Meet Patriarch AxeGoldie, dedicated Travincal Rune Hunter!
[highlight]Q:[/highlight] That name looks awfully familiar.
[highlight]A:[/highlight] You're right! Devotees will remember this guy, goldfinder extraordinaire. After him and his little brother WWGoldie having found well over 1.5 billion pieces of gold from the once-rich High Council, though, AxeGoldie has grown tired of that particular treasure hunt and has decided to shift focus onto other things. Thank the wonders of 1.13 respecing for that!
[highlight]Q:[/highlight] So what is he up to nowadays then?
[highlight]A:[/highlight] Ehm, well, pretty much the same thing. Still killing council members, just the goldfinding equipment has been stashed for now in exchange for, you know, damage and stuff.
[highlight]Q:[/highlight] Is he finished?
[highlight]A:[/highlight] Some plans are still being finalized at this point. A lot of planning has gone into him, I'll tell you more about it later!
[highlight]Q:[/highlight] Cool, how about some stats and such though?
[highlight]A:[/highlight] Oh absolutely!
[highlight]Stats and such:[/highlight]
Name: AxeGoldie
Level: 92
Life: 1945 (4203)
Chance to Hork: 55%
AR: 6185 (78% chance to hit council members)
Weapon 1 damage: 11434-17687 (14560 avg)
Weapon 2 damage: 10896-17151 (14023 avg)
Strength: 128 (193)
Dexterity: 61 (87)
Vitality: 356 (356)
Resists: 75/70/80/70 (Fire/Cold/Lightning/Posion)
Battle Orders, Find Item 20 (31)
Whirlwind 20 (27)
Axe Mastery 20 (25)
Battle Command 1
Natural Resist x
Increased Speed x
Not decided on the remaining points yet.
[highlight]Gear[/highlight]
Weapons: Dual 1.07 eth Grief BA
Switch: Dual Echoing
Armor: Fortitude
Helm: Arreat's
Amulet: Rare +2Barb/15Str/31life/17resall/18LR/Teleport
Ring1: Rare 20Str/97AR/4MaxDmg/11resall/10FCR
Ring2: Rare 120AR/6ML/7FR/7LR/1MDR
Gloves: 1.07 LoH
Belt: String of Ears
Boots: Gore Rider
Might Merc:
Shael'd Reaper's/Kira's/Guardian Angel
Readouts:
Charms give +106 max damage, 679 AR, 155 life 10 Strength and 6 Dexterity. I decided against using a Gheed's. 2x4 open space. I originally didn't plan for the 1.07 damage charms, instead using more Sharp and Steel GC's. This setup definitely raises damage per second, but at the cost of some life, and uglier looking AR.
[highlight]Q:[/highlight] Cool stuff. Tell me about the spreadsheet though!
[highlight]A:[/highlight] How did you know about the spreadsheet? Anyway, I spent the better part of the day crafting an awesome excel document which lets me play around with various stats and see how it affects my character. Here you can see what it looks like. It's specifically designed for my WW Barb, and I can change any number of variables and have it accurately adjust the appropriate things. For instance, I can see exactly how my AR, and Chance to Hit, changes when I raise or lower the amount of Stat points I place in Dexterity. Want to see how much more damage I'll do once I level up? Raise Clvl from 92 to 93 and the Chance to Hit will get higher, as will the ED% Vs Demons number (since Grief has ED% to Demons based on character level), and subsequently the damage outputs on both my Griefs. The Damage Per Second will then of course change since I hit more often (hopefully) and do more damage per hit. How big is the effect of +2 Barb skills from my Amulet, really? Lower the skill levels of BO, WW and Axe Mastery by 2, and Life, AR, ED and everything tied to them will change accordingly.
