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 Post subject: *OLD* HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 4:19 pm 
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Hi guys, I am still waiting for an official post from Baerk but I will give you links to download the files. I will update the servers in the next hour.

Baerk wrote:
http://dl.dropbox.com/u/36303857/Hell_U ... b_D2SE.exe
http://files.arimyth.com/HU/Hell_Unleas ... b_D2SE.exe

This is a stand alone D2SE plug in for the D2SE users. It has bats to swap around d2mod.ini files so that the D2SE install can switch between norm and high res. 2HR on the language setting in D2SE is high res mode while mod is Norm res.

http://dl.dropbox.com/u/36303857/Hell_U ... b_Core.exe
http://files.arimyth.com/HU/Hell_Unleas ... b_Core.exe

For people who haven't installed the beta already and are doing a fresh install will need these core files. Also if you are getting a new server hosted these would be all the non mpq/ini files needed.

Norm Res:
http://dl.dropbox.com/u/36303857/HU1.3b ... s_Beta.exe
http://files.arimyth.com/HU/HU1.3b_NormRes_Beta.exe

High Res:
http://dl.dropbox.com/u/36303857/HU1.3b ... s_Beta.exe
http://files.arimyth.com/HU/HU1.3b_HighRes_Beta.exe

The other two links contain the non shared files of a normal res install and a high res install. I figured might as well create a core download thing since the plug ins don't seem to change much between patches.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 4:40 pm 
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Thanks. Any Changelog from Baerk would be welcomed.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 5:13 pm 
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Both ZeroLag servers are updated.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 5:26 pm 
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Changelog

1:a number of unique/RW changes
2:ber rune changed to 2%cb in weapons
3:holy auras synergys changed to convic and respective resist aura both for 20%
4:MDR on diamonds cut back
5:Armor override on zerk reduced by 5% per hard point (negated when maxed)
6:Geddon and valor rws masterys removed and replaced with 50% fire mastery
7:maul grants 10% critical +2% per hard point
8:fana grants 10% critical +2% per hard point
9:plague jav duration at tier 1 changed from 10frames per lvl to 5
10:necro blades cooldown increased to 2.5 secs
11:buffed spirit wolves damage and increased max number to 2+1 per 5 soft levels
12:dire wolves damage increased slightly and max number increased to 3
13:HoW grants 1% dr per hard point to the party
14:SoB grants 1% ele absorb per 2 hard points
15:Bone spear tier 5 damage scaled back by 10%
16:Bone Spirit damage increased by 10% on tier 5
17:facets +%element damage range from 2-3%
18:amp values readjusted to soft level progression
19:enemy lifetap causes hp drain = their level per second
20:shields base damage increased by 20%
21:smite damage per level increased by 5%
22:blessed aim grants 1% passive lifesteal per level
23:elemental set parts grant +20 oskill meteor, glacial spike and thunder storm when fully equipped
24:confuse is no longer overwritten by other curses
25:meteor patch duration reduced by 20%
26:ce timer removed
27:Medi on holy amulets replaced with prayer
28:Crushing blow added as a suffix at 2-3% on weapons
29:deadly strike added as a suffix on weapons at 5-15%
30:templars armor changed to +2 skills and minimum pierce dropped to 8% elemental/pois and 4% magic (max unchanged)
31:topaz craft armor caps at +1 skills
32:boss resists have physical reduced (hell baal now 110 with charm)
33:all of the LoS heroes are now knockback immune
34:decoy reduced from 100% of zon hp + 10% per lvl to 75% of zon hp +5% hp per lvl with life buff double dipping removed.
35:fixed moncurse versions of amp + lower resist
36:summons Ai delay dropped to 2 frames
37:frozen armor def bonus dropped to 20% per level
38:necromage hp gain fixed and increased to 10% per level
39:necromage missiles buffed
40:HoW aura increased to 40% def/ar/damage + 15 per level, up from 36%+12% per level
41:blessed aim fixed/strategy conflict fixed
42:Cold sorb on salvation
43:prayer tier 5 dropped from 12 to 10
44:non skill IAS returned to smite
45:hurricane missiles no longer effected by slow missiles
46:IM divisor increased to /50 vs players from /40
47:Wolves max pet desription updated
48:d knight AI delay fixed
49:Phoenix strike missiles got a 1 in apply mastery
50:make orbs qualify as melee weapons in itemtype.txt to make usable for melee skills
51:transfer Double Throw AR% per level to Throwing Mastery to fix hardcoded AR bug
52:gave venom 3% hard self psynergy
53:lowered mind blast conversion to 5%
54:boosted psychic hammer tiers 6/20/30/50/80
55:nerfed LOS asn psychic hammer counter level 25 so max damage only rises :a tad as result of skill buff
56:gave FOH direct hit bypass demons
57:gave hammers bypass undead
58:decoy timer increased to 10 seconds
59:higher ele bowa skills mana costs cut in half, turned to proper 60 point builds
60:added freezing/cold bolts to replace fires magic arrows
61:moncurse amp reduced to -50
62:throwing stack replenish rates boosted
63: moonstone ele craft gloves/belts/boots/helms vary between 8-12 %dmg and pierce
64: Spirit/Dire Wolves and Grizzly Bear druid summons given a salvation state to properly activate their resists per level.
65: Inferno charges removed from "Dragon Chang" and replaced with blaze charges.
66: Flamebellow's oskill changed from inferno to blaze.
67: Metalgrid's and Wisp both have Spirit of Barbs charge level changed to 8.
68: Misleading elemental pierce description lines on Vengeance removed.
69: Hidden Critical Strike on Werebear now stated in description
70: Merc Changes
71: Various monster AI changes applied to adjust to new screen radius of high res plug in.
72: Feral Rage's life leech now equal to hard level.
73: One handed melee weapons now have 2.5% ED per soft str point.
74: Two handed melee weapons now have 3% ED per sfot str point.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 6:03 pm 
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i have the beta, what dl shal i use?


