Sub2 - The Twinked Speedrunning Project

Nano

Well-known member
Oct 2, 2010
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The idea all started in the Weekend Warrior Tournament where I attempted a pX twinked SC Hell Sorc Run as a quick fun playthrough. The ending time of ~2:46 was easily under 3 hours, and my post-run analysis led me to believe that there is still plenty of time left to be saved. I'd say 2:20 or even 2:10 is feasible, but what about 2 hours? Is it possible to run an under 2 hour hell run in a reasonable time frame?

This will be a long term project of mine, running this whenever I have time to spare. If there are people that want to try this out, you are very welcome to try and I'll make a leaderboard. For now I will be keeping a record of my own attempts.

Rules
  • The base rules start with those on speedrun.com, but with modifications to fit the framework of twinked runs and SPF FAM.
  • This is an %Any Hell single segment run- the timer will start upon character creation and end at the death of Hell Baal. Timer will continue to run during all muling.
  • RuneWord Mod enabled.
  • Muling/Twinking allowed but no quest items, including the Horadric Cube.
  • /players command adjustment allowed at any time during the run.

I'll be using my GoMule stashes for twinking and will be using current patch items only, since I dont play older patches. As far as "consumable" items go, I'll only be muling in gold. I'll leave potions, TP/ID tomes, respec tokens, etc out of the runs for now.

This challenge is not exclusive to the Sorceress, but it's the class that has the best shot by far, given skills like Static Field and native Teleport at level 18, and also the best FCR breakpoints for advancing through the game.

I've included the time segments for each difficulty in the following progress table. Any more columns of interest I will definitely add in the future.

Code:
Character    Class  Time     Lvl  Normal   NM       Hell
SubThree     Sorc   2:45:54  62   1:13:07  0:47:18  0:45:29
 
@NanoMist there is a thread from back in '07 that had a similar type of theme, except it was to get to the hellforge for the rune drops (to eventually cube to a BER rune). It has some info that may help in twinking, speedrunning in your quest to get sub 2-hour times. Good luck!
 
@Friiser - I've seen that thread before, it was a nice throwback to the earlier days when high runes were a struggle to obtain. Nightfish's Speedy_II run is closer to what I have in mind, completing the game with fastest time as the main goal. Great read btw. I'm putting a modern 1.13+ spin on the run while incorporating some of the latest speedrunning strategies, which is what I'm basing my run on.

Edit: Thanks for the good wishes! I have a run completed! Now to upload the VoD and comment on the run...
 
2:23:04, Sub 2:30 on attempt 1!


Accidently split 10 seconds in, but I corrected it later.

The 'how' can be seen in the video, so I'll focus on the 'why'.

Act 1 Normal
My current route requires one respec, hence Den of Evil at the start. It's the only "optional" quest that I need to complete. My early damage comes from CB and Nova charged staves. The Sorc can equip these items at the same level as her native skills, as oppose to other characters that need to be +6 levels to equip.

In my SubThree sorc, I ran straight through Act 1 and killed Andariel at level 14. I decided that getting to level 18 before exploring Jail and Catacombs was a good way to bypass the RNGfest of those maps. From my standard speedruns I can attest to how troll-y the Catacombs can get, and being able to teleport through would save minutes. So the question is, where is the best spot to get experience? Is it down in the Tower Cellar where the standard speedruns go? I don't need any runes, so it'd be nice to have an alternative location where I don't need to look for the Black Marsh WP or the Forgotten Tower. I remember the Barracks containing numerous map tiles that come with guaranteed boss groups, plus I've see a Barracks map with up to 7 boss groups, which is on par with a good Tower Cellar. Mediocre Barracks and lack of exp. shrines was disappointing, but that can only mean time saves in future runs!

Act 2 Normal
Big time save in this act due to teleporting from the very start. Only a 1 minute time save by Duriel, due to the longer Act 1 strat. I can see a 30 minute Duriel split being possible here.

