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Does anyone know how exp splitting works if one char is level 99? Do they still get the exp and it's just floored to 0, or does all experience go to the other players? If the latter, is the experience still boosted by having the 99er there?
 
@pharphis - The former, experience is still split with the level 99. There will be an additional 34%(for 1.11+) (35% in 1.10) party bonus if the 99 is in the same area as the other party member, but if the 99 is nearby (about 2 screens), the experience is split proportionally by their level. For example, a level 50 character partied with a level 99 killing monsters in close proximity will received 50/(50+99) ~ 33.6% split of the experience after the party bonus.

However, with the experience overhaul in 1.10, I'm not sure if this is accurate at all for older patches like 1.07.
 
Does anyone know how exp splitting works if one char is level 99? Do they still get the exp and it's just floored to 0, or does all experience go to the other players? If the latter, is the experience still boosted by having the 99er there?
What if the actual outcome is possible level 100 :O
 
@pharphis - The former, experience is still split with the level 99. There will be an additional 34%(for 1.11+) (35% in 1.10) party bonus if the 99 is in the same area as the other party member, but if the 99 is nearby (about 2 screens), the experience is split proportionally by their level. For example, a level 50 character partied with a level 99 killing monsters in close proximity will received 50/(50+99) ~ 33.6% split of the experience after the party bonus.

However, with the experience overhaul in 1.10, I'm not sure if this is accurate at all for older patches like 1.07.
Thanks.

I suspect the split probably still happens in 1.07, then. One quick test would work it out I think but the plan was use my 99er barb for mp cow runs :p
 
I've heard tell of a 3 campfire map in Lower Kurast. Does anyone have any evidence to confirm the possibility?

Also, can someone fill me in on this 3rd chest for RoF?
 
Haven't heard of a triple-fire LK before, but RoF can have a third superchest. Basically there is a small peninsula which also spawn a superchest in addition to the regular formation. VERY rarely (ie. only @Brak has seen this), this small peninsula is just south of the standard superchest formation and is reachable by teleport. He posted a video of him doing some runs so the rest of us could see what it was like. The original post about him finding it is here, and some discussion follows.
 
Really low key d2 night for me. Been chillin, doin whatever. Some cows, some shenk, some LK. All super slow, watching some TV. Had a rough day at work. Shenk is super bad now, much slower than cows. Before 75ish he was pretty comparable exp honestly, and the runs are less thinking so that's nice. But I think I'm through with him now. Gonna basically just be cows from here on out. Don't got the stomach for serious runs right now though. I'm just going to do whatever slowly for the rest of the evening and early to bed. Serious day at work tomorrow, got a meeting.

I thought I could go a whole day without posting but I can't. So here's the update from the state you can't hate!
 
Finally got my pitzerker (turned-to-WWer-for-leveling) to level 95, for reasons, and by means discussed in this thread. Big thanks to Gripphon for insights and advice.

When I started leveling, I was at about 92.75. I realized, that I had only quested up to saving Anya, so I still had hell Ancients waiting. That was a nice bonus indeed, and it only took me couple of Baal runs to get to 93 after ancients. Another nice bonus was, that my map had about the best WSK layout you could hope for (WSK lvl2,WSK lvl3), so didn't have to reroll and lose my good Pit map. That is great, because I really wanted to test it more.

I killed Baal on few first runs but decided it wasn't worth it and only ran up to Lister. 93-94 almost flew by, and was pretty fun. WW and Warcry combo works out really well. I used Arreat's most of the time instead of Guillaume's, since I didn't kill Baal so I valued safety more than Crushing Blow. Still, I did some swapping with the gear just to keep things interesting. Brought some max damage charms forward from 1.07 to speed things up.

Run times were around 3 minutes, sometimes under, sometimes over. Even though WSK maps were great, the Throne Room was often terrible, sometimes spawning with something like 3 bosspacks plus other goons. Needless to say, if that was case with Souls+Dolls, I was outta there, not worth it. Also sometimes parked Manaburn Lister, especially if he had an Aura. But overall the running was extremely safe.

If 93 to 94 felt like a good time that went quickly, 94 to 95 felt like crawling. I probably just got bored, since the runs go pretty much the same way every time, and frustrating things like mana burn become extra frustrating when you're not really feeling it. Also, even though it was expected, drops weren't really all that great. Not that it really matters when running with leveling purposes (and we're not even talking super high levels here), but good items = better morale. Some ok things dropped nearing the end, highlights include: Eth Shaftstop, Wraith Flight, Demonhorn's Edge, 236/20 Ravenfrost. Best runes wre Fal and two Lums.

Anyway, since I found the Cham while ago and was finally able to make that CBF Shako for the Pitzerker, I just decided to push it. Ran Baal few times as well for the change of pace, even though it's slower. All went smoothly until Might+Cursed+Manaburn Lister showed me who is the boss, and killed me at 94,80. Lost about an hours worth of progress but who cares, it's not like I was 98 running for 99. Decided to go extra safe for the remainder, and hit 95 sooner that I had anticipated.

So now I'm getting back to Pits to test the new setup, and it's unlikely that this character will see a new level for a while. I could of course continue to get him to 96, but nah, this will have to do for now. I have other chars ready/almost ready to run Baal (Javazon, FanaZealot, Trapper, another WWer), so I might continue Baal/Lister runs in leveling/testing purposes anyway.

