[Building/Tuning] Patriarch ZerkAndDestroy, built for Pits to spit the Tyrael's out of it

Babyhell

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Mar 13, 2020
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Hi all!

Intro
I never made a PitZerker in my career, so as this year 2020 is somehow about new stuff, I started to build one after my second OBP's batch, by the end of January 2020.

Resources
I will follow the really complete Grishknakh mf zerkerguide as main resource, and also Fabian's one. Also, I may use Luhkoh's simulator for fine tuning.

Magic Find situation
Current MF total
Notes: TP scrolls are in belt just in case, after a judicious statement by @Gripphon.
Also, using only one Ist'ed weapon on TP switch until i'm decided on a second suicidal branch or keeping the Wizardspike.

Kill switchTP switch
686MF/183uMF536MF/170uMF

MF Breakpoints
Based upon Fabian's thread formula, I calculated breakpoints relative to MF values I may target. Hork switch considers double Ist'ed weapons:
(MF*250)/(MF+250) = uMF
Code:
Kill    | TP switch
MF  uMF | MF  uMF
584 175 | 461 162
595 176 | 469 163
607 177 | 486 165
619 178 | 495 166
631 179 | 504 167
643 180 | 522 169
656 181 | 532 170
670 182 | 542 171
683 183 | 562 173
697 184 | 573 174
712 185 | 584 175
Gearing
Details and dumps in the dedicated post.
Kill switch
HelmCham'ed Shako50 MF
ArmorEnigma92 MF
BeltGoldwrap30 MF
GlovesLoH0 MF
BootsWar travs 47MF47 MF
Amulet9fcr 8MF8 MF
Ring 1Nagelring 30MF30 MF
Ring 2Nagelring 30MF30 MF
Main weaponGrief pb 35/3900 MF
Offhand weapon6ists phase blade180 MF
Total MF at clvl 92: 467

TP/Find item switch
Currently using Ist'ed Suicide branch and non socketed Wizardspike. Should give a try with a second suicide branch before deciding what to socket with the second Ist.

Inventory
Regarding inventory, the 40 spaces shall be used as follows:
- 4 for cube
- 3 for 40MF Gheed's
- 4 for a Combat skiller with FRW and a sc with FRW, 3 maxdamage/xxAR for 10FRW additional...maybe not optimal here
- the remaining ones as mf with either ar/damage/res scs

All the mf small charms are 5+.
Selected charms: see dedicated post.
So inventory is for now adding 179 scs + 40 gheed's mf, total 219 mf.

Killing speed efficiency
Skills table
clvl 92/103 skill points

Decided to try with damage oriented skilling, and only 50% hork on switch. Guess i'll need a respec (one Meph essence short) to max Find item...
Rich (BB code):
Warcries (56)
Howl 20
Shout 13
Battle Orders 10
Find item 12
Find potion 1
Rich (BB code):
Combat masteries (24)
Sword mastery 20
Increased stamina 1
Increased speed 1
Iron skin 1
Natural resistances 1
Rich (BB code):
Combat skills (23)
Berserk 20
Bash 1
Stun 1
Concentrate 1
Raw damage
Amazon Basin said:
HP for champions and uniques (same values)
Devilkin: 3090-6800
Archer: 6800-11744
Stalker: 7418-12364
Bone Warrior: 8654-12364
My Berserk damage:
Todo!

Attack Rate
Based upon the following @Gripphon's quotes, my current 10390 AR at clvl 92 gives me 91% chance to hit any unique in the Pits (lvl 88), and lvl 93 shall give me another %.

Gripphon PitZerker Guide said:
Defense numbers from Basin wiki, in brackets AR after Grief influence on the monster:
Devilkin: 1155 (867)
Archer: 1485 (1114)
Stalker: 1568 (1176)
Bone Warrior: 1651 (1239)
Gripphon PitZerker Guide said:
Ar = (C*D)/(2L - C)

Ar = Attack rating needed
C = chance to hit (0.95 if you want 95% chance to hit)
D = Defense of a monster (after reduction from Grief)
L = Level factor. L = (attacker level)/(attacker level + defender level). For example if barb who attacks is level 97, boss level is 88, then L = 97/(97+88)

Barbarian level 97 needs 11932 attack rating to have 95% chance to hit against everything but Stone Skin bosses.
Comfort and playstyle
Here's a section about HP and mana.

Why this section under Killing speed efficiency? Because it has been heavily discussed in resource references and more, there's a balance between aggressiveness and safety when it comes to self efficiency. You may be less experimented with Zerkers (my case for sure), play with more safety because it is in your habits (or because you are the crazy guy doing such build in HC!), or simply want to maintain big runs sessions without muling in/picking purples each run, that's up to your playstyle.

My situation
For me, as I restarted to play in HC, I am currently focused on having full belt of full rejuvs, so I pick as soon as I use one - and even sometimes I use one when I find one. I am playing with much safety, so I'd like also to have a nice health pool. Based upon @Gripphon and @Luhkoh's feelings at least - from what I recall - 2600hp is a target, so I targeted it.

Regarding mana, I haven't played much with options here. @Gripphon weighted that, with the fact that he needed at least 600 mana for comfortable TP/horking on switch. Well as a learner, I decided to apply this.

For full details in how to prepare/calculate HP and mana based upon level, gear, BO, etc, check the dedicated post here.

Discussing options
Regarding options:
- Goldwrap (30MF) vs Trang-Oul (CBF), Highlord's Wrath vs caster amulet, LoH vs Chancies (usual theorycrafting found in references, see there for details)
- 10FRW+damage in 4 inventory space or damage+mf, damage+life?
- After BO (10 hard points in), life is right under 2600 on kill switch, which seems enough, using/picking pots here or there. Maybe shall raise it a bit.
- TP/Find item (12 hard points in, 50% horking) switch's second weapon: suicide branch or Wizardspike.
 
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Babyhell

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Current stats (not up to date due to some charms swap for more AR/mana)
After BO, life on kill switch is ?, mana on TP switch is ?.
At lvl 93, with +5 vita will be as follows: life on kill switch over ?+22, mana on TP switch over ?+1.

Code:
To be updated
 
Last edited:

Babyhell

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Mar 13, 2020
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Current charms collection in use
Summary (36 inv space, 219MF total)

Grand charms (2, 40MF total)
Code:
Gheed's 40MF
Expert of Inertia
SC - Others (1)
Code:
3/19/3FRW
SC adds/xMF (29, 179MF total)
Code:
Plain  7
AR     36/7, 30/7, 24/6, 27/6, 18/6
       32/5, 30/5, 22/4, 16/4
Fine   2/15/7, 1/12/6, 3/17/6, 2/13/5
Mana   14/7, 11/7, 15/6,
Allres 5/5
FR     11/7
LR     10/6
CR     9/7, 10/6, 7/6,
Def    5/7, 5/7, 19/7, 7/7, 17/6
Poison 50/7
Dumps
Grand charms (2)
Gheed's Fortune
Grand Charm
Required Level: 62
Fingerprint: 0x1c4540c2
Item Level: 75
Version: Expansion 1.10+
145% Extra Gold from Monsters
Reduces all Vendor Prices 12%
40% Better Chance of Getting Magic Items

Expert's Grand Charm of Inertia
Grand Charm
Required Level: 42
Fingerprint: 0xaf8cac0d
Item Level: 81
Version: Expansion 1.10+
+1 to Combat Skills (Barbarian Only)
+7% Faster Run/Walk

SC - Others
Note: here to complement skiller of Inertia
Fine Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0xe6c7e60e
Item Level: 80
Version: Expansion 1.10+
+3% Faster Run/Walk
+3 to Maximum Damage
+19 to Attack Rating

SC 4MF +adds
Iron Small Charm of Fortune
Small Charm
Required Level: 31
Fingerprint: 0x807334db
Item Level: 81
Version: Expansion 1.10+
+22 to Attack Rating
4% Better Chance of Getting Magic Items

Iron Small Charm of Fortune
Small Charm
Required Level: 31
Fingerprint: 0xe4d6dce4
Item Level: 80
Version: Expansion 1.10+
Unidentified
+16 to Attack Rating
4% Better Chance of Getting Magic Items

SC 5MF +adds
Steel Small Charm of Fortune
Small Charm
Required Level: 49
Fingerprint: 0x81e57ecb
Item Level: 85
Version: Expansion 1.10+
+32 to Attack Rating
5% Better Chance of Getting Magic Items

Steel Small Charm of Fortune
Small Charm
Required Level: 49
Fingerprint: 0x4e6b7491
Item Level: 81
Version: Expansion 1.10+
+30 to Attack Rating
5% Better Chance of Getting Magic Items

Fine Small Charm of Fortune
Small Charm
Required Level: 21
Fingerprint: 0xb42084dd
Item Level: 85
Version: Expansion 1.10+
+2 to Maximum Damage
+13 to Attack Rating
5% Better Chance of Getting Magic Items

Shimmering Small Charm of Fortune
Small Charm
Required Level: 25
Fingerprint: 0x8faf973c
Item Level: 85
Version: Expansion 1.10+
All Resistances +5
5% Better Chance of Getting Magic Items

SC 6MF +adds
Iron Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xa9006877
Item Level: 85
Version: Expansion 1.10+
+24 to Attack Rating
6% Better Chance of Getting Magic Items

Fine Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x7333dc2
Item Level: 80
Version: Expansion 1.10+
+1 to Maximum Damage
+12 to Attack Rating
6% Better Chance of Getting Magic Items

Steel Small Charm of Good Luck
Small Charm
Required Level: 49
Fingerprint: 0x9bb4f787
Item Level: 85
Version: Expansion 1.10+
+27 to Attack Rating
6% Better Chance of Getting Magic Items

Burly Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x38671633
Item Level: 80
Version: Expansion 1.10+
+17 Defense
6% Better Chance of Getting Magic Items

Amber Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xdb65e5b9
Item Level: 85
Version: Expansion 1.10+
Lightning Resist +10%
6% Better Chance of Getting Magic Items

Fine Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x12fc17f0
Item Level: 73
Version: Expansion 1.10+
+3 to Maximum Damage
+17 to Attack Rating
6% Better Chance of Getting Magic Items

Iron Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xf5b4e6c1
Item Level: 85
Version: Expansion 1.10+
+18 to Attack Rating
6% Better Chance of Getting Magic Items

Serpent's Small Charm of Good Luck
Small Charm
Required Level: 40
Fingerprint: 0x7e01bd43
Item Level: 85
Version: Expansion 1.10+
+15 to Mana
6% Better Chance of Getting Magic Items

Sapphire Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x7e91c88b
Item Level: 80
Version: Expansion 1.10+
Cold Resist +10%
6% Better Chance of Getting Magic Items

Lapis Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x91fe3a18
Item Level: 88
Version: Expansion 1.10+
Cold Resist +7%
6% Better Chance of Getting Magic Items

SC 7MF with/out adds
Steel Small Charm of Good Luck
Small Charm
Required Level: 49
Fingerprint: 0x1f294a4c
Item Level: 85
Version: Expansion 1.10+
+36 to Attack Rating
7% Better Chance of Getting Magic Items

Stout Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x8f38e5ed
Item Level: 80
Version: Expansion 1.10+
+5 Defense
7% Better Chance of Getting Magic Items

Foul Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x15250c38
Item Level: 80
Version: Expansion 1.10+
Adds 50 Poison Damage Over 4 Secs (100 Frames)
7% Better Chance of Getting Magic Items

