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I have no idea lol. Best bet for most things is usually easy to kill monsters and lots of them... so RoF might not be a good choice. cows/pit are the usual good choices.
 
I just tested the earlier mentioned 'deadly crafts'

They work!

Well, I tested the gloves (since it's the 22nd today) and it worked, whereas the helm and boots did not. I didn't test the belt since I don't have a mal rune.

Incredible!

Attached is the pair of gloves I made.
 
So Stormlash dropped tonight, finally! I've always to make a build with this (an end game runner, but something fun) and I've also always wanted to make a proper avenger and make it as awesome as I can. So I am thinking a Baal running (albeit not especially efficient I would imagine) avenger with Stormlash. Any input ideas? Anybody have experience with Stormlash or avengers? :D



Originally I planned for the Avenger to use Famine BA/dual dream/Ormus/fanatacism and an Infinity merc. I'm pretty sure that it is horrible though and I am now completely changing that. Still keep fana/infi combo and Famine, but the rest, eugh. I'm thinking I might forego Enigma for CoH or Fortitude (for leeching damage) and use vigor to get to ToD :/
 
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I just tested the earlier mentioned 'deadly crafts'

They work!

Well, I tested the gloves (since it's the 22nd today) and it worked, whereas the helm and boots did not. I didn't test the belt since I don't have a mal rune.

Incredible!

Attached is the pair of gloves I made.

That is actually pretty neat! And belt would be even neater, given the mostly defensive nature of the S/U belts. Really pricey though. Guillaume's kinda makes the helm recipe obsolete, same with boots and Gores though they have a bit more more potential. Still really cool, funny that this has been almost forgotten by everyone.

Didi you try changing your computers clock, to see if that's enough to get the helm & boot working?
 
I didn't try but maybe I will later. I suspect it will work fine. Still, I am surprised that this is mostly forgotten as well. I'm surprised it was even enabled in single player lol, especially considering google image searches linked me only to one documented use of the recipe (a 1.08 walk through the game from 1 year ago on another very popular forum) and some other russian boards where just the recipe is mentioned. Oh, and the lurker lounge. where I saw some nice readouts for some classic gear (29% trip res, ias (fhr?) and 34 MF.

Mal is SUPER expensive (I've never found one in 1.07) EVEN if there are multiple patterns for mal in either Arcane sanctuary, RoF (no luck yet) or in 1.08 (where LK might possibly drop some). Still, hunting only for 1.08 mal runes kinda sucks since all of the other GG drops (craftable, charms) are much better in 1.07 anyway :(
 
Cool items for sure, but very limited usage overall.

Helm - not really useful
Boots - maybe if you craft fhr frw res ones, but even then I'd rather use higher bonuses of Gore Rider's, and PvP-wise 10% deadly on boots is lol bonus. 10% OW from Gore's is better any day and you get extra 5% deadly.
Gloves - I mean, how can 10% deadly 10% crushing blow possibly beat bonuses from LoH? Okay, they could if you don't kill demons aka if you kill only Pindle, but what about Ghouldhide then? I don't really see much potential there for those gloves.
Belt - only if you don't use Arachnid or Goldwrap belt. So, it is possible to use say on Travincal barb or on some bowazon or on Baal runner. But, honestly again such bonuses are so small I'd almost always rather use some defensive belt like String of Ears. Crushing blow is sweet bonus, but not if you have 50% with 2 equipment pieces which you will have if you really need CB. So, I'd say SoE wins unless you REALLY don't need any safety at all. PvP-wise, if you don't need fcr on belt, you need DR on belt and not minor 10% ds bonus. Except if you use Stormshield AND don't need fcr on belt (what char is that anyway?)

Like I said, very limited usage. ^^

Problem is such little bonus on deadly is almost nothing since most physical damage characters have over 70% super easily (bowa has over 70% just crit alone!), which makes only crushing blow somewhat interesting in my eyes. Maybe, but only maybe if I don't use Gore Riders and wanna get extra CB on top of what Guillaume's offers or something like that. Only potential I see in belt for something like that.
 
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Ya they don't seem very good. Do the gloves or anything have advantage over 1.07 crafts in general? The patch notes say something about magic-only affixes not existing on crafts anymore which makes them even worse than 1.07 for possible mods.. right?

Cows aren't demons (or undead) iirc so that might be one instance where these gloves could be useful. Then again, 15% CB from gloves is probably better from the 1.07 blood gloves.
 
