The Questions Thread

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Re: The Questions Thread

I can dodge shaman fireballs and mage projectiles with some success, but gloam bolts are a little too fast for me right now.

Well, manual dodging is certainly useful but you're rarely going to have the luxury of only facing one type of elemental attacker throwing at the same speed. Most of the time, you'll be too busy with melee monsters rushing you to think about incoming projectiles. Not to mention, if you're dodging, you're not attacking. As Cygnus said, 'tis better to max those resists and be able to shrug off incoming magic.



 
Re: The Questions Thread

This isn't for mod support. There's a HUGE Sticky for that; and Jack posted in it. I'll move your post pharaoh (it's a good one) but please keep this thread for simple questions.
 
Re: The Questions Thread

Thyiad said:
This isn't for mod support. There's a HUGE Sticky for that; and Jack posted in it. I'll move your post pharaoh (it's a good one) but please keep this thread for simple questions.
Fair enough. I've got a question, but I'm not sure how simple it is. :)

Regarding explodey monsters (dolls, frenzied spawn in Act V, FE and CE bosses), I know that being cursed with Amp Damage will affect the damage you take, for the physical portion, and likewise for Lower Resist or Conviction on the elemental portion (if applicable). This is because none of these effects actually alter the damage directly, but instead lower your resistances, thereby making the damage increase indirectly. I'm also fairly confident that an 'extra strong' mod on a boss or its minions will make the explosion hurt more (someone correct me if I'm wrong). However, what about Might and Fanaticism? Does an exploding minion lose the aura by dying and then deal damage, or do you take the full brunt of the explosion complete with extra hurting from the aura?

I expect I could explore this with in-game experimentation, but that kind of empirical research is pretty painful. I usually opt for the better part of valor when confronted with explodey monsters.
 
Re: The Questions Thread

Can the leap attack Ancient, I cannot remember his name, simply leap out of a bone prison?
 
Re: The Questions Thread

How cheesy is it generally considered to transfer items HC -> SC? Would it limit me in MP/PvP and trade? Just asking because I was going to do a project, involving lots of Hardcore characters, but I would like to eventually get involved in the PvP aspect of the game. At the same time, I would like to try playing Hardcore, but only untwinked characters, so keeping items I find in Hardcore after I (assuming I get so far :P) reach Guardian status seems rather pointless.

If it is considered pretty cheesy, I'll play them in Softcore and just treat them like Hardcore, but I'd much prefer actually playing the real thing.
 
Re: The Questions Thread

Missed the edit, but also: I know stats increase damage, like 1 dexterity = 1% extra damage with bows, what else is increased by stats and by how much? I know I've seen a thread or something about this somewhere, but I can't find it
 
Re: The Questions Thread

Missed the edit, but also: I know stats increase damage, like 1 dexterity = 1% extra damage with bows, what else is increased by stats and by how much? I know I've seen a thread or something about this somewhere, but I can't find it

Strength and Dexterity change the damage of weapons. Here's purediablo.com's item page -- I didn't find it on the Arreat Summit. Looks for the "Dmg Bonus" property in the middle column -- if it says 50 str/50 dex (Claws, for example), that means you get 50% damage from every 100 str and 50% damage from every 100 dex. 110 Str (for Hammers and Mauls) is a little misleading as well -- it means you get 110% damage for every 100 str you invest.

Dexterity, in addition to increasing damage for certain weapons, also increases AR and even armor by marginal amounts.

Vitality and Energy increase you chance of doubling the effect of a potion. It's pretty nice, and at high levels you can easily acheive around a 50% chance, but I don't feel like looking up the formula. (Sorry :P)



 
Re: The Questions Thread

dii.net is outdated for those values. Claws/daggers/javelins get 75% offweapon ed per 100 str, and the same for 100 dex.
 
Re: The Questions Thread

... However, what about Might and Fanaticism? Does an exploding minion lose the aura by dying and then deal damage, or do you take the full brunt of the explosion complete with extra hurting from the aura?

I expect I could explore this with in-game experimentation, but that kind of empirical research is pretty painful. I usually opt for the better part of valor when confronted with explodey monsters.

I think someone here on the forum made a test with the exploding Stygian Dolls and concluded that their damage is related to their level and of course the curses. So the extra strong guys are higher level hence dealing more damage.
The Might or Fanaticism aura should have no effect on the explosion damage.