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 6:08 pm 
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Either the norm res beta download or the high res beta download (with and without the high res plug in require different UI files so each mode gets its own mpq).

The core download is only for if you haven't already installed the first beta and are doing a fresh install of the 1.3b patch. If you are doing a fresh install of HU in general you'll definitely need the core download as well.

If you use D2SE the top link that mentions D2SE is full blown D2SE plug in.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 6:10 pm 
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Baerk wrote:
Either the norm res beta download or the high res beta download (with and without the high res plug in require different UI files so each mode gets its own mpq).

The core download is only for if you haven't already installed the first beta and are doing a fresh install of the 1.3b patch. If you are doing a fresh install of HU in general you'll definitely need the core download as well.

If you use D2SE the top link that mentions D2SE is full blown D2SE plug in.


Thank you for the quick answer mate ;)


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 6:16 pm 
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I'd love to see old HU updates other than exe files unpacking d2se compatible folders. If you want d2se packages then include a whole app with the latest update. And no, it's not a problem for me to unpack and copy entire content to d2 folder. Well it's time to move on anyway. Space Marine 6th september here I come.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 7:21 pm 

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iso a discription of how to install with specifics, did it the old way 3 times using brand new disks 3x i therefor am doing something wrong , also there is no way to "install mod" like you used to have to so lil help would make me smile

should read something like
dl this, run whatever you dl , etc etc etc

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Last edited by Pappy on Fri Sep 02, 2011 8:28 pm, edited 1 time in total.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 8:26 pm 
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before the final patch goes live I'll upload an edited d2win.dll that allows you to open multiple windows with game.exe for the non d2se version so the whole loader thing can be put to bed finally.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 8:35 pm 
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Fixed.

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Last edited by LockDown on Sat Sep 03, 2011 4:27 pm, edited 1 time in total.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 8:48 pm 

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that looks wonderful how do i get that lol


full install three times, cant play , still iso a lil help

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 02, 2011 10:16 pm 
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install diablo 2
Install patch 1.10(vanilla)
install patch 1.3a(hell unleashed)
install patch fix 1.3b beta 2(hell unleashed.)

that should be all there is too it.

Just make sure you read on the beta 2 which file is the one you need.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sat Sep 03, 2011 6:06 am 

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I got to work beta2, but my lobby screen while in chat and looking for games, etc. borders are black not like the screen posted above, althou I dont have the trouble ilustrated there.
Maybe did a wrong install? I just downloaded the D2SE version (firsts link from the post) and unzipped everything on the MODS folder, overwritting files.
Wasn't that enough?


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sat Sep 03, 2011 10:14 am 
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Due to how the how the D2SE plug in is constructed it you put the contents into a d2 folder it can only run normal res. You better run the ToNormRes bat to swtich the d2mod.ini to norm res mode since you already tried jury rigging a D2SE plugin into a normal d2 install. The D2SE plug in is really meant for just D2SE. Yes you can get the download to work in a normal d2 folder but it will only function properly at normal res.

--Double Post Note to Self--

Attach bold all caps for the D2SE official patch download stating for D2SE only.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sat Sep 03, 2011 11:18 am 
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wierd bug.

I have a 38 paladin, but cant level any of my 36 skills? :S

they are only greyed out...

Maybe conviction require to have the skills over, but salvation should not atleast, and I cant put points there either..

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sat Sep 03, 2011 11:39 am 
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Do you happen to have a data folder still snakzz? If so remove it. The old data files will override the new files of the mpq.

--Double Post--

Just spotted the actual problem. You don't have any points in holy shock the prereq.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sat Sep 03, 2011 12:10 pm 

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for me everything seems ok. can you tell me the new reset date? its obviously not sep 2. now. thx!


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sat Sep 03, 2011 3:10 pm 

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PureRage-DoD wrote:
before the final patch goes live I'll upload an edited d2win.dll that allows you to open multiple windows with game.exe for the non d2se version so the whole loader thing can be put to bed finally.


Thad be sweet. Thanks!


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sat Sep 03, 2011 3:16 pm 

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I miss the mercenary info on blues site, do any of the act 2 mercs give blessid aim?

Also what does everyone think about reducing the cast delay for cloak a little?

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sat Sep 03, 2011 9:43 pm 

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Delta wrote:
I miss the mercenary info on blues site, do any of the act 2 mercs give blessid aim?
Offensive: Might
Defense: Thorns
Recovery: Prayer


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 04, 2011 1:49 am 

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"70 : Merc changes".I very like it but why I don't see ?


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 04, 2011 2:23 am 
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Baerk the removing of all data folders fixed it :)


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 04, 2011 3:07 am 
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I'm having some issues with the new D2SE plugin. When I start D2SE in high resolution the screen is all screwed up, it didn't do that with the previous D2SE plugin. I tried switching the resolution on the folders but that didn't do anything, only norm resolution works.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 04, 2011 3:42 am 
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so I'm still having inventory crashes as a Paladin, and therefore probably on assassin and druid as well. Is this issue going to be resolved?


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 04, 2011 8:26 am 
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@ Zeratul So I presume you are choosing the 2HR language setting but it's acting odd while Normal res is fine? I presume the 2HR subfolder is there of course. Since it's running fine in normal res in order to switch it to running fine in high res you need to execute the ToHighRes bat.

