The Questions Thread

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Tao of Poison from the Wayback Machine Archive. It really really really needs updating to 1.11. Anyone?
 
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not that I could actually answer your question, doesn't Tal Rune in Shield/Body Armor/Helm add +poison resistance
 
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Question by me...

It's a poisonous issue, really. Now, necromancer of course. I am pumping poison dagger, and the damage will be nice, but I am worried about the head I have with me.
It adds 2-7 PD over 3 seconds (standard for low lvl heads, I am lvl 18 after all). It has 1 os, and I did find a tal rune. So if I sokcet it with the tal rune, how does this damage add up? Should I consider this one item with an averaged poison damage? Is this the equivalent of 2 items, and should I then average poisoin length duration?
Is there some way to find this out?

tal runes don't add poison damage to shields. Your damage won't change in the least. The way to figure out your poison damage, is figure out your poison damage per frame from all sources of poison damage you have. Add them together to get your total poison damage per frame. When you hit a monster, you will do poison damage equal to your total poison damage per frame, for the number of frames equal to the lowest duration of any of the poisons.

That's why if you use venom, any other poison damage is insignificant (because it's damage over .4 seconds is pitiful compared to the 500 or whatever venom gives you).

Oh, btw, the Tao of poison is currently not available on the strategy forum...
So my question. Should I put the tal rune in the socket? (It's a head with +2 to clay golem, which is pretty nice and may last me for a bit). Will this increase poison damage output? Significantly so? Should I save it for something else?

Just save the tal rune, poison dagger is terrible at low levels. I have a poison daggermancer about to kill duriel and it's infinately faster to cast amp and just let my merc kill stuff. Plus, tal doesn't add poison damage in shields, just weapons.

Even worse, since I want to make this a poison build who relies mainly on the dagger for damage output, I need some way to stop damage. Obviously, the heads aren't going to give me a good CtB, so I'll probably wind up with a shield of some sorts. Should I couple the dagger with a head with good +skills to relevant items (preferably PD) and, if possible, with 1 or 2 tal runes in there and simlpy switch to a different setup (possily a wand with relevant +skills) and a good shield for poison nova?

Tal runes (in weapon) won't add any noticible damage to poison dagger because they will pale compared to its damage, once again, they don't add damage in the shield. I'd definately go for +skills and put eld's or shaels in the sockets.



 
Re: The Questions Thread

Skoolbus, you positive about the poison damage?

Let's see. If I'd have Poison Dagger at 12 And poison nova at 2, I'd have 258-297 poison damage over 6.4 seconds. I'll take the average damage as 278 then.

Now I deal that damage with a dagger socketed with a tal rune. The tal rune is my only source of poison damage. So that makes for 75 PD over 5 seconds.
Duration for the Tal rune = 125 frames. 75/125 = 0.6. So that is the damage per frame for the tal rune. Frameduration for the PD makes 6.4*25 = 160. So the average damage 278/160 = 1,74 poison damage per frame.

So if I understand it correctly, the duration of the tal rune and the poison dagger are added together for a total of 285 frames (160+125).

Now for total damage, we add Damage per Frame from the Tal (0.6) to the DpF for PD (1,74). That makes for 2,34 poison damage per frame total. This will last for the abovementioned 285 frames. That makes for 667 poison damage on average for 11,4 seconds... Seems like a bit more, huh?

EDIT: And thanks for the pointing out the Tal in the shield is not a source of poison damage... stupid me :-(.
 
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The simple adding of duration only happens if you have a single source of poison dmg from gear. Otherwise the total duration is divided by the amount of sources you have on gear.
 
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No, the duration of the poison dagger is added to the sum of durations of other poison sources. That amount is then divided by the number of other poison sources.

Note to self: test how the PD/Venom combo responds to poison sourced from gear.

@Thy: updating it to 1.11b shouldn't be too hard. Updating the formatting to something that suits the forums or the wiki, that's the annoying part.
 
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Well, that's not how I read it in the Daggermancer guide as posted on the strategy forum... There it stated that the duration is added after the average of the other sources is taken... Hmm, I ponder what the truth is...
 
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Didn't want to start a new thread about this in case it has been covered before but I have never seen any information about it.

How do bosses choose who they attack?

By this I mean, why do they select you, your merc, minion etc? I am currently playing a BF Sin, with a Shadow and a merc, for some reason, when I am on my offensive switch (Eth Crescent Moon Small Crescent / Whistan's Guard) I am targeted by the boss (NM Diablo and Ancients I have experienced this with) but when I switch to my buff gear (2x 3 shadow skills claws) they then switch back to my merc/minions, regardless of who is closer.

Can anyone shed any light on this?
 
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Does anyone know how an Act 2 merc (mine is normal defensive - defiance aura) decides when he is going to turn his aura on? Even if I'm not wearing another aura, sometimes it turns on right away when I get to Mephisto, leaving me with no problems, and sometimes never, dying usually or emptying my belt of potions and Full Rejuvs in the process. I searched AS and this questions thread but didn't see anything. Thanks in advance :thumbup:

-LH
 
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I heard this is more of a bug, LordHoth. The way to deal with it is to open the mercenaries inventory, take out his weapon and then put it back. At least, that usually does the trick for me :P
 
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I wondered the same thing once Milb. I am not sure, but I think that the ai scripts will shift more and more focus to you instead of summons in higher difficulties. Also, damage output might have something to do with it. And reach... But any definite formula? Not sure...
 
Re: The Questions Thread

Does anyone know how an Act 2 merc (mine is normal defensive - defiance aura) decides when he is going to turn his aura on? Even if I'm not wearing another aura, sometimes it turns on right away when I get to Mephisto, leaving me with no problems, and sometimes never, dying usually or emptying my belt of potions and Full Rejuvs in the process. I searched AS and this questions thread but didn't see anything. Thanks in advance :thumbup:
All the act2 mercs have a chance of activating their aura upon choosing to attack. They can choose between Normal Attack, Jab, and their aura, with the aura having the lowest chance of activating (around 3% or so).



 
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Quick question, got Bonehew for my merc in WSK last night, is it worth putting shaels in for for aspeed boost?

Mainly running Meph with the merc, he's lvl 83 holy freeze and /p1 Hell Meph so far eats him alive. (Other gear is Duriels shell and Tal Rashas crest.)

Oops, forgot to say this is with my Meteorb Sorc. :)
 
Re: The Questions Thread

You are doing the damage to Meph, not your merc

Therefore use Kelpie Snare or Reaper's toll to slow him down, and keep your merc alive

Apparently HF doesn't work on act bosses, though if he does hit the cold damage will slow him (though he should be slowed by Orb already)
 
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Heh, yeah he was using Kelpie Snare and I kind of got over excited when Bonehew dropped and had to equip it immediately. :p

I guess I shall go back to that then. Cheers.

Originally I had an ethereal Blackhorns face on merc too, should I swap that back in also? Cannot use the leech on Crest anyways plus Blackhorn has lightning absorb and more slow target, not sure on the slow target cap.

My gear is still rather limited, whole reason I'm running Hell Meph is for Shaftstop and Rockstopper to make the merc stronger, vicious circle. I would wander over to the trade forum but sadly I'm stubborn and insist on playing self found, doh!
 
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@Milb: I know that somewhere on the internet there's a disassembled version of D's targeting routine. The specifics are a bit blurry, I'm afraid. But I do seem to recall elemental damage playing a big factor.
 
Re: The Questions Thread

Do crushing blow and/or open wounds transfer over on the splash from Explosive/Freezing arrow?
 
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