As u pointed out the dolls deal physical why fire-enhanced deal fire damage (probably physical too I'm not sure), so being Amp'ed or under Lower resits/conviction will cause you take more damage)


Missed the edit, but also: I know stats increase damage, like 1 dexterity = 1% extra damage with bows, what else is increased by stats and by how much? I know I've seen a thread or something about this somewhere, but I can't find it


1 dex = 1% damage with bows AND corssbows
1 str = 1% damage with MOST melee weapons
1 str = 1.1% damage with Mauls (and other maces?)


These are of the top of my head and if anyone wants should correct me:
amazon only javelins get 0.7% damage per 1 pt in str and 0.7% damage per 1 pt in dex
I think other javelins get 0.5% and 0.5%

Again this is just of the top of my head and I might be wrong but it's something along these lines.


 
Re: The Questions Thread

IMO you need a tank to pin down those monsters in place while you blizz.

The best tank is probably act2 defiance merc with high defense armor (eth stone), and lots of life leech (Reaper's, tal's mask, vamp gaze, thieves, etc)
 
Re: The Questions Thread

Depends on what you are running. Merc type is mostly irrelevant for a blizzballer--anything that can survive for the 2 seconds it takes your skills to wipe the screen. Might merc to kill FICI is a good option. Defiance is what I used for questing, but it's no net advantage for Baal running thanks to the wave five "smite" attack. Holy freeze to slow down fast critters is probably the best average choice. Prayer for an Insight-user.

As long as it can attract big scary things to die to your attacks, you made the right choice.
 
Re: The Questions Thread

I'm in Normal Act 5 now. I'll play through the game and will farm Andariel, Mephisto and all of Act 5s Superuniques so I need someone that will fit everything.

I considered the Act 2 HF merc but my Blizzard will chill most things anyway and the chill effectiveness becomes quite weak in Hell difficulty and since I intend to always stay at great distances I don't know if the HF range will be enough or if the merc will ever get to do anything. I have considered a Barbarian for superb tanking or a Rouge for ranged physical damage but I feel that as a Sorceress I need a tank to hold up Treehead Woodfist, The Smith, Hephasto and other powerful melee monsters and to attract range attacks from archers. Just thought about Duriel. Yep, MUST have a tank!

Barbarian or Holy Freeze it is....never been in Hell difficulty with a Sorceress so I don't know how large area the HF aura effects.
 
Re: The Questions Thread

Yes and no, there have only been a limited number of zods ever found in all of the SPF history.

Of them 1 that I know of has been used in a BoTD runeword.

with such high level runes in the runeword it's not common to even have the runes let alone use them for that specific runeword.
 
Re: The Questions Thread

Thanks for the last answer, now let me check on more thing.

Charms come in +damage, +elemental and poison damage.
All damage transfers to melee and ranged attacks.
NO damage transfers to sorc spells, hammers, or any magic attacks (elementalist druids, sin traps, war cries, etc.)?

What about rings, etc. that add damage? For example, Cathan's set says:
Partial Set Bonus
+15-20 Fire Damage (2 Items)

Does that actually work for fire tree sorc spells (and Druid elemental skills?), or still only for melee/missile damage?
 
Re: The Questions Thread

Thanks for the last answer, now let me check on more thing.

Charms come in +damage, +elemental and poison damage.
All damage transfers to melee and ranged attacks.
NO damage transfers to sorc spells, hammers, or any magic attacks (elementalist druids, sin traps, war cries, etc.)?

What about rings, etc. that add damage? For example, Cathan's set says:
Partial Set Bonus
+15-20 Fire Damage (2 Items)

Does that actually work for fire tree sorc spells (and Druid elemental skills?), or still only for melee/missile damage?

Only melee/missile damage. Mods with +damage% or -resist% (like on Death's Fathom etc) work on spells.



 
Re: The Questions Thread

How many points should I invest in my MF sorc. Shes pure blizz and will be using the following equipment:
wizard spike/ali baba
harlequin crest
eyeless/splendor
war travs
4 ptopaz armor/skullder's
goldwrap
chance guards
random MF ammy
raven frost/nagel

Without putting points into energy, her normal quest gear( I usually use it for LK running) gives her a ton of mana to use, but the MF gear is pretty lacking. A ball park number for mana/energy would be great; I don't want to be chugging pots every 10 seconds while taking down Meph. Thanks!
 
Re: The Questions Thread

Try using the Questing Gear to take Mephy down to a sliver of health, then switching to the Ali Baba/Splendor. Although I would use a Gull instead of the Ali Baba if all you're doing is getting the final shot with it.
 
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