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Table of Contents
  • Basic Characteristics
  • Skills Selection
  • 75% FCR vs. 125% FCR
  • Attribute Points Distribution
  • Equipment Selection
  • Wielding Beast
  • Mercenary Selection
  • Golem Selection
  • The Revive Skill
  • Curses
  • Total Damage Calculations


1. Basic Characteristics
1.1 Starting

Attributes
Strength: 15
Dexterity: 25
Vitality: 15
Energy: 25

Stats
Hit Points: 45
Stamina: 79
Mana: 25

Gain Each Level
Life: +1.5
Stamina: +1
Mana: +2

Gain Each Point
1 Vitality point gives 2 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 2 Mana

1.2 Character Breakpoints
Faster Hit Recovery
0% = 13
5% = 12
10% = 11
16% = 10
26% = 9
39% = 8
56% = 7
86% = 6
152% = 5

'Vampire' Form
0% 15
2% 14
6% 13
10% 12
16% 11
24% 10
34% 9
48% 8
72% 7
117% 6

Faster Cast Rate
0% 15
9% 14
18% 13
30% 12
48% 11
75% 10
125% 9

'Vampire' Form
0% 23
6% 22
11% 21
18% 20
24% 19
35% 18
48% 17
65% 16
86% 15
120% 14
180% 13

Faster Block Rate
0% 11
6% 10
13% 9
20% 8
32% 7
52% 6
86% 5
174% 4

2. Skills Selection


Literary:
Summoning Skills Tree (47-53)
Raise Skeleton- 20
Skeleton Mastery- 20
Clay Golem- 1
Blood Golem- 1
Iron Golem- 1
Golem Mastery- 1
Summon Resist- 1
Raise Skeletal Mage- 1*
Revive- 1

Poison & Bone Skills Tree (21-22)
Teeth- 1
Bone Armor- 0-1
Corpse Explosion- 20

Curses Skills Tree (16-26)
Amplify Damage- 10-20
Weaken- 1
Dim Vision- 1
Life Tap- 1
Terror- 1
Decrepify- 1

Skills achieved at Clvl 72-90** + all difficulties' skill quests (72+12= 84 / 89+12= 101)

*Remaining Points. 6-17 extra points are available at Clvl 90, dependent on listed variables.
**Clvl dependent on variables at player's discretion.


3. 75% FCR vs. 125% FCR
Marginal differences exist. DPS setup as exemplar:

3.1 Damage
75% FCR = Frame 10 [0.4 seconds cast rate].
Slvl 43 Amplify Damage. Radius = 30 yd.
Slvl 39 Corpse Explosion. Radius = 15.3 yd.

125% FCR = Frame 9 [0.36 seconds cast rate]
Slvl 41 Amplify Damage. Radius = 28.6 yd.
Slvl 38 Corpse Explosion. Radius = 15 yd.

Average mob packs radius difference in random area selection:

Act I
Tamoe Highland- 3.33 yd. / Catacombs Level 3- 4.5 yd.
Average yd. rate- [3.33+4.5]/2 = 3.9 yd.
Act II
Rocky Waste- 6.58 yd. / Arcane Sanctuary- 5.9 yd.
Average yd. rate- [6.58+5.9]/2 = 6.24 yd.
Act III
Flayer Jungle- 12.2 yd. / Kurast Bazzar- 9.8 yd.
Average yd. rate- [12.2+9.8]/2 = 11 yd.
Act IV
City of the Damned- 8.8 yd. / River of Flame- 5.4 y.d
Average yd. rate- [8.5+5.4]/2 = 6.95 yd.
Act V
Arreat Plateau- 10.5 yd. / Frozen River- 8.6 yd.
Average yd. rate- [10.5+8.6]/2 = 9.55 yd.



3.2 Survival
Equipment alterations:
75% FCR- Homunculus, Stone of Jordan.

Pros:
+1 more to all necromancer skills.
+3 more to all curses.
+5% more to Cold/Light/Poison elemental resistances, +40% more Fire elemental resistance.
+5 'Mana After Each Kill'.
+25% maximum mana increment.
A free socket.
Cons:
-Higher FCR(10)/FHR(13) frames.

125% FCR- Spirit monarch, FCR ring.

Pros:
-Lower FCR(9)/FHR(8) frames.
+22 more to Vitality.
+89-112 more to Mana.
Cons:
-Higher Strength requirement.
-Lack of 'Mana After Each Kill'.

