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 Post subject: Thorns and frozen armor: a bug between them
PostPosted: Fri Feb 12, 2010 5:46 pm 
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Joined: Thu Sep 03, 2009 1:02 pm
Posts: 40
Location: Youngstown OH
i was testing a thorns din on the multiplayer HU on single player and i crafted some hitpower gear to add some thorns dmg, however with this came a bug: when frozen armor spawns out it, for some reason or another causes thorns to not work when you are hit.

suggestions to fix this problem: move the dmg reflection to another craft type or move frozen armor proc to safety crafts. if you are to move the dmg reflection to another craft type i suggest moving it to blood, or if you keep FA proc on hitpower types move thorns dmg to safety. a thorns din needs mods that can help him suck up dmg.

on the note of thorns dins with a lvl 12 thorns and 600% from a skull socketed shield im capable of causing monsters to kill themselves in the cold plain on players 8

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 Post subject: Re: Thorns and frozen armor: a bug between them
PostPosted: Sat Feb 13, 2010 11:11 am 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
Thorns won't have a strong effect until about 5000% to 10000% damage returned. This is because monsters typcally have 50 to 100 times more life than damage, even in cold plains. When you use "/players 8" you multiple the monster HP and life recovery, but not their damage (not by much anyway). Thorns builds are more for soloing than party play, since every new person essentially cuts their damage output by a lot.


If you're still in A1 norm with this character, then there is no problem between FArmor and thorns, the problem is just that you're immune to the monster's damage (FArmor has 1 dr/mdr per 2 levels). Damage return from thorns only kicks in if you've lost HP, and the damage returned is relative to the HP lost. Try testing against an champ group, and just run around them without attacking (to reduce defence to zero). If the champs get a critical hit, then they'll probably do enough damage to get past your dr/mdr and have the thorns kick in.

Skulls in shield, especially later game, will devastate your thorns output, since you'll be taking much less physical damage via the dr%.

If you want to try thorns, then I strongly recommend a barb with 2 Suicide Branch wands (6000% thorns). Until level 45 and the wands, you're not a thorns barb, but more of a BO/IStamina tank (twink gear can help you kill if needed). Use Berzerk to lower your defence, and try to get yourself cursed with Amp damage. Try to curse the enemies with Amp too. You'll kill some things (champs, berzerkers, melee bosses) pretty quickly. There's other thorns gear in the game, but the two wands are always the bulk of it. Later game, Lacerator axes are worth using. You drop your thorns by 1.5k%, but you gain a nearly endless source of lvl 1 Amp Damage, which will remove the global phys res in Hell for you. Use Taunt to force archers and casters to melee you, but be aware that their damage still sucks, so your merc will still have to help with them.


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 Post subject: Re: Thorns and frozen armor: a bug between them
PostPosted: Sat Feb 13, 2010 1:17 pm 
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Joined: Thu Sep 03, 2009 1:02 pm
Posts: 40
Location: Youngstown OH
hmm well no wonder i wasnt working. also does the thorns aura work with thorns gear?

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 Post subject: Re: Thorns and frozen armor: a bug between them
PostPosted: Sat Feb 13, 2010 1:52 pm 
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Joined: Mon Aug 31, 2009 11:28 am
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Location: Vancouver, BC
Sure, but the Thorns aura's damage return % is so low that you'll never really notice. 1 Suicide branch wand is the equivalent of about level 50 Thorns. If the barb is the only target of the monsters, then an aura isn't very useful (no one else to receive the aura).


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 Post subject: Re: Thorns and frozen armor: a bug between them
PostPosted: Sat Feb 13, 2010 1:59 pm 
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Joined: Thu Sep 03, 2009 1:02 pm
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Location: Youngstown OH
im doing this on a pally.

i was gonna go:

mancer boots(1000%)
Trang helm(1000%)
gladiators bane(666%)
and so on and such

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 Post subject: Re: Thorns and frozen armor: a bug between them
PostPosted: Tue Feb 16, 2010 3:52 pm 
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Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
problem with doing it on a pally is in order for it to work you need to lose the things that keep the pally alive, namely max block and dr% + huge def. They are effectively the pallys lifebuffs. If you do team up with party members with lifebuffs then the life of the enemys will go up and your damage return goodness will be cut dramaticaly.

Has anyone ever considered making an SoB druid? basicaly using spamming SoB on bosses and using the oskill thorns on the unique elite spiked shield. Vs bosses you would be alot stronger since summons take the 8x damage from bosses. add in amp on the summons/yourself and amp on the boss and thats some major major damage. With iron golem from grid/WSG he would also take some rediculous chunks of life from bosses.

May be one for me to try next season

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