Yeah, 1.07 Blood gloves probably beat them in most situations, especially with the bugged leech. The 2%-10% range is a also ridiculous, when speaking about item this pricey.

Maybe when one has done absolutely everything else in every other patch they can find the last frontier with farming 1.08 Mals and Windforces :D
 
As mentioned in the streaming thread, I rolled ~100 of 3/4 deadly crafts (not the belt because no mal rune) just to test it out.

It looks as though the best possible things for each, respectively, are:

gloves: 20 ias,skill tree, triple res...?
boots: 10 fhr, 30 frw, 40% dual res
helm: 99% AR + 5% AR + crap... honestly, total garbage other than the potential AR.

Now, I have screenshots for all ~300 things I made and plan to throw them in a dropbox or something for people to look at. Maybe someone can find something more useful than I did.

You'll notice that the recipe allegedly gives +5-15% ED. This isn't exactly true. I think it gives + (5 - 15) defense and this mod disappears (does not stack like some bugged recipes in 1.07) when other defense mods are present (ED% or def/level).

Here are some readouts I saved for the gloves while trying to document the bugged/disappearing mod:

Viper Hand
Sharkskin Gloves
Defense: 52
Durability: 10 of 14
Required Strength: 20
Required Level: 51
Item Version: Expansion
Item Level: 62
Fingerprint: 0x7e6b877e
+28% Enhanced Defense
Lightning Resist +10%
Poison Resist +7%
8% Chance of Crushing Blow
2% Deadly Strike

Loath Clutches
Sharkskin Gloves
Defense: 75
Durability: 12 of 14
Required Strength: 20
Required Level: 84
Item Version: Expansion
Item Level: 62
Fingerprint: 0x4f29d307
+84% Enhanced Defense
3% Life stolen per hit
23% Better Chance of Getting Magic Items
4% Chance of Crushing Blow
8% Deadly Strike

Eagle Knuckle
Sharkskin Gloves
Defense: 40
Durability: 10 of 14
Required Strength: 20
Required Level: 71
Item Version: Expansion
Item Level: 62
Fingerprint: 0x42fbc3aa
+9 to Maximum Stamina
+13 to Attack Rating
+7 Defense
Poison Length Reduced by 25%
4% Chance of Crushing Blow
7% Deadly Strike
14% Chance to cast Level 5 Nova when struck

Corpse Claw
Sharkskin Gloves
Defense: 83
Durability: 13 of 14
Required Strength: 20
Required Level: 88
Item Version: Expansion
Item Level: 62
Fingerprint: 0xfdc97e2
Adds 1-3 fire damage
3% Mana stolen per hit
Poison Length Reduced by 25%
9% Chance of Crushing Blow
5% Deadly Strike
+47 to Defense (0.5 per Character Level)

Attached are also just a few pictures of "notable" crafts. All gloves were made with a lvl 94 sorc, all base items were gambled with said sorc. The boots and helm were made with my 99 barb.
 
Random question -

Once a spell is cast, is its damage set? For example, can I equip Earth Shifter, cast Volcano, then go to my weapon swap for resistances without lowering the damage of the rest of the volcano's duration?
 
Of course WoRG knew about deadly crafts. pfft

Well, the 1.08 deadly recipes are still available in SP...but the class-specific crafts are not, which makes me want to weep, honestly...those saddest of words: it *might* have been...

WoRG
 
well my reasoning is, that if i want leech, i just take mavinas belt or willhelms, or simply gaze

now on a highend bowie that is a different story, but i think its not too hard leveling one

heck i leveled an IK barb once to 95 in times of IM alone, so it is certainly possible

and the best mf builds dont need manaleech on rings (zerker, casters), so that leaves funbuilds

I'll reply here to not clutter item-find thread too much.

While I don't take side on whether or not dual leech rings are overrated (I can't outside trading values), I can tell why some people value them highly.

Value of dual leech ring is in fact it saves gear slots for other things. Instead of using extra piece of equipment to get mana leech, you can get it on a single ring along with lifeleech.

Your approach is simple and effective, yes, but if we are into optimizing characters for some task, only then certain items get real value (aka fcr rings or in this case dualleech rings). All items you mentioned as alternatives are surely fine, but sub-optimal aka budget options if you don't have other parts of gear to cover it up. For one, I don't recall ever using any of items you mentioned for example. Why? Cuz I got leech on ring slots and used more effective items on belt/helm slots to not waste them for leech.

