quill rats

YoungDbl

New member
quill rats

Why is it my hammerdin takes so much damage from quill rats? What kind of damage do they do? Just normal physical I thought. Any special abilities im missing?
 
Re: quill rats

Hm well in Hell and maybe NM they also do poison damage. I don't know why your hammerdin would be taking a lot of damage from them though.

Good luck finding out though
 
Re: quill rats

My resists are pretty good all around. Playing this character I have to attract a group and then cast a few times, duck back a few steps, cast again, and repeat. For some reason though ranged attacks are doing a lot more damage to me. Quill rats and archers mostly.

I am playing untwinked so I know it's not going to be a cake walk. I played through normal and nightmare on players8 and had no issues at all. Act5 nm was a bit hard for wsk and baal. Even cold plains in hell posed more of a chalange then act5 nm did. I'm even playing at players1.

I have to keep it at p1, use my hit and run tactics, and just generally play slow and yet it still is a bit hard. I have a feeling once I get to act2 I'm really going to struggle. I don't even bother to res my merc anymore. As soon as a boss group comes along he dies. I've been about an hour just clearing stony field, underground cave, dark wood, and tristram.
 
Re: quill rats

The Quill Rats are surprisingly strong. I have trouble tanking them with my sorc, who has decent poison resists. I think in general monsters' poison damage is pretty strong in hell.
 
Re: quill rats

What level are you?
 
Re: quill rats

I've been doing better then what I have. I feel like I actually am playing the game for once. Using tactics and strategies to beat levels. As of right now I am level 67 and just killed countess. I've gotten all quests and wps up to this point. I've been doing a fairly good job of finishing off packs with ce/fe death blows from a distance. The only one I've died to so far is countess and I seen that coming. She wouldn't chase me at all so I figured I'd have to bite the bullet and kill her within range of her CE ring. Of course it was insta-death. Other then that I've been making progress. It's act2 that is going to be a real pain. Only going to get worse from there...

edit: Also archers are really destroying me. The cold archers were not that bad, but the vile archers with poison are a real pain. No deaths from them yet, but a lot of slow progress.

Also wondering where I can shop a good scepter. On my old pala I shopped a nice +3 conc +3 bh sceptar iirc. So far the best I've found is +1 pala skill levels and +1 meditation. Which is garbage. From what I've noticed act3 is the best place to shop a nice sceptar. What do you all think?
 
Re: quill rats

67 is kind of low for untwinked. NM Baal runs can quickly get you to 75, so you should do that. The extra points in Hammer synergies will help you out offensively, too.
 
Re: quill rats

Offensive I do just fine. It's just the damage I take. Resists are pretty decent, life is decent, just take too much damage. Also there is no point imo to go back and do nm baals. At the rate I'm leveling I'll be 75 mid act 2. I rather just keep grinding on. Truthfuly nm baal runs are too much of a hassle. My run would be like 20-30 minutes.
 
Re: quill rats

That might be true. But monsters have a much better chance of hitting you if you're lower-leveled. This is assuming equal defense and chance to block. But yeah, if it'll take 20-30 minutes, you're probably better off questing. Good luck with the Maggot Lair. *shudders*
 
Re: quill rats

Act 2 is always hard for my hammerdins for some reason. It's going to be especially hard with this one though. :(

I would MP through it but there are hardly any vanilla players around, especially at 2:15am.

edit: Well finally finished act 1.
edit2: Sewers just completely destroyed me even at p1. :( :(
 
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Re: quill rats

If you don't want to levelup further, that's your own business.

But being 10-15 levels below your enemies is why you and your merc getting smacked around though - if I had to make a guess I'd bet your opponents are getting a 30-50% bonus to their chance to hit and your merc is suffering a 30-50% penalty... Archer-types generally have pretty decent AR too, so the bonus they get for being a higher level will be even bigger than most melee monsters... no wonder you're both having a hard time surviving.
 
Re: quill rats

Actually, according to the CtH formula it is not that bad. The lvl-dependent part reads:
alvl / (alvl + dlvl). Let us assume a burning archer at alvl 74, the difference between dlvl 67 and 80 is 9%. Of course, 9% translates to som 11% more damage over time, which is not to be sneezed at.

Personally, I think the difference in HP is a just as large contributing factor. A hit is some 30 pts damage, and 13 lvls is for a paladin 26 hp for levels and up to a whooping 180 hp for vit. I do not know what your current max is, but I think we are looking at at least 15% longer survivability here.

It all adds up....
 
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