@blue Most the changes to mercs were balance changes to their skill levels. The changes are not immediately obvious at the hiring screen. Most of the changes were to a3 mercs and a5 mercs anyways.

@mrmeowzers I just triple checked the inventory.txt for high res. It's all appropriate values that shouldn't be crashing (left bound + (#columns * square width) - 1 = right bound and upper bound + (#rows * square height) -1 = lower bound). If you still by some chance have the old data folder delete it. The data folder's old inventory.txt WILL randomly crash people at the 1280 resolution on any profession (and that data folder will override the new bug fixed files of mpq).


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 04, 2011 11:26 am 
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minor bug: mega potions are still called mega heal/mana potion, and not Mega Health/Mega Mana

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 04, 2011 5:51 pm 
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I had already ran the ToHighRes.bat, norm works and high res doesn't :S. Maybe there was something else that I needed to do in the instalation? I downloaded the first link on this thread and put it in the MODS folder that D2SE has. I did the same thing with the first beta and it worked.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Mon Sep 05, 2011 12:31 am 
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Need to extract that folder into the actual folder it puts it in a subfolder.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Tue Sep 06, 2011 11:07 am 
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what about allowing bo in town(with missiles)?
it takes like 1minute to do the changes to allow it...
(add inside the missiles.txt a "1" in town coloumn,
and add a "1" in town coloum´n inside skills.txt. for the barbs buffs)
and I think it will be pretty neat for people with bo barbs^^, specially in hc. just bo in town and not first wp for bo....

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Tue Sep 06, 2011 12:47 pm 

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ki4m wrote:
what about allowing bo in town(with missiles)?
it takes like 1minute to do the changes to allow it...
(add inside the missiles.txt a "1" in town coloumn,
and add a "1" in town coloum´n inside skills.txt. for the barbs buffs)
and I think it will be pretty neat for people with bo barbs^^, specially in hc. just bo in town and not first wp for bo....


Wow that would be awesome. Would be to cool to see that done. Just watching a barb Bo in town would be cool.

@Baerk should look into it.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Wed Sep 07, 2011 2:54 am 

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any chance that poison dmg given by gems on weapons add to psn dmg from skills? was trying a poisonmancer and I feel like that it sould be added to my psn cloud.
If doing so would mess with other builds i understand it thou^^
Just thinking about it.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Wed Sep 07, 2011 9:14 am 
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Actually poison skills act that way with venom. Venom's almost the same sort of poison damage as from emeralds. It's just emeralds do not have a very high DPS so it may not make much of a impact on your skill damage.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Wed Sep 07, 2011 9:59 am 
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n0ga wrote:
any chance that poison dmg given by gems on weapons add to psn dmg from skills? was trying a poisonmancer and I feel like that it sould be added to my psn cloud.

When the poison is applied via a melee hit (psn strike, venom, psn jav, etc) the psn dmg given by gems adds to the skills.

When the psn is applied via a spell (psn nova, the cloud that comes with psn strike), the psn dmg given by gems does not add to the skills.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Wed Sep 07, 2011 11:31 am 

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What's the norm res and high res ? Does it need to install ?


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Wed Sep 07, 2011 5:32 pm 
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Norm and High indicate whether you want to play at the original resolution or the higher resolution. If you like the newer higher resolution use the high download. If the higher resolution doesn't work for you or you don't like how it appears you can just use normal resolution download instead.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Wed Sep 07, 2011 5:40 pm 
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the starting post of this thread really needs to be edited and added with some informations about D2SE and a link to the glide version that is needed for high res..

also Baerk:
what do you say about allowing full BO in town?
the skill should be allowed in town atleast, the missiles can still be changed serverside later...

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Wed Sep 07, 2011 6:57 pm 
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Oh yes... Concerning the glide... The high res compatible glide has already been made a part of the core download for fresh installs. I personally don't find the BO thing a bad idea either.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Wed Sep 07, 2011 7:04 pm 

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If BO is getting that love then why cant enchant and frozen armor? Unless its something entirely different that needs edited.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Thu Sep 08, 2011 12:06 am 

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Baerk wrote:
Actually poison skills act that way with venom. Venom's almost the same sort of poison damage as from emeralds. It's just emeralds do not have a very high DPS so it may not make much of a impact on your skill damage.


So you're saying that the +80 dmg from the emerald I added to my wand is aplying allready to poison imapct. But not shown on char screen?

Or since it's not a melee strike(like the other nec skills) it wont apply?


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Thu Sep 08, 2011 7:11 am 

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n0ga wrote:
Baerk wrote:
Actually poison skills act that way with venom. Venom's almost the same sort of poison damage as from emeralds. It's just emeralds do not have a very high DPS so it may not make much of a impact on your skill damage.


So you're saying that the +80 dmg from the emerald I added to my wand is aplying allready to poison imapct. But not shown on char screen?

Or since it's not a melee strike(like the other nec skills) it wont apply?


the 80 dmg added is added to the damage of your poison strike and is factored in on your character screen. poison strike adds poison damage to your attack. say it adds 1000 dmg, and your base dmg is 50, you are now at 1050 dmg. well with that emerald you are at 1130 dmg.

where it does not add is in missile attacks like your poison nova and poison explosion or bone spear, bone spear will never do poison damage


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Thu Sep 08, 2011 10:15 am 
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The added poison damage is not added to the poison strike cloud. It is only added if the actual swing makes a connection.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Thu Sep 08, 2011 5:15 pm 
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damage synergy to spirit wolves from dire wolves is wrong...it has summon grizzly twice...don't have time to check skill descrip...on to work
column bb, row 229
skill('Summon Grizzly'.blvl)*skill('Summon Grizzly'.par5)

edit: this wasn't quite the error that I had originally though since I looked at it about 5 seconds before leaving...but nothing changes on displayed stats of spirit wolves (life, damage, attack, defense) when points are spent in dire wolves...what exactly is supposed to change?

