Thanks for taking a close look in later difficulties with some Assassin builds. Sorry about the test chars going to level 1 from 99 after killing something. I clearly set their level but not their EXP (I figured D2 would ignore exp from kills since they were max level), but when I realized the problem (days later) I figured they were still useful to quickly confirm numbers (just not useful for killing/playing). I don't have a hero editor to give them extra WP or quests, but if folks want I could look into sharing characters with maxed EXP.
I took a quick look at the char, and figured I'd fill in some details of your breakdown.
Kick damage formula :
- MinDamage= (str + dex - 20) / 4 * (100 + skill_bonus) / 100 + BootMinDam * (100 + (str * StrBonus / 100) + skill_bonus + non_weapon ED + Aura_bonus) / 100
- MaxDamage=(str + dex - 20) / 3 * (100 + skill_bonus) / 100 + BootMaxDam * (100 + (str * StrBonus / 100) + skill_bonus + non_weapon ED + Aura_bonus) / 100
For this instance:
- The char attached was using DTail rather than DTalon, and I'm pretty sure you meant DTail.
- Note the formula I'm using for DTail's damage is based on my own experiments, feel free to test yourself since I might have made a mistake in that past experiment.
- In HUv1.7 the stat bonus for Shield and Boot damage is 1%/Str and 1%/Dex (for weapons it is 0.75%/stat).
Calculating max damage given 250 str, 50 dex, 140MaxDmg boots with +600%TigerStrike and 144%DTail, the result is:
TigerStrike MaxDmg = 280/3 * (100% + 600%) + 140*(100% + 300*1% + 600%) = 653 + 1400 = 2053
DTail AoE MaxDmg = TStrikeDmg * DTailBonus/100 = 2053 *144/100 = 2956
DTail Charscreen damage = TStrikeDmg + DTailAoEDmg = 5009
You mentioned a char screen listing of about 5k Max for DTail, which matches my expectation given the math above. I also checked with your char file and I agree with the numbers you provided, so I think we're both correct so far.
Things that would penalize the build in higher difficulties:
- NM base resistances are 33%ResAll, Hell resistances are 50%ResAll.
- The AoE damage of DTail is based on the physical damage it did.
Recalculating the kicks above for a monster in Hell that resists Phys and Fire by 50%:
TigerStrike MaxDmg = 2053 * 50% = 1026
DTail AoE MaxDmg = TStrikeDmg * 144/100 * 50% = 738
The attack should deal about 1.8k to the target of the kick and 0.7k to the critters nearby. Since trash has about 7500HP in Hell, these numbers are about 25%MonHP and 10%MonHP respectively, and are pretty average for Hell AoE spells (most AoE are balanced for 20%MonHP as damage so would be resisted to 10% in Hell). I confirmed that 25% against a DeathMauler in Hell (50%Res Fire and Phys) and it seemed close enough for me. I'd agree that since DTail requires 4 hits to achieve that standard AoE damage, it could use a buff to the point where it does about twice it's current damage in Hell.
At the moment, I think a good solution would be to add -%PhysRes to CoShadows set to 5% +1%/Lvl DTail. The initial 5% doesn't overpower CoShadows, while the final 25% for DTail users would at least double their damage in Hell but be less noticeable in lower difficulties. A downside of that idea is that it practically forces DTail users to max ShadowMaster to bring down the duration of CoShadows. An upside of that idea is that it frees up the build from feeling forced to find an AmpDamage onStrike weapon. I'll play test your char for a while to see what other solutions come to mind (it's hard to imagine that simply doubling DTail is a good idea, but maybe it's not as bad as I expect). Perhaps in a week I can find a better solution. You're welcome to come up with ideas, but I'm almost always disappointed by how hardcoded Assassin skills are.
It's worth noting that BloodMoor Hell's Fallen have 99%ResFire while QuillBears have 75%ResPhys and double life (so both of these mobs would be really hard to bring down without PHammer), that might explain some of your A1 Hell experiment results.
I'd agree that DTail's weakness to both PhysRes and FireRes kinda sucks though, which is why I paired it with PHammer (magic damage is resisted far less, 20% base in Hell, 0% base in Norm). Let me know if that pairing isn't enough to let the build progress, but keep in mind that I wouldn't expect any build to easily solo HUv1.7 in NM or Hell (HU is intended to be a multiplayer mod). I could imagine a DTail Assassin doing alright with 1 point in MindBlast (make some tanks), 1pt CoShadows (disable most monster AI to make tanking easier), and a decent merc (maybe A3 Fire for his aura's -5%FireRes (-10% if you got him charges of level 10 Zeal), or A1 (InnerSight reduces PhysRes by about 20% at level 34)). You'd still have plenty of skill points left over for something (Shadow summon is always handy, maybe Fade).
I did a quick check of the character's HP. The
DesignDocument section 8.2 shows that I expected end-game Assassins with 300 Vit to have about 1150HP. The attached char with 160 Vit had about 750HP, which matches expectations (the 140 Vit accounts for about 300 missing HP, gear changes could easily make up the remaining 100). There might be some error caused by editors or the original test char files, but it's too small for me to notice. I think the test char files were made before I increased Assassin's MP/Lvl from 0.5 to 1, so the character would have been missing about 50MP (this would have been very noticeable since she had around 100).
<edit> I've reevaluated TigerStrike, and DTail and the effect of PhysRes and FireRes. I've currently changed the skills of that build in this way:
- TStrike %ED from 5%/Lvl to 8%/Lvl (Considering stat-based %ED buffs, I think this change makes up for the low-damage TStrike swings needed to build up)
- DTail %Dmg from 68%+2%/Lvl to 82%+2%/Lvl (This is a minor buff in an acceptable direction, but at level 34 ends at 150% which is kinda pretty). Makes -%FireRes a bit more worthwhile.
- CoShadows now has PhysRes -5% -1%/2Lvl DTail. Ending at -15% should be sufficient considering the edits to TStrike and DTail, but if folks want it to end at -25% in HUv1.9 then that's probably fine too (it's a bit too strong if you're playing with a few other characters/mercs, but would be a minor effect for Solo since you're still better off using PHammer).
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