Act 3 Normal
Standard forward-back strats here to get the body parts. Sarina runs to get to level 24, setting up for Ancients and Baal.

Act 4 Normal
Strong monsters and poorer experience compared to Act 5... run this at /p1 as fast as possible. Kill Izual if quest log pops up in Plains of Despair. Besides the +2 skills, Izual provides experience almost comparable to Sarina's pack. I'm considering running one less Sarina run and looking for a /p8 Izual kill in future runs.

Act 5 Normal
All I can say is /p8 Lister is tough to finish off with low damage spells. A 2nd Baal run was needed to reach the point where I can respec to Frozen Orb and advance to NM in most of my end game gear.

Why not Blizzard? There are not enough skill points to invest in synergies, meaning the comparison comes down to unsynergized Blizzard vs. unsynergized Frozen Orb. I don't have any in depth analysis, just my own observations of other speedrunners using FO and Blizzard.

Act 1-5 Nightmare
Other than teleporting through everything, there is a delicate balance between experience/leveling and advancing through the game. Having /pX makes this much easier, allowing me to be picky with what I stop and clear.

Act 1-3 Hell
At this point, FO and CM are maxed out, and I am spec'ing toward Meteor as a CI solution. Teleporting Act 1 without CTA is fine, but getting to level 57 as soon as possible really helps.

Act 4 Hell
FI/CI De Seis or Infector is an instant reset. I checked Infector first and had to reset twice before moving on to De Seis.

Act 5 Hell
Worse moment of the run here- died twice at Ancients and loss a few minutes, possibly costing me a sub 2:20. Luckily, I came across Frozen Tundra WP earlier. In future runs, I can't bank on having any WP's at all- I just have to play well and clear Ancients first try. I did grab WSK 2 WP, in case I needed to reset a horrible throne room.

Code:
Character    Class  Time     Lvl  Normal   NM       Hell
SubThree     Sorc   2:45:54  62   1:13:07  0:47:18  0:45:29
subtwo_i     Sorc   2:23:04  62   0:59:41  0:38:16  0:45:07
 
I'm a layman in this area but I was wondering, maybe include Tristram to level for quick Teleport? That's where I usually went when I wanted early XP at least. I generally presumed this to be the quickest way to level in Act 1 at least until ~15 or so. Never tested/compared with other areas though, since I never bothered too much with min-maxing efficiency early on. But could be worth a shot as a possible improvement.

So questing (aka Teleporting) through the game on P1 and doing P8 runs at the end of Normal and NM is slower than clearing/switching player settings along the way? I assume you have tested this, but was wondering since the latter is my usual route, though merely based on intuition/ease of play instead of proper testing of course.

Interesting stuff by the way. I don't see myself seriously getting into speedrunning, for the moment at least I prefer to spend the limited D2 time on untwinked 99ers or improving efficiency with end-game builds. But will definitely continue to follow your attempts!
 
Cool run! I'm not familiar with the speedrunning rules for items, but it seems like Normal could be sped up by using a -90% req Great Maul until level 15, when you'd switch to 1.09 Ravenclaw. With 1.07 MPK rings, this would give you more or less infinite mana in Normal - you could teleport around, then fire off an arrow to refill your bulb. Bypassing the need for Charged Bolt early would also let you skip the Den, since you'd be using plain ol' normal attack until clvl 30, so no need for a respec.

If time-traveling items is banned by speedrunning rules, then disregard all this :p
 
@ffs - Tristram is decent for boss groups, but I think the monster levels are lower in that area? Level 16-18 take the longest, so it really helps if I don't have to deal with the level difference penalty. Barracks can also have 2x+ the boss groups compared to Tristram, and it's an area I have to explore.