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 09, 2011 1:18 am 

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deer_dance9 wrote:
n0ga wrote:
Baerk wrote:
Actually poison skills act that way with venom. Venom's almost the same sort of poison damage as from emeralds. It's just emeralds do not have a very high DPS so it may not make much of a impact on your skill damage.


So you're saying that the +80 dmg from the emerald I added to my wand is aplying allready to poison imapct. But not shown on char screen?

Or since it's not a melee strike(like the other nec skills) it wont apply?


the 80 dmg added is added to the damage of your poison strike and is factored in on your character screen. poison strike adds poison damage to your attack. say it adds 1000 dmg, and your base dmg is 50, you are now at 1050 dmg. well with that emerald you are at 1130 dmg.

where it does not add is in missile attacks like your poison nova and poison explosion or bone spear, bone spear will never do poison damage



Well, my skill tree says that my psn cloud does 2011 dmg and my char sheet says im dealing 2011 dmg, it's not taking into account my base dmg or my gems dmg. Or if it does, it is also being added at the dmg shown on the skilll tree, wich I doubt.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 09, 2011 8:10 am 
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As stated in my earlier post - the cloud doesn't pick up additional dmg because it is a SPELL based attack.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 09, 2011 9:47 am 

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roger that! thank you :)


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sat Sep 10, 2011 6:54 pm 

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shoulda posted this here: all I know is bladesins suck ballz. got mine to 95 and shes an uber waste of time. Maybe make blade sentinel go in an expanding circular motion bc its absolute trash? its not a viable build, you need ar, so max claw mast, fade, and 60 points for fury, sent, shield? At lvl 95 w end game gear im doing 17k. or go max venom and cloak of shadows so your gg poison dueler for 45 seconds and then need to wait 30 seconds for a recast of cloak. None of that is that viable and makes you a very one dimensional char. Or is it only massive complainers like Lee that get their way? This build needs a look.

Here are some things that I think would help:
1) allow pierce on blades, with the low ar allowing the blade to pierce would be helpful.
2) the path sentinel travels is retarded. casting sentinel should either have multiple blades be sent out in different directions (most practical) to avoid being swarmed or have the speed of sentinels increased. Or correlated speed to the fcr of the sin.
3) Blade shield should get buffed bc its damage when maxed and max synergys w end game gear is 18k. That is pitiful for such a close range attack.
4) The AR boost per point in venom should be increased.
5) add poison pierce to shadowkillers, it has fire, cold, light, no poison.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sat Sep 10, 2011 9:16 pm 
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Poison pierce already added. Get some Flat AR for the % AR to work off should help the AR a bit. As for the damage an ETH Fools would help a lot. It's my understanding the damage had to be toned down because the build was severely OP a bit ago.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 12:24 am 

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Bladesins use to be op yes as far as mentioning my name in all of this Ohhh Delta. You should have brought this up a long time ago. Rehauling the bladesin sounds like it'd be difficult considering it use to be OP before. It could be something done for next patch. I'm not sure how many people actually play them but for the current patch it obviously can't happen. We are too close to the reset process to do any more major changes unless its for bugs/testing sake.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 1:58 am 

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Soul shard need size fixed to 1x2 currently 1x1.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 4:48 am 
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kwikster wrote:
Soul shard need size fixed to 1x2 currently 1x1.



Being changed with reset I believe reasoning was didn't want everyones inventory to get buggered.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 8:25 am 

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Lee wrote:
Bladesins use to be op yes as far as mentioning my name in all of this Ohhh Delta. You should have brought this up a long time ago. Rehauling the bladesin sounds like it'd be difficult considering it use to be OP before. It could be something done for next patch. I'm not sure how many people actually play them but for the current patch it obviously can't happen. We are too close to the reset process to do any more major changes unless its for bugs/testing sake.


Lol next time I am just going to have you state things I think Lee so that it at least gets looked at. I figured we were close to the reset process since its been like 4 weeks...Patch should happen in what 3 weeks? And I did post something here about looking at bladesins:

viewtopic.php?f=0&t=4445&p=39460#p39460

on August 30th. But I guess no one cared because I'm not Lee, Zac, Pious, Ben, Baerk, (fyi its a statement not an attack, so dont get bitter about me stating this) or I guess Verb lol who got barbs AR looked at (which was much needed). I feel like a lot of these patch changes are to boost the traditional melee like barbs and druids. The fun chars to build as melee like bladesins, Bone/dagger necros, zons, and chant sorcs are just getting neglected. I understand the changes are harder. But we are just remaking certain classes to appease some people's traditional char preferences for melee while neglecting some of the more outside the box phys characters that are fun and different to play. I know bladesins were op before, I just think while we are rebalancing other phys chars we could have rebalanced this one to be more viable. I mean even though a lot of people complained about Blue, and even though Zac was a not a Blue fan, Blue took his thoughts on mental sins and implemented them within a short period. But whatever, just get the patch out. I think that is more important.

Also as a side note, could we look at adding more speed to valor and geddon, or making a new zod runeword that has more ias so that fire claw and frost biters have an alternative to griz caddy to get higher weap ias and AR. It could help chant sorcs or dagger necs too. I'd be curious to know others thoughts on this?