Conclusion: Choice remains at player's discretion. Differences are negligible.
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4. Attribute Points Distribution
4.1
Strength- Equipment requisite.
Dexterity- Equipment requisite.
Vitality- Remaining points.
Energy- None.

4.2 Suggested Setups Attribute Requirements
DPS (75%) setup: Strength 65-118*, Dexterity 0.
DPS (125%) setup: Strength 156, Dexterity 0.
MF setup: Strength 106-118**, Dexterity 0.
Trang Oul's Avatar setup: Strength 106-118, Dexterity 0.
Budget setup: Items selection dependent.

*/**Pending player's boot selection.


5. Equipment Selection
5.1 DPS Setup (75% FCR,125% FCR)
Helmet: Harlequin Shako [Socket: +X 'Mana After Each Kill' jewel, +x%/-5% Fire RBF]
Weapon: Heart of the Oak runeword, flail.
Shield: Homunculus [Socket: +X 'Mana After Each Kill' jewel, +x%/-5% Fire RBF] / Spirit runeword 35% FCR, monarch.*
Armor: Enigma runeword, breastplate / mage plate.
Belt: Arachnid Mesh.
Gloves: Trang Oul's Claws.
Boots: Silkweave.
Alternatives: Marrowwalk, Waterwalk, War Traveler, Sandstorm Trek, Aldur's Advance.
Amulet: Mara's Kaleidoscope.
Rings: Stone of Jordan, Stone of Jordan / 10% FCR ring.
Alternatives: Bul Kathos' Wedding Band.
Switch, 1st Slot: Call to Arms, Flail / Crystal Sword.
Switch, 2nd Slot: Lidless Wall, Sigon's Guard.

*Lower %FCR will result in a second 10% FCR ring.

Setup offers:
-Slvl 38-39 CE / Slvl 41-43 AD.
-75%/125% FCR breakpoints.
-39% FHR breakpoint (pending 125% FCR setup).
+18-19 to all necromancer skills, +21-23 to all curses.
Strength gained from items- +94 at minimum, including +10 Att. Annihilus, +10 Att. Hellfire Torch. Disregarding boot selection (Marrow +20 = 109 < 118).
Base 15 + 94 = 109. Highest requirement- 118. 9 points investment.
Dexterity gained from items- Irrelevant, dexterity holds no requirements.

5.2 MF Setup
Helmet: Harlequin Shako [Socket: Perfect Topaz]
Weapon: Blade of Ali Baba 'IstIst', Gull 'Ist', War Axe (6) 'IstIstIstIstIstIst', Crystal Sword (6) 'IstIstIstIstIstIst'
Shield: Spirit runeword 35% FCR, monarch, Head Hunter's Glory (3) 'IstIstIst'*
Armor: Enigma runeword, breastplate / mage plate.
Belt: Arachnid Mesh.
Gloves: Trang Oul's Claws.
Boots: War Traveler.
Amulet: Mara's Kaleidoscope**.
Rings: Nagelring***, Nagelring***.
Switch, 1st Slot: Call to Arms, Flail / Crystal Sword.
Switch, 2nd Slot: Lidless Wall, Sigon's Guard.

*/**/***Attaining a minimum of 75% FCR whilst disregarding Spirit runeword will require 2*10% FCR rings and a 15% FCR amulet.

Setup offers:
-Slvl 34 CE / Slvl 36 AD.
-75% FCR breakpoint.
-39% FHR breakpoint (Pending Spirit runeword usage).
-Strength gained from items- +94 at minimum, including +10 Att. Annihilus, +10 Att. Hellfire Torch. Disregarding boot selection (Marrow +20).
Base 15 + 94 = 109. Highest requirement- 156. 47 points investment.
Dexterity gained from items- Irrelevant, dexterity holds no requirements.
-424% MF at Clvl 90.
Warning: Setup will prove slow in a p5-8 game, recommendation to p1-3 games whilst using this setup.
DPS setup offers 140% MF at Clvl 90 and will prove better in overall MF.

5.3 Trang Oul's Avatar Setup (65% FCR)
Helmet: Trang Oul's Guise [Socket: +X 'Mana After Each Kill' jewel, +x%/-5% Fire RBF].
Weapon: Heart of the Oak runeword 35% FCR*, flail.
Shield: Trang Oul's Wing [Socket: +X 'Mana After Each Kill' jewel, +x%/-5% Fire RBF].
Armor: Trang Oul's Scales [Socket: +X 'Mana After Each Kill' jewel, +x%/-5% Fire RBF].
Belt: Trang Oul's Girth.
Gloves: Trang Oul's Claws.
Boots: Aldur's Advance.
Alternatives: Marrowwalk, Waterwalk, War Traveler, Sandstorm Trek, Silkweave.
Amulet: Mara's Kaleidoscope.
Rings: Stone of Jordan, 10% FCR ring.
Alternatives: Bul Kathos' Wedding Band.
Switch, 1st Slot: Call to Arms, Flail / Crystal Sword.
Alternatives: Naj's Staff.
Switch, 2nd Slot: Lidless Wall, Sigon's Guard.

*Lower %FCR will result in a second 10% FCR ring.

Setup offers:
-Slvl 36 CE / Slvl 36 AD.
-65% FCR breakpoint.
-24% FHR breakpoint.
-+3 oskill Fire Mastery. +All skill (11) = Slvl 14 Fire Mastery. Applied +121% EFD to 0.5*CE damage, pending monster HP / CE Slvl / Players in game.

5.4 Budget Setup
Helmet: Peasant Crown, Wormskull, Undead Crown.
Weapon: Suicide Branch, Arm of King Leoric, Torch of Iro, Ume's Lament, Carin Shard, Blackhand Key, Boneshade.
Alternatives: Any +2 necromancer skills wand, additional skills or not. Ladder-Only: Spirit runeword, crystal sword.
Shield: Splendor, Rhyme, Ancient's Pledge, The Ward, Wall of the Eyeless.
Alternatives: Any +2 necromancer skills head, additional skills or not. Ladder-Only: Spirit runeword, monarch.
Armor: The Spirit Shroud, Skin of the Vipermagi, Skullder's Ire, Que-Hegan's Wisdom.
Belt: String of Ears.
Gloves: Trang Oul's Claws.
Boots: Silkweave, Infernostride, Aldur's Advance, Natalya's Soul.
Amulet: Any +1-2 necromancer skills amulet, +3 summoning skills amulet.
Rings: 10% FCR rings, Dwarf Star, Raven Ring*, Manald Heal.
Switch, 1st Slot: Wizardspike**.
Alternatives: Naj's Staff.
Switch, 2nd Slot: Any +% resistances shield**.

*Pending item's dexterity requirement, if such exists.
**Designated to walk to through elemental packs in hell, A.K.A souls.

6. Wielding Beast
6.1 Why not
Wielding Beast runeword in regular PvM holds no benefit. Lack of %FCR from weapon slot restricts rings / amulet / shield slots to %FCR purposes, crippling any given setup.
Specific usage of Beast runeword: Level 9 Fanaticism aura when equipped.

Level 9 Fanaticism:
+93% off-hand ED [Minions addition]
+29% IAS [Minions addition]
+80% Attack Rating

Skeleton level 20: Damage 37-39, +119% ED, Attack: 305. Skeleton Mastery level 20: Damage +40.
Adding Fanaticism level 9: Damage 77-79, +212% ED, Attack: 549. Total damage: 240-246.
Comparison: Adding +3 skills from Heart of the Oak:
Skeleton level 23: Damage 57-60, +140% ED, Attack: 350. Skeleton Mastery level 23: Damage +46.
Damage 103-106. Total damage: 247-254.

Damage will eventually increase with Beast runeword and topple that of Heart of the Oak, yet the difference remains marginal. 75%/125% FCR are better in terms of DPS when CE applies to 95% of all PvM kills done by the summoner.
Beast runeword is applied to another aspect of the necromancer, which will be shown in later sections.

6.2 When
Ubers.
%Crushing Blow plays a crucial key factor here, and is not determined by extra damage or extra skill points. Reviving Urdars (H) enables for a mob pack of 30+ Crushing Blow monsters, as well as the mercenary. Allowing for faster attacks results in faster CB checks, and faster Uber killing. On top of that, adding to the Urdars and mercenary's damage to finish off remaining HP points which are nearly unaffected by any further CB checks entitles Beast runeword as the best choice.
CE has no use against the Ubers and thus wielding Beast is the best choice in case of calamity.
An Iron Golem has a chance to die, as do all golems, since he is placed at positioning lock #2 (See: Positioning) upon any teleport, therefore making a Beast runeword IG is not recommended for the Ubers specific setup, nor any IG for that matter.
FCR also holds no key here, rendering Heart of the Oak useless in comparison.

7. Mercenary Selection

Merc type: Act 2 [Offense/Nightmare Difficulty: Jab/Might]


Helmet: Guillaume's Face [Socket: 15%IAS/40%ED jewel]
Armor: *Fortitude/Treachery.
Weapon: **Infinity Ethereal Giant Thresher / Thresher.

*Choice of armor pending golem selection. In case of Beast runeword Iron Golem - Fortitude. Any other case - Treachery.
**Infinity Vs. Pride

Merc comparison at level 90:
Basic Attack Rating - 1693.
Level [(10/32)*90] = 28 Might aura (310% ED)

Pride offers:
Slvl 20 Concentration = 345% off-hand damage.
Weapon damage [Ethereal Giant Thresher base]:
Base- 115.5 / +345% ED +310% ED = 872 average.
+300% AR bonus = 6772 Total AR.
20% DS. [(80*872+20*1744)/100] = 1046 pure DPS.
Damage vs demons [+90%] = 975.9 average.

DPS check vs Diablo (Hell):
Diablo stats:
Level: 94
HP: 113,812
Defense: 2534
CtH: [2 * 90 / (90 + 94) * 6772 / (6772 + 2534)]*100 = 71% CtH.
[0.71*(80*872) + 0.71*(20*1744)]/100 = 742 average.

GThresher [-10] = 7.5 FPA [3.3 Atk/s] = 113,812 / [3.3*742] = 46.48 seconds total.

Infinity offers:
Slvl 12 Conviction = -83% defense.
40% CB.
Weapon damage [Ethereal Giant Thresher base]:
Base- 115.5 / +325% ED + 310% ED = 848.9 average.


DPS check vs Diablo (Hell):
Diablo stats:
Level: 94
HP: 113,812
Defense: 2534. Slvl 12 Conviction = 2534 -83% = 430.
CtH: [2 * 90 / (90 + 94) * 1693 / (1693 + 430)]*100 = 78% CtH.
0.78*848.9 = 662 average.
40% CB = 4/10.
GThresher [-10] = 7.5 FPA [3.3 Atk/s] = 9.9 Atk/s ~ 10 Atk/s = 3 seconds total.
Interpreting 3 seconds of total damage = (6*662)+[(4*662)+(4*[X HP/8])]
Worst Case Scenario- %CB checks are only final 4/10 strikes per 3 seconds.
Initial HP: 113,812. 113,812 - (6*662) = 109840:
7th strike: 109840 - 662 = 109,178 - (109,178 / 8) = 95,531.
8th strike: 95,531 - 662 = 94,869 - (94,869 / 8) = 83,011.
9th strike: 83,011 - 662 = 82,349 - (82,349 / 8) = 72,056.
10th strike: 72,056 - 662 = 71,394 - (71,394 / 8) = 62,470.

HP remaining after 3 seconds using Infinity = 113,812 - 62,470 = 51,342.
HP remaining after 3 seconds using Pride = 113,812 - 7420 = 106,392.
106,392/51,342 = 2.07.
Infinity is better than Pride by 207%.

Note: Other factors were not involved, such as auras, armor/helm gear slots, Strength %ED enhancement, which would all benefit Pride more than Infinity. However, if the comparison were to add the extra IAS from Fanaticism / Treahcery, along with Guillaume's extra 35% CB, Infinity would have shown an even greater DPS. Furthermore, the comparison was made on a P1 mob's HP. To make matters worse for Pride, %CB increases in damage as HP increases, and should be calculated against in a P8 game room, where Diablo's HP turns from 113,812 to 512,154
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8. Golem Selection


8.1 Clay Golem
Slvl 1 +14 (Lowest +skill setup) = Slvl 15 CG.
Stats: Slows enemies: 58 percent.
58% > 50% Decrepify. Allows for usage of Amplify Damage on act bosses.
Clay Golem applies "(Hit) Slows Target By x%" on every swing, regardless of 'Chance to Hit' success.
Understanding of the "(Hit) Slows Target by x%" mechanism:

Quote (DiabloII.Library)

(Hit) Slows Target by x%
Simulates the Clay Golem's slow% when attacking an opponent, and Decrepify curse, regarding Slvls. Resistance or immunity to cold don't affect this kind of slowing, same for reduced cold effectiveness. This isn't related to cold attacks in any manner. However, it will stack with such effects, reducing the enemy's speed even further whilst combined.

-Duration of this effect is approximately ~ 30 seconds, and may be reset at each consequential successful striking (unlike the Clay Golem). What's more, the slowed enemy himself will reset the effect each time it successful strikes back. Only one of each effects can be active, either slowing caused by Clay Golem or caused by item-supported attacks.