As for leveling up on the way strategy goes, I have to do it in normal due to the change in experience gain formula at level 25. My current route takes me to 25 just in time for Baal runs.
In nightmare, I just need to make sure I get to level 40 by Ancients. NM Chaos is good exp, but NM Baal is even better. I was level 46 when fighting the Ancients, so it may be better to skip all killing in the earlier parts of NM and get CS and Act 5 exp. I do lose some FO damage by not leveling up on the way, but hopefully the twinked gear makes up for it. This might be the key in lowering the NM segment down to the low 30 minutes range.

@DariusTriplet - These twinked speedruns are not an official category or anything, some of the rules are my own. I didn't exclude items from previous patches in the OP, but since I don't time travel in any capacity, I won't be using those items.

I don't like the idea of a slow, single target melee attack, even if it's a 1 hit kill. Chasing down fallen and archers, or even going toe to toe with extra strong goats. Up until I get Nova in the Barracks, I'm underleveled, so my chance to hit isn't great, while monsters are pummeling me quite hard.

I have thought about a no respec route, but I lose a lot of clearing speed in Act 4 & 5, especially against p8 Lister. Wave 5 provides too much experience to ignore, and any fire damage or melee attack is horrible against them. If I go Blizzard route instead of FO, then no respec could work.

Thanks for the feedback!
 
@NanoMist This is very impressive, I have some questions:
  1. Where did you get the staves (Charged Bolt, Nova and Teleport)?
  2. What charms did you mule on?
  3. What is socketed in your Vipermagi and Circlet (Scintillating Jewels)?
 
Thanks, oh yes, the items. Here's the dump of the final setup:

Code:
Name:       subtwo_i
Class:      Sorceress
Experience: 145242079
Level:      62

            Naked/Gear
Strength:   54/58
Dexterity:  25/25
Vitality:   271/293
Energy:     35/45
HP:         623/955
Mana:       157/362
Stamina:    396/410
Defense:    6/684
AR:         75/75

Fire:       183/143/83
Cold:       150/110/50
Lightning:  173/133/73
Poison:     119/79/19

MF:         10       Block:      3
GF:         31
FR/W:       20
FHR:        65
IAS:        0
FCR:        105

Fire Bolt: 1/8
Warmth: 0/0
Inferno: 1/8
Blaze: 1/8
Fire Ball: 1/8
Fire Wall: 1/8
Enchant: 0/0
Meteor: 5/12
Fire Mastery: 1/8
Hydra: 0/0

Charged Bolt: 0/0
Static Field: 6/12
Telekinesis: 1/7
Nova: 0/0
Lightning: 0/0
Chain Lightning: 0/0
Teleport: 1/7
Thunder Storm: 0/0
Energy Shield: 0/0
Lightning Mastery: 0/0

Ice Bolt: 1/11
Frozen Armor: 0/0
Frost Nova: 1/11
Ice Blast: 1/11
Shiver Armor: 0/0
Glacial Spike: 1/11
Blizzard: 1/11
Chilling Armor: 0/0
Frozen Orb: 20/30
Cold Mastery: 20/30

Stout Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x1ecb95f7
Item Level: 81
Version: Expansion 1.10+
+1 Defense
+15 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x937555bd
Item Level: 81
Version: Expansion 1.10+
+15 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x44665a30
Item Level: 85
Version: Expansion 1.10+
+15 to Life

Russet Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xf5371764
Item Level: 81
Version: Expansion 1.10+
+14 to Life
Fire Resist +6%

Rugged Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x4eec43d4
Item Level: 95
Version: Expansion 1.10+
+15 to Life
+14 Maximum Stamina

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xc147f4b9
Item Level: 86
Version: Expansion 1.10+
+15 to Life

Lapis Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x25dbafcd
Item Level: 81
Version: Expansion 1.10+
+15 to Life
Cold Resist +6%

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xe01b4eac
Item Level: 81
Version: Expansion 1.10+
+15 to Life

Beryl Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xcc54cedb
Item Level: 85
Version: Expansion 1.10+
+15 to Life
Poison Resist +4%

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x1885d521
Item Level: 86
Version: Expansion 1.10+
+15 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xbe7b5737
Item Level: 88
Version: Expansion 1.10+
+15 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x40386fc9
Item Level: 80
Version: Expansion 1.10+
+15 to Life

Lizard's Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x940493be
Item Level: 81
Version: Expansion 1.10+
+15 to Life
+3 to Mana

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xf96f0fcb
Item Level: 85
Version: Expansion 1.10+
+15 to Life

Fiery Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xc93057e9
Item Level: 88
Version: Expansion 1.10+
Adds 1 - 3 Fire Damage
+15 to Life

Ocher Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xe28e97c7
Item Level: 88
Version: Expansion 1.10+
+12 to Life
Lightning Resist +7%

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xd14e9e64
Item Level: 85
Version: Expansion 1.10+
+15 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xd53b904
Item Level: 88
Version: Expansion 1.10+
+15 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x40b6dcba
Item Level: 85
Version: Expansion 1.10+
+15 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x4b4b811b
Item Level: 81
Version: Expansion 1.10+
+15 to Life

Bone Crest
Circlet
Defense: 25
Durability: 32 of 35
Required Level: 31
Fingerprint: 0x74797e1b
Item Level: 45
Version: Expansion 1.10+
+2 to Cold Skills (Sorceress Only)
+5 to Minimum Damage
+52 to Mana
All Resistances +31
Damage Reduced by 2
31% Extra Gold from Monsters
1 Sockets (1 used)
Socketed: Scintillating Jewel

Scintillating Jewel
Jewel
Required Level: 26
Fingerprint: 0x7d0f3db8
Item Level: 85
Version: Expansion 1.10+
Cold Resist +14%
Lightning Resist +14%
Fire Resist +14%
Poison Resist +14%

Death Talisman
Amulet
Required Level: 40
Fingerprint: 0x4c9871d2
Item Level: 85
Version: Expansion 1.10+
+2 to Cold Skills (Sorceress Only)
6% Mana stolen per hit
All Resistances +15
Poison Length Reduced by 75%
10% Better Chance of Getting Magic Items

Skin of the Vipermagi
Serpentskin Armor
Defense: 279
Durability: 23 of 24
Required Level: 29
Required Strength: 43
Fingerprint: 0xfeb50c00
Item Level: 95
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
+120% Enhanced Defense
All Resistances +50
Magic Damage Reduced by 13
1 Sockets (1 used)
Socketed: Scintillating Jewel

Scintillating Jewel
Jewel
Required Level: 26
Fingerprint: 0x28b835be
Item Level: 81
Version: Expansion 1.10+
Cold Resist +15%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15%

The Stone of Jordan
Ring
Required Level: 29
Fingerprint: 0x738d31f0
Item Level: 62
Version: Expansion 1.10+
+1 to All Skills
Adds 1 - 12 Lightning Damage
+20 to Mana
Increase Maximum Mana 25%

The Stone of Jordan
Ring
Required Level: 29
Fingerprint: 0x5f411309
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
Adds 1 - 12 Lightning Damage
+20 to Mana
Increase Maximum Mana 25%

Blood Spur
Light Plated Boots
Defense: 19
Durability: 18 of 18
Required Level: 18
Required Strength: 50
Fingerprint: 0xbe0540c0
Item Level: 84
Version: Expansion 1.10+
+20% Faster Run/Walk
+10% Faster Hit Recovery
+59% Enhanced Defense
Lightning Resist +36%
Fire Resist +32%
Repairs 1 Durability in 33 Seconds

Magefist
Light Gauntlets
Defense: 24
Durability: 16 of 18
Required Level: 23
Required Strength: 45
Fingerprint: 0xe11b26cd
Item Level: 88
Version: Expansion 1.10+
+1 to Fire Skills
+20% Faster Cast Rate
Adds 1 - 6 Fire Damage
+24% Enhanced Defense
+10 Defense
Regenerate Mana 25%

Spirit Buckle
Demonhide Sash
Defense: 31
Durability: 12 of 12
Required Level: 24
Required Strength: 20
Fingerprint: 0x596feb40
Item Level: 86
Version: Expansion 1.10+
+4 to Strength
+36 to Life
Cold Resist +29%
Lightning Resist +15%
Fire Resist +30%

Call to Arms
Rune Staff
AmnRalMalIstOhm
Two Hand Damage: 85 - 207
Durability: 50 of 50
Required Level: 57
Required Strength: 25
Fingerprint: 0x455182e6
Item Level: 81
Version: Expansion 1.10+
+1 to All Skills
+40% Increased Attack Speed
257% Enhanced Damage
Adds 5 - 30 Fire Damage
7% Life stolen per hit
Prevent Monster Heal
+1 to Blizzard (Sorceress Only)
+3 to Energy Shield (Sorceress Only)
+2 to Meteor (Sorceress Only)
+3 to Battle Command
+6 to Battle Orders
+3 to Battle Cry
Replenish Life +12
30% Better Chance of Getting Magic Items
5 Sockets (5 used)
Socketed: Amn Rune
Socketed: Ral Rune
Socketed: Mal Rune
Socketed: Ist Rune
Socketed: Ohm Rune

Amn Rune
Required Level: 25
Version: Expansion 1.10+
Weapons: 7% Life stolen per hit
Armor: Attacker Takes Damage of 14
Shields: Attacker Takes Damage of 14

Ral Rune
Required Level: 19
Version: Expansion 1.10+
Weapons: Adds 5 - 30 Fire Damage
Armor: Fire Resist +30%
Shields: Fire Resist +35%

Mal Rune
Required Level: 49
Version: Expansion 1.10+
Weapons: Prevent Monster Heal
Armor: Magic Damage Reduced by 7
Shields: Magic Damage Reduced by 7

Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items

Ohm Rune
Required Level: 57
Version: Expansion 1.10+
Weapons: Enhanced Maximum Damage
Armor: +5% to Maximum Cold Resist
Shields: +5% to Maximum Cold Resist

Grim Wand of Lower Resistance
Grim Wand
One Hand Damage: 5 - 11
Durability: 15 of 15
Required Level: 36
Fingerprint: 0xfb0cab9f
Item Level: 99
Version: Expansion 1.10+
Level 3 Lower Resist (75/82 Charges)

Spirit
Superior Crystal Sword
TalThulOrtAmn
One Hand Damage: 5 - 16
Durability: 20 of 20
Required Level: 25
Required Strength: 43
Fingerprint: 0xca897590
Item Level: 84
Version: Expansion 1.10+
+2 to All Skills
+35% Faster Cast Rate
+55% Faster Hit Recovery
10% Enhanced Damage
Adds 1 - 50 Lightning Damage
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Adds 75 Poison Damage Over 5 Secs (125 Frames)
7% Life stolen per hit
+250 Defense vs. Missile
+22 to Vitality
+110 to Mana
+5 Magic Absorb
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

Tal Rune
Required Level: 17
Version: Expansion 1.10+
Weapons: Adds 75 Poison Damage Over 5 Secs (125 Frames)
Armor: Poison Resist +30%
Shields: Poison Resist +35%

Thul Rune
Required Level: 23
Version: Expansion 1.10+
Weapons: Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Armor: Cold Resist +30%
Shields: Cold Resist +35%

Ort Rune
Required Level: 21
Version: Expansion 1.10+
Weapons: Adds 1 - 50 Lightning Damage
Armor: Lightning Resist +30%
Shields: Lightning Resist +35%

Amn Rune
Required Level: 25
Version: Expansion 1.10+
Weapons: 7% Life stolen per hit
Armor: Attacker Takes Damage of 14
Shields: Attacker Takes Damage of 14

Lidless Wall
Grim Shield
Defense: 300
Chance to Block: 0
Durability: 69 of 70
Required Level: 41
Required Strength: 58
Fingerprint: 0x32b23848
Item Level: 86
Version: Expansion 1.10+
+1 to All Skills
+20% Faster Cast Rate
+99% Enhanced Defense
+10 to Energy
Increase Maximum Mana 10%
All Resistances +19
+5 to Mana after each Kill
+1 to Light Radius
1 Sockets (1 used)
Socketed: Perfect Diamond

Perfect Diamond
Required Level: 18
Version: Expansion 1.10+
Weapons: +68% Damage to Undead
Armor: +100 to Attack Rating
Shields: Cold Resist +19%
Lightning Resist +19%
Fire Resist +19%
Poison Resist +19%

Battle Staff of Teleportation
Battle Staff
Two Hand Damage: 6 - 13
Durability: 40 of 40
Required Level: 24
Fingerprint: 0xfb1624ef
Item Level: 99
Version: Expansion 1.10+
Level 6 Teleport (11/52 Charges)

Battle Staff of Charged Bolt
Battle Staff
Two Hand Damage: 6 - 13
Durability: 40 of 40
Required Level: 7
Fingerprint: 0x26d4ea96
Item Level: 99
Version: Expansion 1.10+
Level 11 Charged Bolt (71/71 Charges)

Battle Staff of Nova
Battle Staff
Two Hand Damage: 6 - 13
Durability: 40 of 40
Required Level: 18
Fingerprint: 0xb699c245
Item Level: 99
Version: Expansion 1.10+
Level 7 Nova (45/56 Charges)

Mercenary:

Name:       Leharas
Race:       Desert Mercenary
Type:       Def-Normal
Experience: 1087414
Level:      21
Dead?:      false

            Naked/Gear
Strength:   78/78
Dexterity:  58/58
HP:         300/300
Defense:    191/191
AR:         293/293

Fire:       42/2/-58
Cold:       42/2/-58
Lightning:  42/2/-58
Poison:    42/2/-58

Jagged Pike
Pike
Two Hand Damage: 15 - 71
Durability: 25 of 25
Required Level: 1
Required Strength: 60
Required Dexterity: 45
Fingerprint: 0xab1ba297
Item Level: 29
Version: Expansion 1.10+
14% Enhanced Damage

1. All the staves were shopped at Malah- I used my 99er for this. I don't think the clvl needs to be that high, vendor ilvl is clvl +5? The important part is to get ilvl 99 for the highest skill level and number of charges.
2. The charms are just life charms during my 2nd muling at level 18.
3. Yes, those items come in during my 3rd and last muling, right before advancing to NM.
 
Another attempt with some improvements in execution:


There was a 5 minute time save in Act 1 compared to the last run, which surprised me, considering the Barracks had about the same number (4-5) of boss groups. The map was shorter to run though, and I had a few exp. shrines this time, which certainly helped. Slightly better maps here too I think. I finished Act 1 in 22 minutes, but I'll be looking to go sub 20 minutes for this segment in the future.

I then proceeded to give back those 5 minutes in Act 3-4, during the level 18 - 24 phase. Maps weren't great, nor was my play. I ended normal 1 second short of the hour mark, nearly the same time as my previous run. My goal is to finish normal closer to the 50 minute mark, so I have my work cut out for me here.

@ffs suggested the idea to load up on Exp towards the end of NM, so I killed a lot less mobs in Act 1-3 in this run. It was when I found Exp. shrines did I try to stop and kill things. Naturely, there were time saves leading up to NM baal, but then I had to do a second Baal run to catch up on levels. I could forgo that 2nd NM Baal run and try to level up in Hell, but it's rough fighting P8 mobs in Hell.

I had my best Hell segment so far, and that segment includes the 3 minutes of the 2nd NM Baal run. I segmented the difficulties by the splits, meaning the 2nd Baal run gets carried over to the following Act 1 segment. NM + Hell segment was 75 minutes- would like to get this under 70 minutes for the sub 2 hours.

Code:
Character    Class  Time     Lvl  Normal   NM       Hell
SubThree     Sorc   2:45:54  62   1:13:07  0:47:18  0:45:29
subtwo_i     Sorc   2:23:04  62   0:59:41  0:38:16  0:45:07
subtwo_ii    Sorc   2:14:57  62   0:59:59  0:31:44  0:43:14
 
Skipped through the vid, Very nice job yet again! Learned a couple of neat tricks I'll definitely copy when playing new characters. ;)

Is P8 Baal better XP/min than multiple P8 Pindle at the end of NM? Curious because I always did the latter, but again just based on habit/convenience and no character/option to compare this atm...

As to strategy, and seeing how close you are to 2h, maybe going Blizzard will do the trick. When FO becomes available, Blizzard will have a considerable head start in terms of damage output. Not sure FO beats it or even makes up for that by the end of the run. Plus Normal Den of Evil can be skipped as you said earlier. You could get a secondary skill like Meteor from a staff as well (instead of spending numerous points on fire skills) and go pure Blizzard no?

NB: Those early game twinking staves with charges are massive, I'll start looking for those for sure. :)
 
This looks like a very fun project, finding the best gear for weird situations is always what I've enjoyed most in this game. In particular I'm interested in using old version items as well, since I've played those a decent amount.

I'm curious what your early game setup is, do you have that easily accessible somewhere?
 
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@ffs - Thanks! Actually, I haven't thought about Pindle. One Baal run is mandatory, meaning the comparison would come down to the 2nd Baal run vs. Pindle + rescuing Anya. I took a quick look at an experience calculator and each NM Baal wave (2-5) gives 2-3 times the experience of Pindle, so I think I'll stay with the Baal run.

It's true Blizzard will be 6 levels ahead of FO, but there are all the +skills at level 30 to close the gap. I don't much experience with the regular Hell Sorc speedruns, but all the top times are done with FO, and I trust that they've done some of their own analyses. FO is faster against bosses, that I am pretty sure of. I'm still curious enough to do my own testing later on, once I hit a 'wall' with this route, which I'd imagine is coming up soon at around 2:10. I think that CTA staff I'm using has +Meteor on it, so that's a possibility if I go no-respec pure Bliz route. A simple Leaf staff with +Meteor or even +Fire Wall can work too.

@Fabian
I didn't post the details, but here it is:
Level 1: 2x Level 11 Charged Bolt Staff
Level 3: 2x FCR ring
Level 5: Reach 30 strength for Hsarus Boots, also equip Hsarus Belt and Cap with Flawed Rubies.
Level 12: Level 7 Nova Staff
Level 15: +Skill amulet
Level 17: Stealth
Level 18: 4x Teleport Staff
End of Act 1, mule in 20x 15 Life SC's directly into inventory.

Could be more elaborate, but I'll adjust as I continue running. It'll be interesting to know what items from older patches can do.
 
Cool cool, thanks. The first two old items that come to mind (for the early game, anyway) are MPK/FCR rings and possibly 1.07 Ravenclaw. I don't know much about rlvls of classic rares, but perhaps there's some potential there too.

Starting with three Strength GCs might be worth it to get the boots two levels earlier. Not a huge difference but they would fit if you equip a staff directly to the character from GoMule.

The staves sound like a pain to get hold of, otherwise I might try some of this.
 
MPK is definitely nice, even at higher levels it can mean less trips back to town for potions. I also thought about an Insight merc, but keeping him alive might be more trouble than towning for some more potions.

Good call with the charms, I thought about doing that with chipped amethysts in helm/armor slots, but I decided to focus on the build and routes first. There's a few seconds to be saved there for sure. I get to level 5 in Den rather quickly, but getting Hsarus Boots at level 3 is even better with a no Den route.

The teleport staves were relatively abundant, but the CB and Nova staff was a night's grind. Just hope it doesn't come with a prefix or staffmods.
 
FO is underrated for no/minimal gear, especially if you can sweet spot it well.
 
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