Seeing these numbers have really shown me how tough it can be to find the perfect balance between different things. To give an example, I've found that to raise my chance to hit with 1.0%, I need to raise my Base AR by 82. The resulting gain in DPS is greater than the gain would be if I spent those 16.4 stat points in Strength instead, but for each percentage I want to raise my Chance to Hit, more AR is needed, and the DPS difference is smaller. I also can't lower Strength to get more stat points for Dexterity too much, or my DPS will suffer. In addition, is a 1.0% increase in Chance to Hit worth 147.6 life? It raises my DPS by 1.28%, which is certainly not insignficant. How important are those final hit points between ~4050 and 4200? What about if I take another percent to hit, at the expense of more HP?
It's great fun to play around with. I certainly haven't figured out the answers yet. It has, however, allowed me to clearly see why one charm is better than another, when I've had a hard time deciding between the two. It has also allowed me to more easily evaluate the difference between different rare rings.
If you have any thoughts on what I should do with regards to stat points or gear choices, I'd love to hear them of course! Like I said, I might still change some things for sure.
[highlight]Q:[/highlight] That's an awesome spreadsheet!
[highlight]A:[/highlight] That's not a question.
[highlight]Q:[/highlight] Did you just blatantly steal a joke from Liquid_Evil?
[highlight]A:[/highlight] Maybe.
[highlight]Q:[/highlight] Moving on.. Any flaws in the spreadsheet?
[highlight]A:[/highlight] Oh sure. The three biggest one I can think of is the damage calculation doesn't take Crushing Blow into account; it also doesn't take the Poison damage from Grief(s) into account, and the Chance to Hit formula isn't adjusting for the -25% Target Defense mod on Grief(s), so the DPS isn't what it actually should be. For comparison purposes, though, I feel like it does just fine. That Crushing Blow should probably be in there somehow though. Oh well.
[highlight]Q:[/highlight] So what are his plans again?
[highlight]A:[/highlight] Run Travincal. There's still plenty of math to be done though; for instance I haven't figured out which player setting to run. He handles p7 completely fine, but I haven't played enough to have any accurate run times for the different player settings yet. Once I do, I'll bust out the ol' drop calculator to see which player setting yields the best High Rune drop rate / time unit. I have a feeling it'll be p3 still, but it's just a guess at this point.
That's all I think. Please let me know if you have any thoughts on how to improve his gear. I think a 1.07 Mavina's Tenet should be good, as I can spend fewer points in Increased Speed because of the 40FRW, and can use a different rare ring than the somewhat mediore Mana Leech ring he's using now. Something with even more AR would be nice, somehow.
Anyway, thanks for reading
[highlight]Q:[/highlight] That name looks awfully familiar.
[highlight]A:[/highlight] You're right! Devotees will remember this guy, goldfinder extraordinaire. After him and his little brother WWGoldie having found well over 1.5 billion pieces of gold from the once-rich High Council, though, AxeGoldie has grown tired of that particular treasure hunt and has decided to shift focus onto other things. Thank the wonders of 1.13 respecing for that!
[highlight]Q:[/highlight] So what is he up to nowadays then?
[highlight]A:[/highlight] Ehm, well, pretty much the same thing. Still killing council members, just the goldfinding equipment has been stashed for now in exchange for, you know, damage and stuff.
[highlight]Q:[/highlight] Is he finished?
[highlight]A:[/highlight] Some plans are still being finalized at this point. A lot of planning has gone into him, I'll tell you more about it later!
[highlight]Q:[/highlight] Cool, how about some stats and such though?
[highlight]A:[/highlight] Oh absolutely!
[highlight]Stats and such:[/highlight]
Name: AxeGoldie
Level: 92
Life: 1945 (4203)
Chance to Hork: 55%
AR: 6185 (78% chance to hit council members)
Weapon 1 damage: 11434-17687 (14560 avg)
Weapon 2 damage: 10896-17151 (14023 avg)
Strength: 128 (193)
Dexterity: 61 (87)
Vitality: 356 (356)
Resists: 75/70/80/70 (Fire/Cold/Lightning/Posion)
Battle Orders, Find Item 20 (31)
Whirlwind 20 (27)
Axe Mastery 20 (25)
Battle Command 1
Natural Resist x
Increased Speed x
Not decided on the remaining points yet.