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 9:36 am 

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Delta wrote:
Also as a side note, could we look at adding more speed to valor and geddon, or making a new zod runeword that has more ias so that fire claw and frost biters have an alternative to griz caddy to get higher weap ias and AR. It could help chant sorcs or dagger necs too. I'd be curious to know others thoughts on this?
There is something very wrong there imo. In my way of thinking there are a lot of gear choices. One should not look to runewords and expect to hit all the break points. To me Vengance will be the OP weapon of choice if it got it's ias upped so it would hit last break and has the level 20 concentration aura on it. I feel if you want max dmg make the rw, want max speed use rare or unique. If anything Hatred needs its ias lowered a tad to say 70 to be just below that last break. My 2 cents here.

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Last edited by kwikster on Sun Sep 11, 2011 9:49 am, edited 1 time in total.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 9:49 am 
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kwikster wrote:
There is something very wrong there imo. In my way of thinking there are a lot of gear choices. One should not look to a runeword and expect to hit the break points. To me Vengance will be the OP weapon of choice if it got it's ias upped so it would hit last break and has the level 20 concentration aura on it. I feel if you want max dmg make the rw, want max speed use rare or unique. My 2 cents here.


Agreed. Just because "your build" is suffering in areas does not mean it needs looked at. All chars ARE NOT created equal nor will they ever be. If we start tweaking SPECIFIC builds to be perfect end game with gear/setup like other builds then we have failed at adjusting the balance. My 2 cents here. Thats 4 cents for anyone counting ;)


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 10:08 am 
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Quote:
But I guess no one cared because I'm not Lee, Zac, Pious, Ben, Baerk...

That is not really true. I don't think people have as much time at this point. A lot that was done was front loaded. The hi res conversion has also sucked a lot of a few folks that may have otherwise been used to talk about other situations. Then the long discussing about where some middle ground could be found on melees.

It didn't make everyone happy, (I still don't get the point of the decrep proposal for hard points since the spell has never (nor will) be used as more than a 1 pt skill). Melee may be a bit too amp centric for some, but feral wasn't overnerfed for wolf builds imo (they took my input on not making it a 1pt wonder btw). It made bears lives a bit harder in some regards, but it was pretty reasonably argued why it is probably more viable to use damage reduction sources for those builds anyway.

Stating something eluding to an untwinked possible AR issue, and asking somebody more knowledgeable to define the actual problem on the 30th is a bit late to be hurt that it did not make it in to the patch imo. Mostly after that were tweaks and fixes to what had been accomplished thus far. Hell, even with all the melee hooplah, only a few things were actually changed. I know people are getting antsy, but it's not going to be much longer. Would you rather have crashes, stuff appearing in the wrong spot, no pointers in hires to skill prereqs just to have it out sooner?

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 10:53 am 

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kramuti wrote:
It didn't make everyone happy, (I still don't get the point of the decrep proposal for hard points since the spell has never (nor will) be used as more than a 1 pt skill). Melee may be a bit too amp centric for some, but feral wasn't overnerfed for wolf builds imo (they took my input on not making it a 1pt wonder btw). It made bears lives a bit harder in some regards, but it was pretty reasonably argued why it is probably more viable to use damage reduction sources for those builds anyway.
I can agree with most of that. I will say though I don't understand why blessed aim got a soft point passive life leech. So perhaps a hard pointed leech on bear would be worth looking at, since it is one build that suffers from ferals change. As it is decrep only sees limited use and then only on certain bosses/sub-bosses. What should have been a fairly small set of adjustments has blossomed into a rather large overhaul of HU. Some of the nerfs were to builds that in reality came to light after the last patch got more people playing them instead of a physical toon. The proliferation of +skills on gear took some over the top.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 11:21 am 

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kwikster wrote:
Delta wrote:
Also as a side note, could we look at adding more speed to valor and geddon, or making a new zod runeword that has more ias so that fire claw and frost biters have an alternative to griz caddy to get higher weap ias and AR. It could help chant sorcs or dagger necs too. I'd be curious to know others thoughts on this?
There is something very wrong there imo. In my way of thinking there are a lot of gear choices. One should not look to runewords and expect to hit all the break points. To me Vengance will be the OP weapon of choice if it got it's ias upped so it would hit last break and has the level 20 concentration aura on it. I feel if you want max dmg make the rw, want max speed use rare or unique. If anything Hatred needs its ias lowered a tad to say 70 to be just below that last break. My 2 cents here.


Well I have been testing what chars I have to try to add perspective to the patch thread. This is something I noted. I in no way did I say I was "looking to hit all breakpoints." That is an extreme statement. I am just pointing out Geddon is at 70%ias. It just made sense to put valor at the same amount so that fireclaw and frostbite have an alternative to griz caddy in a high runeword. It doesnt compare speedwise to a griz caddy w uber amythests. And it never will. I am just saying I think putting it at 70 the same as geddon would provide a little more balance.


Last edited by Delta on Sun Sep 11, 2011 11:38 am, edited 1 time in total.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 11:34 am 

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GameLucky21 wrote:
kwikster wrote:
There is something very wrong there imo. In my way of thinking there are a lot of gear choices. One should not look to a runeword and expect to hit the break points. To me Vengance will be the OP weapon of choice if it got it's ias upped so it would hit last break and has the level 20 concentration aura on it. I feel if you want max dmg make the rw, want max speed use rare or unique. My 2 cents here.


Agreed. Just because "your build" is suffering in areas does not mean it needs looked at. All chars ARE NOT created equal nor will they ever be. If we start tweaking SPECIFIC builds to be perfect end game with gear/setup like other builds then we have failed at adjusting the balance. My 2 cents here. Thats 4 cents for anyone counting ;)


My bad I thought when I stated this:
Delta wrote:
The fun chars to build as melee like bladesins, Bone/dagger necros, zons, and chant sorcs are just getting neglected. I understand the changes are harder. But we are just remaking certain classes to appease some people's traditional char preferences for melee while neglecting some of the more outside the box phys characters that are fun and different to play.

that I expressed the concern over a bunch of different melee classes. I just focused on a bladesin bc i had one at the time. But What i stated above applies to bladesins and amazons. The ar bug affects them both but only the barbs got addressed. When was the last time you saw a phys multi or strafeazon? But only barbs and druids have been the main focus when rebalancing the melee. Its just a point. In no way am I looking for things done for my specific build. If the ar bug is better on a bladesin, then maxed weap mast wouldnt be needed and then that build isnt a 100+ point build. Its the same on zon, 100 point build if you try to max valk. All I am saying is that balancing melees shouldnt only be done from the perspective of barbs n druids. Thats all im saying. I will leave it at that.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 11:40 am 
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Quote:
that I expressed the concern over a bunch of different melee classes.

and saying that 'this build sux, fix it' isn't going to get much fixed.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 11:43 am 

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GameLucky21 wrote:
Agreed. Just because "your build" is suffering in areas does not mean it needs looked at. All chars ARE NOT created equal nor will they ever be. If we start tweaking SPECIFIC builds to be perfect end game with gear/setup like other builds then we have failed at adjusting the balance. My 2 cents here. Thats 4 cents for anyone counting ;)


I apologize if all you got from my thread was me wanting to buff my specific build. I was quoting it from the perspective of the sin I was using. But the AR bug is prevalent in the zon as well. I agree with what you said above. I just think you misunderstood what my original overall point was to my post on the 30th.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 11:51 am 

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kramuti wrote:
Quote:
that I expressed the concern over a bunch of different melee classes.

and saying that 'this build sux, fix it' isn't going to get much fixed.


Yes, I agree, but I dont believe I said its sucks and left it at that. I tried to throw out some options. And I never said just fix it. I asked what other people thought. No need to "go to guns" everytime someone suggests something and you dont like it. Dont want to turn this into argument thread, remember I was trying to test things in the patch to help out, this and the AR bug for zons and blade fury is what I came up with. I added things that I thought could help the build because It is the only perspective I have of a phys ranged attacker. The options I threw out were to try to make a comparison to the zon. She has multi a wide area attack and then guided for specific. Blade fury is the attack similar to guided because strafe attacks all monsters. Making sentinel a similar attack multiple targets would help put the build more on par with a phys bowa. They were suggestions and I asked the community for others. I didnt say "this must be done". Try to take suggestions as suggestions. Not as an attack if you dont agree.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 12:38 pm 

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kramuti wrote:
Yes, I agree, but I dont believe I said its sucks and left it at that. I tried to throw out some options. And I never said just fix it. I asked what other people thought. No need to "go to guns" everytime someone suggests something and you dont like it. Dont want to turn this into argument thread, remember I was trying to test things in the patch to help out, this and the AR bug for zons and blade fury is what I came up with. I added things that I thought could help the build because It is the only perspective I have of a phys ranged attacker. The options I threw out were to try to make a comparison to the zon. She has multi a wide area attack and then guided for specific. Blade fury is the attack similar to guided because strafe attacks all monsters. Making sentinel a similar attack multiple targets would help put the build more on par with a phys bowa. They were suggestions and I asked the community for others. I didnt say "this must be done". Try to take suggestions as suggestions. Not as an attack if you dont agree.
I can agree certain builds need attention, and as such warrant and deserve attention. Adjusting a skill is one thing if it makes a build viable without being OP with endgame gear. Would be nice to see sentinel get a multi-shot styled attack. Sadly I know all too well the AR problems with a bowazon, having played a few of them.

My apologies if you thought I was attacking your comments, that wasn't my intent. Which is also why I didn't quote your whole post, only an area I disagreed with you on. I've just seen a few people saying that weapons like Vengance needed an ias boost to hit 4fpa WW using an eth warpike. Simply put, why should it? There are endgame items that can hit that speed they just won't be quite as strong. Gear is about choices, max dmg at a slightly slower speed, or more speed at slightly lower dmg.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 3:11 pm 
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The blades could be changed in future, missile functions are super flexible.

A few options (while keeping the inferno style shooting effect)

Blade fury:
simple piercing blades effect (would require next hit delay to avoid massive damage vs big targets)

after 1 yard, the blade splits and targets nearby enemys (number of targets depends on skill level (hard points?)

each blade fires 4 blazes in a cross with a 3-4 yard radius every second of its existance (when it hits a target it dies so aiming beside enemys is impoortant for maximum area effect)

etc. etc.

Blade sent is a little more tricky as its a summon so no missile functions to use. You can do stuff with auras/curses/states etc, just dream something up.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 5:59 pm 

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really wondering why when i trade with high def d2se folder in i crash when i trade and ONLY when I trade.other players can trade with me but i put anything in the trade menu my connection gets interupted.will this be fixed or can someone tell me how to fix it.if im curt i apologize im only frustrated becayse ive done a reinstall of the mod twice and the issue persists.also, it works wuith the patch without high res soooooooo...anytime anyone has an answer i will greatly appreciate it, thxs


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 8:15 pm 
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@Malivarious I really hope this isn't an issue that's been overlooked till now. Has any body else been having trouble with the trade window?