Stout Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x295b87a6
Item Level: 85
Version: Expansion 1.10+
+5 Defense
7% Better Chance of Getting Magic Items

Burly Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x59fa2714
Item Level: 80
Version: Expansion 1.10+
+19 Defense
7% Better Chance of Getting Magic Items

Fine Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xd155203
Item Level: 85
Version: Expansion 1.10+
+2 to Maximum Damage
+15 to Attack Rating
7% Better Chance of Getting Magic Items

Stout Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x33dd2c11
Item Level: 88
Version: Expansion 1.10+
+7 Defense
7% Better Chance of Getting Magic Items

Steel Small Charm of Good Luck
Small Charm
Required Level: 49
Fingerprint: 0xa9800bd9
Item Level: 85
Version: Expansion 1.10+
+30 to Attack Rating
7% Better Chance of Getting Magic Items

Serpent's Small Charm of Good Luck
Small Charm
Required Level: 40
Fingerprint: 0x86ffa2f1
Item Level: 85
Version: Expansion 1.10+
+14 to Mana
7% Better Chance of Getting Magic Items

Snake's Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xa936c065
Item Level: 80
Version: Expansion 1.10+
Unidentified
+11 to Mana
7% Better Chance of Getting Magic Items

Ruby Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xf4a30e5f
Item Level: 85
Version: Expansion 1.10+
Fire Resist +11%
7% Better Chance of Getting Magic Items

Cobalt Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x76f1d6e8
Item Level: 80
Version: Expansion 1.10+
Unidentified
Cold Resist +9%
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x6a2ee667
Item Level: 80
Version: Expansion 1.10+
Unidentified
7% Better Chance of Getting Magic Items

Other available options with adds (got other plain 6mf beside not listed)
Steel Small Charm of Vita
Small Charm
Required Level: 49
Fingerprint: 0xc6fd79b4
Item Level: 80
Version: Expansion 1.10+
+34 to Attack Rating
+16 to Life

Steel Small Charm of Strength
Small Charm
Required Level: 49
Fingerprint: 0xc333c8c
Item Level: 80
Version: Expansion 1.10+
Unidentified
+34 to Attack Rating
+2 to Strength

Iron Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xc832b9bf
Item Level: 80
Version: Expansion 1.10+
Unidentified
+15 to Attack Rating
+18 to Life

Iron Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xc7658230
Item Level: 81
Version: Expansion 1.10+
+23 to Attack Rating
+17 to Life

Lizard's Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x1d1b9e3c
Item Level: 85
Version: Expansion 1.10+
+1 to Mana
6% Better Chance of Getting Magic Items

Serpent's Small Charm of Fortune
Small Charm
Required Level: 40
Fingerprint: 0xc812318d
Item Level: 80
Version: Expansion 1.10+
Unidentified
+13 to Mana
5% Better Chance of Getting Magic Items
 
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Babyhell

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Current gear - details and dumps
My main issue is around the amulet I guess - good mods, low stats.

Either I go crafting to find a 2 barb/any FCR/something, or switch to Highlord's Wrath/FCR combo - I have some FCR/AR rings, but nothing exceptional, i'll add dumps later, and swap LoH for 39 Chancies to compensate.

Dumps
Jewelry
Code:
Skull Talisman
Amulet
Required Level: 49
Fingerprint: 0x2fdf790b
Item Level: 90
Version: Expansion 1.10+
+1 to Barbarian Skill Levels
+9% Faster Cast Rate
+16 to Mana
Regenerate Mana 8%
Cold Resist +26%
All Resistances +7
8% Better Chance of Getting Magic Items

Nagelring
Ring
Required Level: 7
Fingerprint: 0x92c55a64
Item Level: 43
Version: Expansion 1.10+
+61 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
30% Better Chance of Getting Magic Items

Nagelring
Ring
Required Level: 7
Fingerprint: 0xa1583f66
Item Level: 49
Version: Expansion 1.10+
+66 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
30% Better Chance of Getting Magic Items
Kill switch
Code:
Grief
Phase Blade
EthTirLoMalRal
One Hand Damage: 31 - 35
Indestructible
Required Level: 59
Required Strength: 25
Required Dexterity: 136
Fingerprint: 0xff352a7d
Item Level: 81
Version: Expansion 1.10+
35% Chance to cast level 15 Venom on striking
+35% Increased Attack Speed
Damage +390
Ignore Target's Defense
-25% Target Defense
+172% Damage to Demons (Based on Character Level)
Adds 5 - 30 Fire Damage
-23% to Enemy Poison Resistance
20% Deadly Strike
Prevent Monster Heal
+2 to Mana after each Kill
+11 Life after each Kill
5 Sockets (5 used)
Socketed: Eth Rune
Socketed: Tir Rune
Socketed: Lo Rune
Socketed: Mal Rune
Socketed: Ral Rune

Gemmed Phase Blade
Phase Blade
One Hand Damage: 31 - 35
Indestructible
Required Level: 54
Required Strength: 25
Required Dexterity: 136
Fingerprint: 0x4e9560eb
Item Level: 83
Version: Expansion 1.10+
180% Better Chance of Getting Magic Items
6 Sockets (6 used)
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
TP switch
Code:
Wizardspike
Bone Knife
One Hand Damage: 23 - 49
Durability: 22 of 26
Required Level: 61
Required Strength: 38
Required Dexterity: 75
Fingerprint: 0xfcbbe763
Item Level: 85
Version: Expansion 1.10+
Indestructible
+50% Faster Cast Rate
Increase Maximum Mana 15%
+184 to Mana (Based on Character Level)
Regenerate Mana 15%
All Resistances +75

Suicide Branch
Burnt Wand
One Hand Damage: 8 - 18
Durability: 15 of 15
Required Level: 51
Required Strength: 25
Fingerprint: 0xbfafba4a
Item Level: 60
Version: Expansion 1.10+
+1 to All Skills
+50% Faster Cast Rate
+40 to Life
Increase Maximum Mana 10%
All Resistances +10
Attacker Takes Damage of 25
30% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Ist Rune
Other gear
Code:
Harlequin Crest
Shako
Defense: 140
Durability: 10 of 12
Required Level: 67
Required Strength: 50
Fingerprint: 0x30b44a7f
Item Level: 80
Version: Expansion 1.10+
+2 to All Skills
All Stats +2
+139 to Life (Based on Character Level)
+139 to Mana (Based on Character Level)
Damage Reduced by 10%
Cannot Be Frozen
50% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Cham Rune

Enigma
Archon Plate
JahIthBer
Defense: 1271
Durability: 58 of 60
Required Level: 65
Required Strength: 103
Fingerprint: 0x3a959e17
Item Level: 85
Version: Expansion 1.10+
+2 to All Skills
+45% Faster Run/Walk
+1 to Teleport
+754 Defense
+69 to Strength (Based on Character Level)
Increase Maximum Life 5%
Damage Reduced by 8%
+14 Life after each Kill
15% Damage Taken Goes To Mana
92% Better Chance of Getting Magic Items (Based on Character Level)
3 Sockets (3 used)
Socketed: Jah Rune
Socketed: Ith Rune
Socketed: Ber Rune

War Traveler
Battle Boots
Defense: 120
Durability: 48 of 48
Required Level: 42
Required Strength: 95
Fingerprint: 0xd6a3129a
Item Level: 88
Version: Expansion 1.10+
+25% Faster Run/Walk
Adds 15 - 25 Damage
+152% Enhanced Defense
+10 to Strength
+10 to Vitality
40% Slower Stamina Drain
Attacker Takes Damage of 7
47% Better Chance of Getting Magic Items
+30 Maximum Durability