I have used dual leech rings on every melee character I tried. In fact, it is the most optimal way to make for example Travincal barb who does need skills on helm slot (Arreat) to have 56% item find. Cuz why to have 55% if you can have 56%, or to have lower damage output if you can have higher? Difference is, in mathematical sense, minor and probably hard to see, but it is still clear winner over say Gaze helm + whatever. Same story for Wilhelms. Why to use Wilhelm's if you can instead use Arach/Goldwrap/String of Ears? Difference is again minor, but it is again clear where winning combination is.

While MF chars usually don't need leech, Travincal and Baal chars do.

Perfection is valued in diablo for many people, even if it offers rather small improvement over much cheaper option. I could for example easily demonstrate that Fathomless travincal sorc can be 95+% as effective as perfect Fathom one, yet people will still value Fathom considerably higher for the job than say much easier to get Hoto. Same story for AT sorc. But you know, Fathom puts you over the hill the same way dual leech does for certain characters. That minor step toward perfect is therefore valued. Not by all ofc, but by players who tend to optimize their characters to be the best they can be.
 
So Stormlash dropped tonight, finally! I've always to make a build with this (an end game runner, but something fun) and I've also always wanted to make a proper avenger and make it as awesome as I can. So I am thinking a Baal running (albeit not especially efficient I would imagine) avenger with Stormlash. Any input ideas? Anybody have experience with Stormlash or avengers? :D



Originally I planned for the Avenger to use Famine BA/dual dream/Ormus/fanatacism and an Infinity merc. I'm pretty sure that it is horrible though and I am now completely changing that. Still keep fana/infi combo and Famine, but the rest, eugh. I'm thinking I might forego Enigma for CoH or Fortitude (for leeching damage) and use vigor to get to ToD :/

Not sure if Stormlash is such a good Avenger weapon. Wouldn't a weapon with more damage be better? Also, I'm quite sure that Fortitude's ED% doesn't do anything for your Vengeance damage. Only weapon ED% and +skills do.

I always associate Stormlash with really fast attacks. I used it on my Dancer Assassin for the kicking part of the equation, and absolutely loved it.
 
Stormlash wouldn't make a great avenger weapon. It might work, but certainly not best. Eth Oath was my go to weapon for avenger, because it's cheap and amazing. Some high end runewords beat it, but not drastically.


Sent from my iPhone using Tapatalk
 
I've been thinking about Stormlash-wielding Fury Wolf with synergized Tornado. I haven't really played Wind or Shapeshifting Druid yet, so this would be nice way to combine both, with style.

Also, when in doubt, make a kicker.
 
As I'm doing new Travmap rolling (don't know when, it seems I rerolled my old Travmap on my barb which I don't recall happening), so I've decided to estimate chance for a minions to spawn in certain region based on measuring whole area where minions can spawn from wall to wall.
I have sloppy estimated chance to spawn "ideal" map layout for Travincal, aka when all minions spawn in this region alone:

LMickrH.jpg

If you get ALL minions in this region, you got really great map. Minions have 3 spawn locations, the same as number of bosses since their minions spawn with them at same place. All 3 spawn locations must fall withing this quadrant.

Bad news is, in best case this kind of map spawns once in ~400 rolls. Since it is possible to roll 4 maps per minute, it seems at average it would take ~1 hour 40 minutes to roll such map, but ONLY if you can roll maps once in 15 seconds (means immediate s/e upon teleporting, NO killing whatsoever). If you can roll 3 maps per minute, estimated time rises to ~2 hours 10 minutes. You get the idea.

This is actually really strict estimate and I can't confirm is it like that in practice. I have an idea how to better estimate that by observing how often will I see minions spawn in designated area which could lead to better estimated time. Honestly, 1 hour 40 minutes seems a bit too long from my experience. Also measuring area based on screenshot is really sloppy work. Also I don't know do minions preferably spawn in some areas more than in others, I just assumed they spawn randomly across Travincal area (not whole, it is pretty clear where boundaries are with some map rolling).

EDIT
Did 50 map rolls, counted 19 bosspacks spawn in that area during that time. It is too early to say and more tests need to be done, but by this numbers, chance to roll map with all minions in designated area is ~1/313, or if you roll 4 maps per minute, that will take 78 minutes to roll at average. But, I'll do more tests to see more precisely. In this 50 rolls I had 2 very edgy cases I dismissed as not being in the area. Every minor change in chance to spawn there has dramatic change in overall probability to get ideal map. For example, if I counted 17 minions instead of 19 in 50 rolls, that would put estimated chance to roll ideal map at ~1/460. It is clear plenty of tests should be done to have any good estimate, this is too unreliable so far.
 
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