Edit. Also planning to test Pit Singer and AT Concentration Barb as well at some point, but I probably need to find some more gear to get those set up, don't want to dismantle my zerker again so soon.
 
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Sooo... I got classic up and running, but I can't do HC yet... if someone sends me a HC mule will it let me make HC chars? I don't really want to have to play through softcore first.

Also, I couldn't open multiple instances which made me sad :(

edit: Also, can someone remind me what version of classic I should be playing if I want to get SoJs very easily in the long term?
 
1.00 I think is best because broken ww barby makes leveling easier, and getting gold and gambling easier as a result. Are you using bvs and singling? At least the 1.00-1.06 multi-instance works for me.
 
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Yes. BTW multi-instances worked when I tried again a few hours later. *shrug*

Now the only problem is that I'm stuck in SC.
 
I had to beat big D to enable HC. Couldn't find a work around.
 
I'd feel my way through SC regardless; there are a few nasty surprises along the way. The vulture type of monsters, and to some extent also the beetle kind in act 2, the hierophants and shamans in act 3 and act 4 monsters can be pretty nasty too, especially missile ones.
 
@helvete , I've done some Googling on the subject of crafting and you keep coming up in the discussions. I was hoping to get your take on something. You mentioned in one post years ago that blood ring crafts are highly underrated. Hammerdins can really benefit from the +dex. I'm no expert in hammerdins. What stats should I be looking for besides 10fcr/+dex that can spawn on blood ring crafts?

Edit: Would it be possible to get 10fcr/dex/high fire resist?
 
Yes, rings can come with up to 15 dex and 30 fire resist, so for the spirit user, the perfect crafts in my eyes go something like this:

Blood Ring
5str
whatever leech
20 life (from the preset mods)
40 life (we're on the randoms now, making for 60 life total)
15dex
10FCR
30 fire resist

Dex is indirect base vitality, as you'd put less into dex for max block. I'd never build a hammerdin without max block. Blood rings as such can potentially gain you 105 extra life before BO, along with some of that "missing" resist in a spirit shield.

Hitpower Ring
5 dex (from preset mods)
Whatever CtC whatever
Whatever attacker takes damage
40 life (we're on the randoms now)
15dex (making for 20 dex total)
10FCR
30 fire resist

Same as blood ring, but you're down to 100 extra life before BO with a perfect one.

Rare Ring
15dex
40life
10fcr
30 fire resist
11 all resist
some 6th prefix, possibly 90 mana?

Helps a bit more with resists, but with your other gear, you shouldn't have much of a resist problem. 85 extra life here, a good vita SC less than the potential of the blood ring.

If you want the real awesomeness, you'd have to look into pre-LoD (when higher resists were possible) or 1.07 (where crafts could have magic-only affixes).
 
did anyone try out guardian angel (Gul) and kiras guardian (Gul) in travincal for merc?

that would cut the dmg of those hydras down to 1/20 compared to 1/4 with normal eq

with normal eq he barely survives with good positionment, but with this eq he should feel happy in those firebolts (esp with Bo)

oh, i mean the rune that gives +5 max fireresis, gul isnt it, maybe vex? i dont have one to look^^

edit: i took a look at GA, and one vex would suffice coupled with GA

so Um'ed or Ral'ed Kiras is better^^

You might also consider the fact all 3 bosses there could turn into conviction, and when conviction is active, you need to have overstacked resistances on merc to gain advantage of maxres. It reduces resistances by 80%, and nightmare merc on level 95 has 159 allres normal way, +assuming 70 kira's, that is total of 129% allres on hell. Under conviction value is 49% fireres. So, if you put Ral somewhere, your merc would have 79% fireres under conviction.

Another solution is to not use Vex and to use dual fireres socketables on merc to have 90% fireres even under conviction (which is not that rare modifier), and your job as barb is to draw fire to yourself with which you protect merc and kill minions at the same time the fastest way. With such way only time when merc will die is due to being cursed and focused by fanaticism or might (or both) which could make him killed even instantly. But hydras should not cause real problem unless you leave merc out there to tank it all. Hopefully this info helps.

but i dont know^^, reapers with decrep is very good

By far the best weapon, there is no other weapon merc could use that can even stand in same sentence as Reaper's because of that curse. That curse means physical resistance of minions is lowered by 50%, and since they have 50% physical resistance, that means when curse is active, your damage output is DOUBLED. It is comparable to having gloves that add like 1500% ED (my barb has 1600+% ED in Travincal I think). So yeah, Reaper's masterrace for physical damage characters.

BTW, Reaper's deals cold damage which might shatter corpses. That probably has a greater effect than 10% to revive corpses if it happens at all on mercs.

I have tested this specifically with 1 second cold duration Reaper's (there is roll between 0 and 2), and result is I got shattered corpse roughly once in 4 runs. I assume number could be worse if you kill slower (aka allow merc to hit too much), but in general this is what could be expected for sub 40 second Travincal runners, 1 shattered corpse between 3 and 4 runs. If merc uses 0 seconds cold damage Reaper's (meaning only HIS kill could possibly shatter corpse), I assume such event could become incredibly rare since with 1 second duration cold effect lasts 4 frames on minions, and barb is the one doing pretty much all the job with just minor help of the merc in damage output department.

@Burgomaster3
Nice job! Gogo.
 
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