@ blade fury & zons While I may have done a ranged AR fix for double throw barbs you guys need to keep something in mind. There was a side effect for the barbs in that their normal throw AR ended up abnormally high. It was only due to the convenient mastery/attack set up the barb had that allowed me to fix their AR problem without too many side effects.

The problem with doing AR fixes for bowazons and blade fury assassins is that the fix will affect the AR of a lot more than 2 attacks like it did for barbs. Giving physical bowazons properly functioning AR would mean their elemental skills would gain meaningful leech as well as well as potentially greatly boosting their melee AR.

It's the same deal with assassins. Any attempts to fix blade fury AR will mean buffing the AR of a whole lot more than just blade fury. Also there's a possibility that venom could turn blade sins overpowered due to the venom damage bug (which applies a melee hit every frame the enemy is poisoned potentially 13x'ing melee damage against an enemy without any more counters).

In any case here are my suggestions for people suffering AR problems on blade sins and physical bowazons. The hard coded AR bug plaguing your builds treats % AR from the ranged weapon attack skill as flat AR. This means you have to get %AR either from a non attack skill such as a mastery/aura or from gear. For Blade sins this means maxing claw mastery and using a claw so that you have some serious %AR not coming from blade fury alone. For physical bowazons this means maxing strategy for it's %AR to all attacks.

In the very least at least give my mastery/strategy maxing suggestions a try to see if that at least alleviates the AR problems before complaining further.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 9:06 pm 
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Haven't noticed this on my bowzon I think she has almost 100k AR.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 9:12 pm 
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If it's ele bow skills or magic arrow the actual AR amount actually is not that high (the multishot and strafe AR displays should be accurate). Given that a single point of dex gives 5 base AR though and strategy gives a whopping 25% AR per level... It wouldn't be unusual to be getting 45 AR per soft dex point or more for a zon with maxed strategy.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 10:31 pm 

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Baerk wrote:
@Malivarious I really hope this isn't an issue that's been overlooked till now. Has any body else been having trouble with the trade window?

@ blade fury & zons While I may have done a ranged AR fix for double throw barbs you guys need to keep something in mind. There was a side effect for the barbs in that their normal throw AR ended up abnormally high. It was only due to the convenient mastery/attack set up the barb had that allowed me to fix their AR problem without too many side effects.

The problem with doing AR fixes for bowazons and blade fury assassins is that the fix will affect the AR of a lot more than 2 attacks like it did for barbs. Giving physical bowazons properly functioning AR would mean their elemental skills would gain meaningful leech as well as well as potentially greatly boosting their melee AR.

It's the same deal with assassins. Any attempts to fix blade fury AR will mean buffing the AR of a whole lot more than just blade fury. Also there's a possibility that venom could turn blade sins overpowered due to the venom damage bug (which applies a melee hit every frame the enemy is poisoned potentially 13x'ing melee damage against an enemy without any more counters).

In any case here are my suggestions for people suffering AR problems on blade sins and physical bowazons. The hard coded AR bug plaguing your builds treats % AR from the ranged weapon attack skill as flat AR. This means you have to get %AR either from a non attack skill such as a mastery/aura or from gear. For Blade sins this means maxing claw mastery and using a claw so that you have some serious %AR not coming from blade fury alone. For physical bowazons this means maxing strategy for it's %AR to all attacks.

In the very least at least give my mastery/strategy maxing suggestions a try to see if that at least alleviates the AR problems before complaining further.


I appreciate the feedback Baerk. I will try this. Its just a hard build because its 60 points for blade fury and synergies, 20 for fade, 20 for claw mast. Thats 100 points and leaves you with what 13 pts left over? Its more feasible on a zon, 60 for multi, guided, strafe is optional really, 20 for strategy puts you at 80 pts.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Sun Sep 11, 2011 11:04 pm 
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Your build idea is actually misguided Delta... an awful lot of weapon damage skills have a horrible tendency of being one point wonders... the assassin blade skills are no exceptions. Blade Fury is definitely a one point wonder. As for the added damage for all the blade skills pales when compared to your actual melee damage with mastery and venom (and venom boost's mastery's AR even more). You might pump sentinal and barrier of the blade skills for duration but that's about as much as you'd pump the blade skills. Even with all 3 blade skills maxed we are talking about 1.3k added physical non weapon damage even all skilled out endgame. A normal attack with venom tacked on WAY out damages that even without the venom damage bug.

Sentinel and Barrier get half of your normal attack damage tacked on in addition to that token amount of added damage it lists. Blade fury gets your full one hand weapon normal attack damage. Maxing the blade skills themselves for extra damage per hit is genuinely a waste of points actually.

The more appropriate blade fury build would be max venom and claw mastery for maximum possible AR. 1 pt blade fury and points in sentinel and barrier to suit tastes for duration. Toss in your max fade and you still got over 40 skill points to play around with (whether they be for boosting sentinel duration or something else such as claw block is your choice).

--Double Post--
Just noticed Blade Shield actually has 8x the added damage potencial of the other blade skills (meaning it could actually hope to break 10k). The point of a blade sin never has been really close combat, however. As a result it would be questionable to max all 3 blade skills just to get mediocre extra physical out of blade shield in the first place.

--Triple Post--
Just looked at the skills further still and realized Blade Sentinel has became a 1 point wonder as well (fixed duration and max summon count regardless of level).


