvl meteo, and it will be always used by someone not knowing wtf as counterargument in discussions to improve melee.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Mon Mar 12, 2012 2:42 pm 

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Ben or anyone else,

i talked with someone a while back about set items on hu. they mentioned the idea of the bigger sets like mavs, ik, nats, all having the weapon removed. I thought this wouldnt be a bad idea and would allow more types of the char to use the set as opposed to the expensive 95 uniques or rune words. also maybe dropping the set required lvls a bit so you could maybe find then in a5 nm? let me know what you think about that item change or if you need further explaination.

iMP

PS
my modding knowledge is little to none, so let me know if this is even possible.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Mon Mar 12, 2012 6:21 pm 
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As long as it isn't a socketable or charm a set piece can be any equippable item. Also the level required to equip and the level required to drop is perfectly controllable as well. The only limit is that sets with more than 6 pieces bug up in how full set bonuses are applied (meaning 6 pieces is as reasonably large as a set can be).


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Tue Mar 13, 2012 4:59 pm 
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through the shields on the main list.
sockets and small unique item changes to be done shortly. Will do the rest of main list tomorrow (hopefully).

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Tue Mar 13, 2012 6:29 pm 
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so.. let's implement the changes and patch the servers?

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Tue Mar 13, 2012 9:32 pm 
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Edit: not so hasty slappy...there are going to be things that need resolved over this list...here is one batch.

Edit 2: Do you want the monster level to stay at the present values, and the level requirement to be 90, or both at 90? I don't recall how it was before (for grandfather, Schaeffer...)

Below is this list of socketed things that have issues...please rethink those that don't have the slots. I also had a few where I changed things that should not raise any choler. These are noted.

AXES:
(1)
Rakescar xxx this already has 2, left as is? xxx

(2)
Boneslayer Blade xxx no slots available to add at present xxx
Fleshthirst xxx no slots available to add at present xxx
(3)
Messerschmidt's Reaver xxx no slots were available. I changed vita/dex/enr
+20 to all-stats +15 and added sockets. This also means there is an available property. xxx

BOWS:
(1)
Hellclap xxx no slots were available. I changed fire-min 25-30/ fire-max
50-60 to dmg-fire 35-50 and added socket)
(2)
Magewrath xxx no slots available to add at present xxx
Elven Bow xxx no slots available to add at present xxx
(3)
Final Justice xxx no slots available to add at present xxx

CROSSBOWS:
(1)
Hellcast xxx no slots available to add at present xxx
(2)
Skylauncher xxx has 3 already. left as is xxx
(3-4)
Gut Siphon xxx no slots available to add at present xxx

DAGGERS:
(2)
Stormspike xxx no slots available to add at present xxx

MACES:
(2)
Stone Crusher xxx no slots available to add at present xxx
(3)
Baezil's Vortex x (from 2)

POLEARMS:
(2)
Stormspire x (from Thorns 800%, any objections?)
(4)
Grim's Burning Dead xxx no slots available to add at present xxx

SCEPTERS:
(1)
Stormeye xxx no slots available to add at present xxx

SWORDS:
(3)
Djinn Slayer(3) x (from 4)
Flamebellow xxx no slots available to add at present xxx
Azurewrath x (from 2)
(4)
Elemental Weaver x (from 3)

THROWING:
(2)
Pestilence x (no slots were available. changed pois-min/pois-max/pois-len
666/666/150 to dmg-pois 150/666/666. Leaves additional property available)
Gargoyle's Bite xxx no slots available to add at present xxx
(3)
Glasya Talon x (can only have 2, right? set at 2)
Baphomet's Spine xxx no slots available to add at present xxx
Warshrike x (can only have 2, right? set at 2)

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Wed Mar 14, 2012 1:07 pm 
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Ok, so I am done with the initial run through with uniques on this wish list. I will make a supplemental post for this so that you can decide what you want to do about the things that have issues or are left undone. Should be up in a bit. I will include the things in my post above.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Wed Mar 14, 2012 2:27 pm 
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you rock kramuti

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sat Mar 17, 2012 8:56 pm 

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List updated with more additions from the other thread, just cosmetic I guess.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Wed Mar 21, 2012 2:55 pm 
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Can we revert exceptional/elite staffs back to their previous damage?
I remember Blue nerfed staff damage to balls to keep 2h melee from using them as a low strength alternative to maces during his crusade against the Strength stat and they haven't been restored.

Course, this isn't top priority, but it would be nice to have again. For reference Archon Staff currently does 38-68 base damage when it used to do 94-116. They'd still be the lowest average damage weapon out of all 2handers, but they do have no requirements and tie with Giant Thresher as the fastest top 2handed weapon.

If I'm not too late, and if anyone is interested, I could whip up a melee staff specific runeword or modify an existing crappy zod rw (Judgment would be a decent pick, its pretty crappy).

However, none of this is centric to any balancing and is a novel suggestion but would be cool to implement if people are interested.

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PostPosted: Thu Mar 22, 2012 10:02 am 
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I still haven't finished stuff up. By all means go ahead. I will probably mess with this sometime tomorrow.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 23, 2012 2:44 am 
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Judgment
Level 90
Zod Sur Lo Ohm
Staffs Only

Indestructible (Zod)
Adds 250-500 magic damage (Sur)
Adds 1-500 lightning damage (Ohm)
Adds 250-500 cold damage (Lo)
15% Deadly Strike (Lo)
Prevent Monster Heal (Sur)
+3 to All Skills
+550% Enhanced damage
+95% Increased Attack Speed
All Resistances +50
10% Crushing Blow
Damage Reduced by 15%
+1 Critical Strike


The runes really don't matter outside of Zod & Ohm. You could slap any other two and rename the runeword, I just used Judgment as a base in case implementing a new runeword is more hassle.
It's designed primarily for Whirlwind Barbs or Fury Mutts and in an Archon Staff (-10) it should hit both 4fpa Whirlwind and Fury.

EDIT:

Corspe Explosion has proven to be incredible buggy in any form of CTC proccing, so I scrapped Blood Oath. Without CTC Explosion, it was a bloody piece of shit.

So instead, I present 2handed Griswald's Caddy:

Unlabored Flawlessness

Archon Staff
Required Lvl 90

13% Chance of Crushing Blow
Sockets: [6]

Not a joke staff. It's Ribcracker's elder brother.

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Last edited by Abominae on Sun Mar 25, 2012 8:35 pm, edited 8 times in total.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 23, 2012 10:10 am 

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Kramuti what did you decide to do with broken promise?


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Fri Mar 23, 2012 6:46 pm 
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depends on what dew finds out.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 25, 2012 3:53 am 

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Abominae wrote:
Judgment
Level 90
Zod Sur Lo Ohm
Staffs Only

Indestructible (Zod)
Adds 250-500 magic damage (Sur)
Adds 1-500 lightning damage (Ohm)
Adds 250-500 cold damage (Lo)
15% Deadly Strike (Lo)
Prevent Monster Heal (Sur)
+3 to All Skills
+550% Enhanced damage
+95% Increased Attack Speed
All Resistances +50
10% Crushing Blow
Damage Reduced by 15%
+1 Critical Strike


The runes really don't matter outside of Zod & Ohm. You could slap any other two and rename the runeword, I just used Judgment as a base in case implementing a new runeword is more hassle.
It's designed primarily for Whirlwind Barbs or Fury Mutts and in an Archon Staff (-10) it should hit both 4fpa Whirlwind and Fury.
Take no offense here, as that is not my intent. BUT, I feel when looking at EG RW's they should not automatically hit the final BP, as in 4fpa for WW. It should be a conscious choice, do slightly less dmg but faster or vice versa. If that's the case then items like Valor need 85 IAS so they too can hit the 4fpa break from on weap IAS. Hell, Vengeance had its IAS bumped to 90 just so it could hit the 4fpa WW break when 1.3b rolled out. The combination of res and dr are over the top. No other weapon comes close, EJ has 20% res & 5% dr. The only other 2h that has as much res is Devastator and none have more than 5% dr. Again, my intent here is not to flame or piss you off.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 25, 2012 2:31 pm 

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Location: Reno NV
It's a staff only RW. The base damage sucks and so does its range, it would make a mediocre WW/Fury weapon. It's a novelty RW. Melee RWs will always be worse damage wise than rares and most uniques because of the ED cap on them.

As far as Zod RWs hitting 4fpa WW on a lot of things I don't even see the problem unless their damage/offensive mods are way over the top. I fail to see why Zod RWs shouldn't be able to hit 4fpa WW/Fury. They can't stack massive ED like rares and some uniques, or add extra IAS to hit a BP. So without a mod like 20% CB on them they won't even stand a chance at 5FPA. They are Zod RWs after all, and chances are you're going to find several Exe Justice/WH/GF/Steel pillars before your first Zod.

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it should be a conscious choice, do slightly less dmg but faster or vice versa.
For a physical melee character speed=damage. I don't see the difference in a 5FPA weapon that does for example 800 max and a 500 max with 4fpa(I know the math doesn't add up but you get the point). If they do roughly the same average damage what does it matter? For variety? Almost every elite on the unique list can hit 4FPA speeds.

The IAS/damage does make a pretty big difference in the elemental melee builds, but they've always been so underpowered I don't think it matters either way.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 25, 2012 3:03 pm 

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I get what you're saying for the most part. It's just when I see those mods stacked together I raise question. IMO, it could be fine if the DR and res were toned down a bit, there is no single item anywhere else that gives near those numbers. Well, outside of Devastator having 50 all res plus some other mods. But no weapon has that much DR. Just my 2 cents here.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 25, 2012 3:32 pm 

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Location: Reno NV
At the end of a day it is still a staff. I wouldn't make that RW for my WW or Fury unless I was swimming in Zods and had a monk fetish.

If kramuti buffs staves back up to their original base damage(like I believe he is) we're looking at 94-116 damage on an Archon Staff. Warpike is 70-210, and Tmaul is 70-220. The only thing the staff has going for it is it's base speed, which is irrelevant when most 2H endgame uniques/RWs are coming with 80%+ IAS. Yes it has some pretty big mods, but like the Devastator it fits a very small niche and I'll be surprised if anyone actually uses it.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 25, 2012 3:42 pm 
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I think basically the same way as drrod on this one. RWs only get what you give them, uniques and rares can get a lot of extra options. Zod RWs should be pretty stout. If it's too much, I could lower resists or something. Will set it that way it is for now though.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 25, 2012 6:13 pm 
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The values on the staff can certainly be changed, it was quite a rough draft. I don't really mind either way, but I did want it to be noticeably beefier than the other two handers to compensate for its selective and crappy base weapon.
Actually, in the complete opposite direction, Drrod and I are discussing buffing Archon Staff's range by 1 to increase its WW viability.


Also been talkin' to Drrod about an Aldurl's revamp. It's a completely scattered set, so instead I took it and made it a Maul/Shockwave based set. The only real gear Shockwave ever had was the Unique War Spike Cranebeak, but that was changed to a Firestormer weapon. Otherwise, they are one of the few builds that has almost zero specialized gear.

With Complete Set:
+5 to Druid Skills
+200% Enhanced damage
+33% Faster Run/Walk
20% Life stolen per hit (From 12)
All Resistances +30
Damage Reduced By 15%
5% Chance of Crushing Blow
50% Chance to Cast Level 40 Shockwave on Attack

Increase Maximum Mana 50%
+200 Defense
+33% Increased Attack Speed


With 2 or more set items:
+100 to Attack Rating
20% Chance of Deadly Strike

150% Bonus to Attack Rating
Replenish Life +30


With 3 or more set items:
+50% Faster Cast Rate (From 33%)

Regenerate Mana 50%


Aldur's Deception
Shadow Plate

+1 to Shape-Shifting Skills (Druid Only)
+1 to Druid Skills
+100 to Life
300% Enhanced Defense
Damage Reduced By 10%
Lightning Resist +30%
Requirements -50%
Socketed: 3
+300 Defense
+20 to Dexterity

With 2 or more set items:
+15 to Strength
+20 to Vitality

With 3 or more set items:
All Resistances +10%

-10% to Enemy Cold Resistance

With 4 or more set items:
+5 to Shockwave (Druid Only)

+1 to Elemental Skills (Druid Only)