Laying of Hands
Bramble Mitts
Defense: 87
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0x6ba3d293
Item Level: 85
Version: Expansion 1.10+
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Resist +50%

Goldwrap
Troll Belt
Defense: 122
Durability: 18 of 18
Required Level: 74
Required Strength: 151
Fingerprint: 0x4ae345c0
Item Level: 88
Version: Expansion 1.10+
+10% Increased Attack Speed
+54% Enhanced Defense
+25 Defense
77% Extra Gold from Monsters
30% Better Chance of Getting Magic Items
+2 to Light Radius
Required Level +12
 
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Babyhell

Well-known member
Mar 13, 2020
1,311
747
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France
#SadButTrue no more socket quest in SC... either I bring a socketed Suicide Branch from HC, or I build a new SC char just for that second switch weapon xD

@D2DC there are so many information in this community that it would be messy not to try to have something at least with some details...I am starting with this one as the theorycrafting available is really deep, hopefully I'll be able to make something comparable for next characters ;-) for now, it helps me to create my own template for dedicated threads, where I am more around story/diary/journey pattern usually, here I discover something else :)
 
Last edited:

Babyhell

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HP and Mana computation
This is subsection from Comfort and playstyle section of the first post.
How to
First thing is to know how to calculate this at a given level, and take into account charms, gear, and BO.

Health
Simplified, the formula is as follows:
Base life + Additional base life + Increased life + Other life sources = Hit Points
Base life: initial base life, life gained per level, per hard statpoint, Alkor's quests
Additional base life: direct +life items (charms, Waterwalk, rare rings/amulet life bonuses)
Increased life: %increase life total, from either gear (Enigma, Doombringer), Battle Orders, or Oak Sage
Other life sources: +life/clvl items, +vitality from items

First thing is the level targeted for Zerking start. My choice had been to stop leveling at 92.

Base life
As a consequence, with all quests done, and somehow optimized strength
(93 hard points +2 from Shako + 10 from War Travellers brings up to 105, covering the Archon plate requirement of my Enigma)
and dexterity (for 10k+ AR), I could put vitality up to 274. It puts base life at 1293.

Additional base life
Second, I don't have additional base life source, and as I wasn't sure about handling the character properly, I took the worst case scenario, i.e. no life from charm - this way, I can trade mf for life easily if I feel so.

So that's it for the BOable life, 1293. Well, in fact that's it for the %increasable life, and that's not a minor point, because Enigma gives 5% life increase, additive with BO - let's calculate this later in a dedicated subsection.

Other life sources
Other sources of life and vitality are Shako and War Travellers, bringing 138 life and 12 vitality, so 48 life. Total 186 life here.

Increasing life: calculating BO level needed
For my around 2600hp, what level of BO do I need - and therefore how many hard points will I put in. For sure, optimized value is at 1, and 1 in Battle commands, but you deal with your own situation don't you?

First subtract non-BOable and BOable life from target:
2600 - 186 - 1293 = 1121

Now get the ratio between this result and BOable life
1121/1293 = 86.69... let's say 87%.

I have 5% from Enigma, additive, so I subtract it, giving 82% required from BO.

Now check Battle Orders tables (bonus is the same for life, mana and stamina):
Rich (BB code):
BO level 16 17
+Bonus%  80 83
So the landing spot is between lvl 16 and 17. Let's take 16, i'll get some level later anyway, so it will compensate that little difference in the end, I just don't want to be too far to avoid to be in pain until lvl 96 doing p1 pit runs -_-.

Now check +skills available:
  • No skiller (obviously you don't want any)
  • Shako +2
  • Enigma +2
  • Amulet +1 for me
  • On cast switch Suicide branch +1 (can be +2 with two SB)
  • +1 from Battle Commands
Total in my case: +6. Yes, I forgot the point in Battle Commands (useful because it boosts your BO, but also all your other skills, including Berserker for example).

So in my case, it's 16 - 6 = 10 hard points to be put in Battle Orders (or 16 - 7 = 9 in Battle Orders and 1 in Battle commands).