[highlight]Gear[/highlight]
Weapons: Dual 1.07 eth Grief BA
Switch: Dual Echoing
Armor: Fortitude
Helm: Arreat's
Amulet: Rare +2Barb/15Str/31life/17resall/18LR/Teleport
Ring1: Rare 20Str/97AR/4MaxDmg/11resall/10FCR
Ring2: Rare 120AR/6ML/7FR/7LR/1MDR
Gloves: 1.07 LoH
Belt: String of Ears
Boots: Gore Rider
Might Merc:
Shael'd Reaper's/Kira's/Guardian Angel
Readouts:
Code:
Grief
Berserker Axe
'EthTirLoMalRal'
One-Hand Damage: 36 to 159
Required Dexterity: 49
Required Strength: 128
Required Level: 64
Axe Class - Very Fast Attack Speed
Indestructible
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1f328a38
Adds 5-30 fire damage
+14 Life after each Kill
37% Increased Attack Speed
Adds +390 Damage
Ignore Target Defense
-25% Target Defense
Prevent Monster Heal
+2 to Mana After Each Kill
20% Deadly Strike
35% Chance to cast Level 15 Venom on striking
172% Damage to Demons (Based on Character Level)
-20% to Enemy Poison Resistance
Ethereal (Cannot be Repaired), Socketed (5: 5 used)
Grief
Berserker Axe
'EthTirLoMalRal'
One-Hand Damage: 36 to 159
Required Dexterity: 49
Required Strength: 128
Required Level: 64
Axe Class - Very Fast Attack Speed
Indestructible
Item Version: Expansion
Item Level: 99
Fingerprint: 0x324e6ba5
Adds 5-30 fire damage
+15 Life after each Kill
35% Increased Attack Speed
Adds +370 Damage
Ignore Target Defense
-25% Target Defense
Prevent Monster Heal
+2 to Mana After Each Kill
20% Deadly Strike
35% Chance to cast Level 15 Venom on striking
172% Damage to Demons (Based on Character Level)
-22% to Enemy Poison Resistance
Ethereal (Cannot be Repaired), Socketed (5: 5 used)
Fortitude
Fabian's Archon Plate
'ElSolDolLo'
Defense: 1500
Durability: 59 of 60
Required Strength: 103
Required Level: 63
Item Version: Expansion
Item Level: 99
Fingerprint: 0x61425a2a
+200% Enhanced Defense
+300% Enhanced Damage
+15 Defense
Damage Reduced by 7
Fire Resist +30%
Lightning Resist +30%
+5% to Maximum Lightning Resist
Cold Resist +30%
Poison Resist +30%
Replenish Life +7
+1 to Light Radius
25% Faster Cast Rate
12% Damage Taken Goes to Mana
20% Chance to cast Level 15 Chilling Armor when struck
+138 to Life (Based on Character Level)
Socketed (4: 4 used)
Blood Collar
Amulet
Required Level: 67
Item Version: 1.10+ Expansion
Item Level: 92
Fingerprint: 0x858902f6
+15 to Strength
+31 to Life
Fire Resist +17%
Lightning Resist +35%
Cold Resist +17%
Poison Resist +17%
+2 to Barbarian Skill Levels
Level 2 Teleport (19/25 Charges)
Beast Band
Ring
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x61680121
+20 to Strength
+97 to Attack Rating
+4 to Maximum Damage
All Resistances +11
10% Faster Cast Rate
Bitter Grip
Ring
Required Level: 74
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xf7b24823
+120 to Attack Rating
Magic Damage Reduced by 1
Fire Resist +7%
Lightning Resist +7%
6% Mana stolen per hit
Replenish Life +6
Laying of Hands
Bramble Mitts
Defense: 86
Durability: 11 of 12
Required Strength: 50
Required Level: 63
Item Version: Expansion
Item Level: 87
Fingerprint: 0x5791c98b
+25 Defense
20% Increased Attack Speed
350% Damage to Demons
50% Fire Absorb
10% Chance to cast Level 3 Holy Bolt on striking
String of Ears
Demonhide Sash
Defense: 105
Durability: 21 of 22
Required Strength: 20
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xcc010d6b
+158% Enhanced Defense
+15 Defense
Magic Damage Reduced by 13
Damage Reduced by 15%
8% Life stolen per hit
+10 Maximum Durability
Arreat's Face
Slayer Guard
Defense: 327
Durability: 54 of 55
(Barbarian Only)
Required Strength: 118
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x1e643108
+20 to Strength
+20 to Dexterity