-If a player character (or combat hireling) wears more than one item granting slowing, the percentages add. Upper limit is 90% of slowing against common monsters and 50% against Champions and Bosses, also against hostile players and hirelings. What's more, a monster can't be slower than 25% of its regular walking speed, which varies by species. Also, note that only the last hit determines the level of %Slow combined, meaning a higher level may be reset by a lower level or percentage, considering the last hit was performed by the lower %Slow attacker.

Remember aforementioned normal monster's inability to move slower than 25% of its walking velocity. This does not mean there's a limit of 75% of total slowing, which you may read sometimes. Lots of monsters are able to run, and if so, more than 75% slowing granted by items or addition of slowing sources steps in.
"The only value limiting total slowing is the inability of slowing something down to less than one yd/s movement speed."


8.2 Iron Golem
Constructed of 'metal' items, it enables the use of an extra aura.
Available relevant auras:
- Concentration (Pride runeword, polearm).
Slvl 20 Concentration = 345% off-hand damage. No AR addition. No IAS addition.
- Conviction (Infinity runeword, polearm).
Slvl 12 = -85% Enemy's elemental (Fire/Cold/Light) resistances. -85/5= -17% Enemy's elemental immunity. -83% Enemy's defense.
- Fanaticism (Beast runeword, axe / scepter / hammer).
Slvl 9 = +93% off-hand ED [Minions addition], +29% IAS [Minions addition], +80% Attack Rating
- Meditation (Insight runeword, polearm).
Slvl 17 = +700% Mana regeneration.

Objective:
*DPS: Infinity suits best on the merc, greatest Damage Dealing minion. 40% CB (Infinity) + 35% CB (Guillaume's) = 75% CB. Act boss slayer.
To further enhance all aspects of the merc, Beast runeword Iron Golem accommodates with:
-Faster FPA (Fanaticism Slvl 9 - +29% IAS) = 6.5 FPA , 3.8 Atk/s.
-Enhanced Damage (Fanaticism Slvl 9 - +93% ED)
-Greater AR (Fanaticism Slvl 9 - +80% AR), intertwined with Slvl 12 Conviction -83% Enemy defense rating, allows for a 90-95% CtH in most cases.

*Convenience: Meditation Slvl 17 = +700% Mana regeneration. No mana issues.

Conclusion: At player's discretion.

9. The Revive Skill
9.1 When
Ubers, P5-8 game rooms.
Ubers: Refer to 'Wielding Beast' section.
P5-8 game rooms: +250%-400% Monster HP. Revived creatures are required in most cases (Enhanced champions, act bosses, narrow areas).

9.2 Positioning Glitch
Teleporting with minions causes a "Positioning Glitch".

Each surface of every area in the game is divided into cubical shapes upon which a mob/player stands/moves.
These cubical shapes can be seen in graphs detailing weapon range.
'Positioning Glitch' refers to teleporting with minions. Upon doing so, the minions standing with the player on the same cubical do not defend the player from being hit. In fact, they are ignored from being struck until they move from to a different cubical.

Positioning ranks are as follows:
#1- Player, #2- Golem (or Shadowmaster/Shadow warrior for the assassin), #3 Mercenary, #4 Skeletons (Regardless of Magi or Warrior), #5 Revived creatures.

9.3 Why not
Upon using the revive skill on 'Land Units', any further teleportations will result in positioning locks.
A positioning lock refers to the land units of the revived creatures, chaining all minions listed above, including themselves, to the player cubical. That is to say, until the players moves from the cubical manually, he remains at position rank #1.
Worse still, the skeletons & skeletal mages refrain from attacking upon a positioning lock. Only the golem, the mercenary and approximately 1/6 of the revived creatures remain attacking.
With no significant CtB% or FBR% (contemplating Spirit runeword), that could mean death to the necromancer in most cases, regardless of the amount of minions in his army. Especially P5-8 games.
Teleporting with flying creatures solely does not create a positioning lock, since the mobs automatically fly away to a different radius of cubicals surrounding the player's cubical (Pending mob type) with every teleport sequence.

Hence, it is unnecessary and in most cases burdening to use Revived creatures, mainly since army DPS maxes at 5% of all PvM kills, Ubers included.
Begginer's Tip: When teleport-locking an act boss, or any mob one would like to kill with his army, quickly move 1 cubical radius backwards after teleporting.

10. Curses

Amplify Damage (AD) - Most useful curse. Applies [-100%] Damage Reduction to any given mob type. Bost army DPS and CE DPS are increased (CE: 50% Physical Damage).