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Mon Sep 12, 2011 10:31 am 
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dunno if there is already a cracked game.exe for the non-d2se version, but here is a link to a legal NoCD crack(based on 1.12a game.exe):
http://www.mediafire.com/?pi89oc0zfq311eg

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Mon Sep 12, 2011 10:35 am 
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@Malivarious I just tried reproducing the crash you reported for D2SE high res mode in glide video mode on full screen mode. No crash error of any sort occured. Other side put pots in various positions in the trade screen and no crashes at all. Theres only a couple things I could conclude from your report with the details you presented which could of happened due to my failure to reproduce your crash problems:

1) You have bad files in the mess somewhere mucking up the install.

2) You just simply did the install wrong both times.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Mon Sep 12, 2011 10:06 pm 

Joined: Sun Sep 11, 2011 5:50 pm
Posts: 7
alright well thx for the help i dont think i installed wrong or other bugs would have occured so ill assume i got bad files and will have to do a full reinstall of d2 and hope it works again thx for the check on it
:D one other thig not sure if it makes a difrence but its when i put things in they are ok and it interupts connection so if that makes a diffrence plz inform me if not no need to respond


Last edited by Malivarious on Tue Sep 13, 2011 2:25 am, edited 1 time in total.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Tue Sep 13, 2011 2:22 am 

Joined: Sun Sep 11, 2011 5:50 pm
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hey another question when im installing high def do i download d2se or the high res beta at the bottom of the post?


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Tue Sep 13, 2011 7:29 am 
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I put pots into the trade screen on my side as well when I did that crash test (with still no crash). The D2SE download is for if you use D2SE. The D2SE download has both norm and high res modes (but can only be jury rigged as a norm res install by someone without modding tools and without D2SE). If you don't have D2SE but want to use high res still then it has to be the high res install.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Tue Sep 13, 2011 1:49 pm 

Joined: Sun Sep 11, 2011 5:50 pm
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ya know what i think that explains the problem thanks a bunch baerk :D


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Wed Sep 14, 2011 10:23 pm 

Joined: Wed Sep 02, 2009 2:41 pm
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Baerk wrote:
Your build idea is actually misguided Delta... an awful lot of weapon damage skills have a horrible tendency of being one point wonders... the assassin blade skills are no exceptions. Blade Fury is definitely a one point wonder. As for the added damage for all the blade skills pales when compared to your actual melee damage with mastery and venom (and venom boost's mastery's AR even more). You might pump sentinal and barrier of the blade skills for duration but that's about as much as you'd pump the blade skills. Even with all 3 blade skills maxed we are talking about 1.3k added physical non weapon damage even all skilled out endgame. A normal attack with venom tacked on WAY out damages that even without the venom damage bug.

Sentinel and Barrier get half of your normal attack damage tacked on in addition to that token amount of added damage it lists. Blade fury gets your full one hand weapon normal attack damage. Maxing the blade skills themselves for extra damage per hit is genuinely a waste of points actually.

The more appropriate blade fury build would be max venom and claw mastery for maximum possible AR. 1 pt blade fury and points in sentinel and barrier to suit tastes for duration. Toss in your max fade and you still got over 40 skill points to play around with (whether they be for boosting sentinel duration or something else such as claw block is your choice).

--Double Post--
Just noticed Blade Shield actually has 8x the added damage potencial of the other blade skills (meaning it could actually hope to break 10k). The point of a blade sin never has been really close combat, however. As a result it would be questionable to max all 3 blade skills just to get mediocre extra physical out of blade shield in the first place.

--Triple Post--
Just looked at the skills further still and realized Blade Sentinel has became a 1 point wonder as well (fixed duration and max summon count regardless of level).


So basically your saying its better to pump the phys attack w max mast, venom and it only makes sense to max blade shield (if your going to max any blade skill). If that's the case you shouldn't build her as a caster at all. Just a one on one melee w bladeshield, venom, and claw mast and tank stats. Really it doesnt make sense to make a bladesin at all really. I think ill just do that. I appreciate your feedback.


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Thu Sep 15, 2011 8:09 pm 
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Yes the more proper statting for a blade sin is more of a melee sin configuration than a caster configuration. An actual blade fury sin that uses the skill as the main attack could really work probably. It's just blade sentinel and fury give pretty much the majority of the build's decimating power with the very first skill point each (thus no reason at all to more than 1 pt em). You could technically dump the 60 into all 3 blade skills in order to get semi-decent added damage out of blade shield but here's the thing...

It's not really much added damage and with the half weapon damage multiplier such a skill is really going to be inferior to whirlwind for damage per hit. This isn't even getting into the fact blade shield has a way slower strike interval than whirlwind. Blade shield itself is probably arguably a 1 pt wonder as well (while not as much of a 1 pt wonder as the other two blade skills which are massively so).


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 Post subject: Re: HU 1.3b Beta2
PostPosted: Thu Sep 15, 2011 8:32 pm 
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I'd max Venom and wear a chaos with bladeshield. That's just me though.

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 Post subject: Re: HU 1.3b Beta2
PostPosted: Fri Sep 16, 2011 10:23 am 
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i always mixed bladesin with venom/ww sin.

Blades on bosses with venom = awesome. I killed a lot of bosses just by standing in the middle of the room and name locking the boss with blades (for ranged bosses like ardy it's super easy). maxing blades, sentinel and shield gives some pretty decent added phys damage to be honest but your points are already stretched with venom, fade, and claw mastery.

Just be wary when using shield cos it can fuck you over.

I lost a wwsin when blade shield killed my weapon, and I lost my clawblock when i was in the middle of a nasty mob and got totally raped.

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