+171% Enhanced Defense
All Resistances +30
3% Life stolen per hit
+2 to Barbarian Skill Levels
30% Faster Hit Recovery
20% Bonus to Attack Rating
+2 to Combat Skills (Barbarian Only)
Socketed (1: 0 used)
Gore Rider
War Boots
Defense: 157
Durability: 34 of 34
Required Strength: 94
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x27c67904
+20 to Maximum Stamina
+191% Enhanced Defense
+10 Maximum Durability
Requirements -25%
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike
Echoing Throwing Spear
Throw Damage: 12 to 30
One-Hand Damage: 5 to 15
Quantity: 80
Required Dexterity: 65
Required Level: 45
Javelin Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 93
Fingerprint: 0xedd3a2bd
+3 to Warcry Skills (Barbarian Only)
Echoing Balanced Axe of Slaying
Throw Damage: 12 to 22
One-Hand Damage: 5 to 17
Quantity: 130
Required Dexterity: 57
Required Level: 45
Axe Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x3cad38ea
+7 to Maximum Damage
+3 to Warcry Skills (Barbarian Only)
Charms give +106 max damage, 679 AR, 155 life 10 Strength and 6 Dexterity. I decided against using a Gheed's. 2x4 open space. I originally didn't plan for the 1.07 damage charms, instead using more Sharp and Steel GC's. This setup definitely raises damage per second, but at the cost of some life, and uglier looking AR.
Code:
Serrated Grand Charm of Craftmanship
Keep in Inventory to Gain Bonus
Required Level: 31
Item Version: Expansion
Item Level: 88
Fingerprint: 0x65e21e13
+23 to Maximum Damage
Grand Charm of Maiming
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: Expansion
Item Level: 88
Fingerprint: 0x57b10a0a
+20 to Maximum Damage
Serrated Grand Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: Expansion
Item Level: 88
Fingerprint: 0x2d06c10
+3 to Strength
+20 to Maximum Damage
Steel Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xac688147
+39 to Life
+130 to Attack Rating
Steel Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xbb82714a
+40 to Life
+114 to Attack Rating
Steel Grand Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x6368da4
+6 to Dexterity
+132 to Attack Rating
Sharp Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 83
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xe52939de
+45 to Life
+54 to Attack Rating
+10 to Maximum Damage
Steel Large Charm of Quality
Keep in Inventory to Gain Bonus
Required Level: 36
Item Version: Expansion
Item Level: 88
Fingerprint: 0x4a8e084
+59 to Attack Rating
+9 to Maximum Damage
Sharp Large Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xecc7d51b
+4 to Strength
+48 to Attack Rating
+6 to Maximum Damage
Iron Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x910963f8
+19 to Life
+20 to Attack Rating
Fine Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x74cf84b0
+12 to Life
+17 to Attack Rating
+2 to Maximum Damage
Fine Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xfab3b6bd
+1 to Strength
+20 to Attack Rating
+3 to Maximum Damage
Fine Small Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x6f3beec7
+18 to Attack Rating
+2 to Maximum Damage
3% Faster Run/Walk
Steel Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xd7c328fa
+2 to Strength
+32 to Attack Rating
Steel Small Charm of Maiming
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: Expansion
Item Level: 88
Fingerprint: 0x26875a55
+35 to Attack Rating
+5 to Maximum Damage
Serrated Small Charm of Greed
Keep in Inventory to Gain Bonus
Required Level: 45
Item Version: Expansion
Item Level: 90
Fingerprint: 0x4521aced
+6 to Maximum Damage
10% Extra Gold from Monsters
[highlight]Q:[/highlight] Cool stuff. Tell me about the spreadsheet though!