Aldur's Rhythm
Vambraces

+20% Faster Cast Rate
+20% Increased Attack Speed
+200% Damage to Demons
10% Mana stolen per hit (From 12)
10% Life stolen per hit (From 12)
+100% Enhanced Defense
+20 to Energy
Poison Resist +30%
Adds 250-500 magic damage

With 2 or more set items:
20% Faster Hit Recovery

+5 to Strength

With 3 or more set items:
+75 Life After Each Kill

1% Chance of Crushing Blow

With 4 or more set items:
+5 to Lyncanthropy (Druid Only)

+30% Faster Cast Rate

Aldur's Advance
Scarabshell Boots

Indestructible
+50% Faster Run/Walk
+100 to Life
Fire Resist +30%
25% Damage Taken Goes To Mana
33% Faster Hit Recovery
33% Faster Block Rate
+200 Maximum Stamina
Heal Stamina Plus 33%


With 2 or more set items:
Damage Reduced by 5% (From 2%)

With 3 or more set items:
+10 to Strength
-20 to Enemy Poison Resistance

With 4 or more set items:
+5 to Maul (Druid Only)

+10 to Dexterity


Aldur's Stony Gaze
Blood Spirit

+1 to Druid Skills
+25% Faster Cast Rate
+33% Faster Hit Recovery
+100 Defense
Regenerate Mana 25%
Cold Resist +30%
Prevent Monster Heal
+5 to Light Radius
Socketed: 3

With 2 or more set items:
+100 to Life

+20 to Energy

With 3 or more set items:
+100 to Mana

-10% to Enemy Fire Resistance

With 4 or more set items:
+5 to Werebear

+1 to Summoning Skills (Druid Only)

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Last edited by Abominae on Sun Mar 25, 2012 7:56 pm, edited 1 time in total.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Sun Mar 25, 2012 6:36 pm 

Joined: Tue Sep 01, 2009 9:19 pm
Posts: 622
Location: Reno NV
Let's remove Purity RW? At the very least remove the meditation aura and replace it with something. I figure it's such a niche RW it won't really be missed anyway. The reasoning is to prevent the stacked meditation auras of weap+shield causing the huge prayer heal pulses.
Abominae wrote:
So instead, I present 2handed Griswald's Caddy:

Unlabored Flawlessness

Archon Staff
Required Lvl 90

13% Chance of Crushing Blow
Sockets: [6]

Not a joke staff. It's Ribcracker's elder brother.

It's...beautiful.


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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Mon Mar 26, 2012 10:49 am 

Joined: Thu Aug 19, 2010 9:15 pm
Posts: 523
Abominae wrote:
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Most changes to Aldur I can get behind. Not sure I like the idea of removing the tab skills from it, pierces I can live with as they were rather minor anyway. In looking at it, am I seeing you propose a dr of 30% total with complete set? Seems a tad high, as IK has 25% total AND has a set weapon (Ogre maul), so perhaps set Aldur to 20-25% range for total dr. Only reason is they have access to other weap/shield choices with additional dr potential, that an IK baba can't.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Mon Mar 26, 2012 12:28 pm 
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Posts: 1175
Location: Knoxville, TN
You make me consider coming back with these item changes most of them are really nice. Good job once again Zach.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Wed Mar 28, 2012 10:35 pm 

Joined: Thu Nov 25, 2010 4:55 pm
Posts: 895
Yeh Aldurs was a pretty shitty set.. don't think anyone has ever touched the damn pieces even. Cool to see it get some love. Most sets pretty much suck anyway IMO or a good portion I'd say but Aldurs was up there on the most sucking.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Thu Mar 29, 2012 4:26 pm 
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Aldurs boot's were about the only useful thing in the set to me and that wasn't even on Druids.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Wed Apr 04, 2012 12:47 am 

Joined: Thu Nov 25, 2010 4:55 pm
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Yeah most sets suck in general though surprised there wasn't a major over haul of a lot of them or maybe I missed it.

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 Post subject: Re: Item suggestions for dew's patch
PostPosted: Wed Apr 04, 2012 11:05 pm 
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Posts: 1413
A number of sets at least got tweaked. If people want a full workover, put them together. At some point I can take a day and burn through the changes that I missed, and some new ones. I won't do things piecemeal from here on out though.

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