Decrepify- Anti-Boss curse, for Iron Golem users. The curse alone renders Diablo & Baal (Prime bosses) unable to cast most spells, and attack at extremely high frames. Should the army incorporate a skeletal mage with the ice bolt quality, the act boss's frames will be exponentially slower. Applies [-50%] Damage Reduction as well. Clay Golem users may wish to remain with AD against bosses as well.

Life Tap (LT) - Mercenary's rejuvenation. Allows for a full DPS setup (Guillaume's, Fortitude/Treachery, Infinity) without worrying for Life Steal. In case of lowered HP, casting LT
and recasting the prior used curse solves the problem in an instant.

Dim Vision (DV) - Slightly less used nowadays, does prove useful in several cases, including the Trang Oul's Avatar necromancer setup, when there is no teleport, which generally allows for minions covering offensive piercing attacks, such as Black Soul lightnings.

11. Total Damage Calculations*

*Damage calculations represent damage of 1 mob type against its peers.

CE: 60%-100% Corpse HP. Average- 80%.
AD: -100% DR.
Conviction: -85% EER / -17% E-Immunity
Random mob selection:

Undead Stygian Doll / bonefetish5 [Hell]
HP (P1) = 4765 average *.8 = 3812 average *.5 = 1906 CE(PD)/CE(FD)
HP (P5) = 11,912 average *.8 = 9529 average *.5 = 4764 CE(PD)/CE(FD)
HP (P8) = 21,442 average *.8 = 17,153 average *.5 = 8576 CE(PD)/CE(FD)
DR = 25% , FR = 33%.
========================
AD effect: -75% DR (+75% CE(PD))
Conviction effect: -52% FR (+52% CE(FD))

Damage (P1) = [(1906*.75)+1906+(1906*.52)+1906] = 6232.
Damage (P5) = [(4764*.75)+4764+(4764*.52)+4764] = 15,578.
Damage (P8) = [(8576*.75)+8576+(8576*.52)+8576] = 28,043.

Pit Lord / megademon2 [Hell]
HP (P1) = 14,218 average *.8 = 11,374 average *.5 = 5687 CE(PD)/CE(FD)
HP (P5) = 35,546 average *.8 = 28,436 average *.5 = 14,218 CE(PD)/CE(FD)
HP (P8) = 63,983 average *.8 = 51,186 average *.5 = 25,593 CE(PD)/CE(FD)
DR = 50% , FR = 120%
========================
AD effect: -50% DR (+50% CE(PD))
Conviction effect: -17% FR, 103% FR = Immunity remains. 0% Effect.

Damage (P1) = (5687*.5) + 5687 = 8530.
Damage (P5) = (14,218*.5) + 14,218 = 21,327.
Damage (P8) = (25,593*.5) + 25,593 = 38,389.

Burning Soul / willowisp7 [Hell]

HP (P1) = 8035 average *.8 = 6428 average *.5 = 3214 CE(PD)/CE(FD)
HP (P5) = 20,087 average *.8 = 16,069 average *.5 = 10,043 CE(PD)/CE(FD)
HP (P8) = 36,157 average *.8 = 28,925 average *.5 = 14,462 CE(PD)/CE(FD)
DR = 90% , FR = 0%
========================
AD effect: -10% DR (+10% CE(PD))
Conviction effect: -85% FR (+85% CE(FD))

Damage (P1) = [(3214*.1)+3214+(3214*.85)+3214] = 9481.
Damage (P5) = [(10,043*.1)+10,043+(10,043*.85)+10,043] = 29,626.
Damage (P8) = [(14,462*.1)+14,462+(14,462*.85)+14,462] = 42,662.

For further analysis and cross-reference mob-HP-generated damage, refer to the Diablo II Area/Mob charts online.

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Oct 6 2010 03:58am
Damn :blink: I hate summoners, but nice guide...more in depth reading starting nao!
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Oct 6 2010 04:25am
summer/ce guide :D i like it
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Oct 6 2010 05:00am
well i like wearing beast cause of the little ias and str

i dont think its that big of a deal since arachnid+to gloves/magefists+spirit is already a 75% bp thats more than enugh for a summoner


great guide
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Oct 6 2010 05:01am
pvm/10

the guide is allright thou but its kinda pointless

This post was edited by tudey on Oct 6 2010 05:08am
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Oct 6 2010 05:18am
Well done
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Oct 6 2010 05:32am
strategies vs diff chars?

oh wait .... :rofl:
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Oct 6 2010 05:37am
Excellent guide
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