Well I fcked up with the BC point and put 10 in BO... whatever.

So I'm here at lvl 16 BO anyway, 80% bonus + 5 from Enigma. So it's an additional 1293*0.85 = 1099 hp.

In the end, 1293 + 1099 + 186 = 2578hp.

Projection
Targeting the same life pool and putting all points in Vitality, at clvl 96, required BO lvl will be down to 12. With dual SB and a +2 amulet, it would then require 3 points in BO+ 1 point in BC.

Mana
Simplified, the formula is as follows:
Base mana + Additional base mana + Increased mana + Other mana sources = Mana Points
Base mana: initial base mmana, mmana gained per level, per hard statpoint
Additional base mana: direct +mana items (charms, rings/amulet mana bonuses)
Increased mana: %increase mana total, from either gear (Wizardspike, SoJ), or Battle Orders
Other mana sources: +mana/clvl items, +energy from items

First thing is the level targeted for Zerking start. My choice had been to stop leveling at 92.

Base mana
No point put in energy, so it's still at initial 10 for mana. Including +1 per level gained, It puts base mana at 101.

Additional base mana
I have additional base mana from some MF charms, for 40 combined, and 16 more from amulet, so it's 56 total.

So that's it for the increasable mana, 157 - let's calculate increase later in a dedicated subsection.

Other mana sources
Other sources of mana and energy is Shako and Wizardspike, bringing 138+184 mana and 2 energy, so 324 mana total.

Increasing mana: calculating BO level needed
For my around 600mana, what level of BO do I need - and therefore how many hard points should I put in.

First subtract non-BOable and BOable mana from target:
600 - 324 - 157 = 119

Now get the ratio between this result and increasable mana
119/157 = 75.79%... let's say 76%.

I have 15% from Wizardspike and 10 from Suicide Branch, additive, so I subtract 25%, giving 51% required from BO.

As seen previously in Battle Orders tables for life (bonus is the same for life, mana and stamina):
Rich (BB code):
BO level 16
+Bonus%  80
Mana needs are largely covered by life requirements, so we are at BO 16.

With this, we are at 80% bonus + 25 from Wizardspike and Suicide Branch. So it's an additional 157*1.05 = 164 mana.

In the end, 157 + 324 + 164 = 645 mana. More than enough!

Projection
Targeting the same mana pool, at clvl 96, required BO lvl will be down to ?. With dual SB and a +2 amulet, it would then require ? points in BO+ 1 point in BC.

Replacing Wizardspike by a second Suicide Branch
This option adds a +1 all skills, which is nice for various reasons (higher BO, higher Find Item, less costly TP).

But Wizardspike is a huge mana bringer: before switching, mana pool has to be redefined!

Basically, +1 BO brings +3% increased life and mana. So in order to keep at least 600 mana, considering the loss of mana (184 at lvl 92) and increase mana ratio (loss of 5% using Suicide Branch), we need to find 70 more increasable mana, from charms, jewelry, whatever. Good to know! ;)

Second point would be to make the calculation considering an optimization of skill points, as projected in Health section. Kept for later, I will not be an easy task without huge mana workaround!

Mana AND life option: Trang-Oul Girth (25-50 increasable mana, 66 increasable life). Replaces Goldwrap, IAS has to be replaced. Best option seems to be Highlord's Wrath and get back Chancies to compensate MF, therefore finding a FCR ring ideally with some MF and AR to compensate Nagelring loss. Thanks to CBF mod on belt, Ist'ed Shako is great option too!

Mana option: Tal rasha's belt! 30 increasable mana, 15MF. Replaces Goldwrap, IAS has to be replaced. Best option seems to be Highlord's Wrath and get back Chancies to compensate MF, therefore finding a FCR ring ideally with some AR to compensate Nagelring loss. At this point, MF on ring is bonus!
 
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