[highlight]A:[/highlight] How did you know about the spreadsheet? Anyway, I spent the better part of the day crafting an awesome excel document which lets me play around with various stats and see how it affects my character. Here you can see what it looks like. It's specifically designed for my WW Barb, and I can change any number of variables and have it accurately adjust the appropriate things. For instance, I can see exactly how my AR, and Chance to Hit, changes when I raise or lower the amount of Stat points I place in Dexterity. Want to see how much more damage I'll do once I level up? Raise Clvl from 92 to 93 and the Chance to Hit will get higher, as will the ED% Vs Demons number (since Grief has ED% to Demons based on character level), and subsequently the damage outputs on both my Griefs. The Damage Per Second will then of course change since I hit more often (hopefully) and do more damage per hit. How big is the effect of +2 Barb skills from my Amulet, really? Lower the skill levels of BO, WW and Axe Mastery by 2, and Life, AR, ED and everything tied to them will change accordingly.
Seeing these numbers have really shown me how tough it can be to find the perfect balance between different things. To give an example, I've found that to raise my chance to hit with 1.0%, I need to raise my Base AR by 82. The resulting gain in DPS is greater than the gain would be if I spent those 16.4 stat points in Strength instead, but for each percentage I want to raise my Chance to Hit, more AR is needed, and the DPS difference is smaller. I also can't lower Strength to get more stat points for Dexterity too much, or my DPS will suffer. In addition, is a 1.0% increase in Chance to Hit worth 147.6 life? It raises my DPS by 1.28%, which is certainly not insignficant. How important are those final hit points between ~4050 and 4200? What about if I take another percent to hit, at the expense of more HP?
It's great fun to play around with. I certainly haven't figured out the answers yet. It has, however, allowed me to clearly see why one charm is better than another, when I've had a hard time deciding between the two. It has also allowed me to more easily evaluate the difference between different rare rings.
If you have any thoughts on what I should do with regards to stat points or gear choices, I'd love to hear them of course! Like I said, I might still change some things for sure.
[highlight]Q:[/highlight] That's an awesome spreadsheet!
[highlight]A:[/highlight] That's not a question.
[highlight]Q:[/highlight] Did you just blatantly steal a joke from Liquid_Evil?
[highlight]A:[/highlight] Maybe.
[highlight]Q:[/highlight] Moving on.. Any flaws in the spreadsheet?
[highlight]A:[/highlight] Oh sure. The three biggest one I can think of is the damage calculation doesn't take Crushing Blow into account; it also doesn't take the Poison damage from Grief(s) into account, and the Chance to Hit formula isn't adjusting for the -25% Target Defense mod on Grief(s), so the DPS isn't what it actually should be. For comparison purposes, though, I feel like it does just fine. That Crushing Blow should probably be in there somehow though. Oh well.
[highlight]Q:[/highlight] So what are his plans again?
[highlight]A:[/highlight] Run Travincal. There's still plenty of math to be done though; for instance I haven't figured out which player setting to run. He handles p7 completely fine, but I haven't played enough to have any accurate run times for the different player settings yet. Once I do, I'll bust out the ol' drop calculator to see which player setting yields the best High Rune drop rate / time unit. I have a feeling it'll be p3 still, but it's just a guess at this point.
That's all I think. Please let me know if you have any thoughts on how to improve his gear. I think a 1.07 Mavina's Tenet should be good, as I can spend fewer points in Increased Speed because of the 40FRW, and can use a different rare ring than the somewhat mediore Mana Leech ring he's using now. Something with even more AR would be nice, somehow.
Anyway, thanks for reading
Last edited: