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Dec 26 2010 03:09am
Table of Contents
Factors to Consider When Playing HC
Item Recommendations to Consider When Creating a New Design
Importance of MDR and PDR in PvM
Build setups and stats
Credits & References



1. Factors to Consider When Playing HC

The sorceress stats at level 1:

Starting Attributes
Strength: 10
Dexterity: 25
Vitality: 10
Energy: 35

Stats
Hit Points: 40
Stamina: 74
Mana: 35

Gain Each Level
Life +1
Stamina +1
Mana +2
Attribute Point Effect

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

1.1 Life
Amount of Hit Points (HP), or Life, is the most consequential factor when dealing with damage dealt. After all given reductions from other factors, this is a standalone wall from a character's death. Keeping a high percentage of life at all times is crucial for survival, as game-related occurrences such as insurmountable amount of monsters attack the character at once, or having multiple auras that enhance them well beyond their normal states, posing a threat. The softcore approach is normally to maximize the damage output, %MF as a follow-up factor, and put defensive factors as a third collective value, merely because death is not an issue.

Several basics of 'Life':
Quote
Life represents the maximum amount of hit points that a character can have.
Life is affected by some magic items and by Vitality. After taking damage, the number of current hit points is decreased. When it reaches 0, you die.
Life can be replenished by the use of Healing Potions and Rejuvenation Potions. Healing potions heal over time while Rejuvenation potions act instantly.
Life can also be increased permanently by use of certain elixirs prepared by talented alchemists like Alkor in Kurast. In Diablo II, it increased life permanently by 20.

Note that you cannot die from poison, because poison can only lower your hit points to 1. But your Hireling can die from poison.


A few words on Vitality:
Quote
Together with the class, it indirectly determines how much Life a character has.
Vitality can be increased by magical items, but even so, it is still the character's class that determines how much Life is given to the character.
Vitality also determines the quantity of Stamina that a character has. It also increases the Stamina Regeneration rate with increased points.



1.2 Resistances
Resistances are a displayed on the Character Screen. They are numerical values that can resist a percentage of damage from the four elemental attacks: Fire, Cold, Lightning, and Poison.
Example: Upon having 25% fire resistance, a monster dealing 100 damage of fire elemental source will deal 75 damage as a reduced force.
Let it be noted that poison resistance only reduces the amount of damage dealt per second, not the duration (That is affected by Poison Length Reduction attribute).

Minimum Resistance
A character's base resistance varies with each difficulty:

* Normal: 0
* Nightmare: -25
* Hell: -50

For Diablo II: Lord of Destruction, the penalty was increased:

* Normal: 0
* Nightmare: -50
* Hell: -100

1.3 Max Block
The general softcore approach is to avoid this trait as it cripples DPS and has no value when one can simply resurrect, even more redundant on a caster who usually stands far away, and only rarely gets caught into a melee struggle. These rare occasions cannot be afforded, therefore this factor stands at the near top of the basics of every hardcore character. This is also the very core of this guide.

1.4 Percentile Damage Reduction
Percentile Damage Reduction, or %DR, acts the same as every resistance, except it targets physical damage over elemental damage.
Same example remains here, with the small edition that the maximum %DR for a character is 50%, and can be stacked to counter reducing physical resistance factors such as the curses Decrepify (-50%) and Amplify Damage (-100%).
Meaning, a character which has 75% overall +%DR from equipment will only have 50% active at all times, and when dealt with Decrepify will have only (75-50) 25% DR active. When dealt with Amplify Damage will have (75-100) -25% DR.

Like any resistance, the minimal resistance is -100%.

1.5 Absorb
Absorb, unlike some may still think, has no direct relation to resistance. It does work in communion with resistance, however. Absorb prevents X received damage from being applied and in cases where the damage output is smaller than the amount of absorb, the damage 'Leftovers' from 0 will actually heal the opponent.

Example:
A character has 0% fire resistance and +25 fire absorb. A monster dealing 100 fire damage will apply full damage -25, meaning 75 fire damage.
A character has 75% fire resistance and +25 fire absorb. A monster dealing 100 fire damage will apply 25 damage -25, meaning no damage taken.
A character has 75% fire resistance and +30 fire absorb. A monster dealing 100 fire damage will apply 25 damage -30, healing the character for +5 HP.

1.6 Faster Hit Recovery
Abbreviated FHR.The ability to reduce the number of frames of the recovery animation can prevent further attacks from being implemented and allow for a quicker reapplication of force or retreat.

The sorceress's FHR (And FCR and FBR) animations can be found in this compendium: Fhr & Fcr & Fbr Breakpoints For All Classes

The ideal amount to reach is 86%, if one cannot, aim for 60% or at least 42%.
One could implement the idea of Weapon Switch Glitch to reset the FHR animation and escape, but that is a PvP oriented method that will only cause a hassle and loss of time in PvM (One could use it for emergencies only, in severe occasions). The method is simply switching your weapon/shield slots #1 and #2 rapidly using the default W key. Remember you can only move during such rapid switches, not attack back, and hence this is only an escape method.

1.7 Faster Block Rate
Abbreviated FBR. The ability to reduce the number of frames of the block animations can prevent further attacks from being implemented and allow for a quicker reapplication of force or retreat.

One reason Spirit shield runeword is never used in HC on a sorceress may be the lack of Chance to Block (CtB) increment attribute, but another reason not less important is the lack of FBR, which causes the average hardcore player to avoid it when building a proper survival build. It does hone a heft amount of FHR, but that attribute can be reached elsewhere. CtB/FBR appear on very few items other than shields, and so this shield is ineffective.

2. Item Recommendations to Consider When Creating a New Design
**Please note that there are no preferences. The items are being listed in random order.

2.1 Weapon

Heart of the Oak (HotO)
Biggest factors to consider: +3 to All Skills, +40% Faster Cast Rate, All Resistances +30-40, +10 Dexterity
Other factors to consider: +20 Replenish Life, Increase Maximum Mana 15%

Eschuta's Temper
Important factors to consider: +1-3 to Sorceress Skill Levels, +40% Faster Cast Rate, +10-20% to Lightning Skill Damage
Other factors to consider: +20-30 to Energy

Wizard Spike
Important factors to consider: +50% Faster Cast Rate, All Resistances +75
Other factors to consider: Regenerate Mana 15%, Increase Maximum Mana 15%, + (2 Per Character Level) 2-198 to Mana (Based On Character Level)

Spirit Sword
Important factors to consider: +2 to All Skills, +25-35% Faster Cast Rate, +55% Faster Hit Recovery, +22 to Vitality
Other factors to consider: +250 Defense vs. Missiles, +89-112 to Mana, +3-8 Magic Absorb

2.2 Helmet

Griffon's Eye
Important factors to consider: +1 to All Skills, +25% Faster Cast Rate, -15-20% to Enemy Lightning Resistance
Other factors to consider: +10-15% to Lightning Skill Damage

Harlequin Crest (Shako)
Important factors to consider: +2 to All Skills, +1-148 to Life (+1.5 Per Character Level), Damage Reduced by 10%, +2 to All Attributes
Other factors to consider: +1-148 to Mana (+1.5 Per Character Level), 50% Better Chance of Getting Magic Items

2.3 Amulet

Mara's Kaleidoscope
Important factors to consider: +2 to All Skills, +5 to All Attributes, All Resistances +20-30
Other factors to consider: None

Crafted 1-2 Sorc/10%-20% FCR Amulet
**Pending item properties

Tal Rasha's Adjudication
Important factors to consider: +2 to Sorceress Skill Levels, Lightning Resist +33%, +50 to Life
Other factors to consider: +42 to Mana

2.4 Armor

Chains of Honor
Important factors to consider: +2 to All Skills, +20 to Strength, All Resistances +65, Damage Reduced by 8%
Other factors to consider: Replenish Life +7, 25% Better Chance of Getting Magic Items

Skin of the Vipermagi
Important factors to consider: +1 to All Skills, 30% Faster Cast Rate, All Resistances +20-35, Magic Damage Reduced by 9-13
Other factors to consider: None

Enigma
Important factors to consider: +2 to All Skills, + (0.75 Per Character Level) +0-74 to Strength (Based On Character Level), Increase Maximum Life 5%, Damage Reduced by 8%, +14 Life After Each Kill
Other factors to consider: +45% Faster Run/Walk, 15% Damage Taken Goes To Mana, + (1 Per Character Level) +1-99% Better Chance of Getting Magic Items (Based On Character Level)

2.5 Shield

Stormshield
Important factors to consider: +25% Increased Chance to Block, 35% Faster Block Rate, Damage Reduced by 35%, Cold Resist +60%, Lightning Resist +25%, +30 to Strength
Other factors to consider: None

Moser's Blessed Circle
Important factors to consider: +25% Increased Chance to Block, 30% Faster Block Rate, All Resistances +25, Socketed (2)
Other factors to consider: None

Whitstan's Guard
Important factors to consider: 40% Faster Block Rate, 55% Increased Chance of Blocking
Other factors to consider: Half Freeze Duration

Gerke's Sanctuary
Important factors to consider: +30% Increased Chance to Block, All Resistances +20-30, Replenish Life +15, Damage Reduced by 11-16, Magic Damage Reduced by 14-18
Other factors to consider: None

2.6 Belt

Arachnid Mesh
Important factors to consider: +1 to All Skills, +20% Faster Cast Rate
Other factors to consider: Increases Maximum Mana 5%

Verdungo's Hearty Cord
Important factors to consider: 10% Faster Hit Recovery, +30-40 to Vitality, Replenish Life +10-13, Damage Reduced by 10-15%
Other factors to consider: None

Thundergod's Vigor
Important factors to consider: +20 Lightning Absorb, 10% to Maximum Lightning Resist, +20 To Strength, +20 To Vitality
Other factors to consider: None

Tal Rasha's Fire-Spun Cloth
Important factors to consider: +20 Dexterity
Other factors to consider: +30 Mana, +10-15% Magic Find


2.7 Rings

10% FCR/Stat/Resistance
**Pending item properties

Stone of Jordan
Important factors to consider: +1 to All Skills
Other factors to consider: +25% Mana, +20 Mana

Bul Kathos' Wedding Band
Important factors to consider: +1 to All Skills, + (0.5 Per Character Level) 0-49 to Life (Based On Character Level)
Other factors to consider: None

Nagelring
Important factors to consider: Magic Damage Reduced by 3
Other factors to consider: 15-30% Better Chance of Getting Magic Items

Wisp Projector
Important factors to consider: Lightning Absorb 10-20%
Other factors to consider: 10-20% Better Chance of Getting Magic Items


2.8 Gloves

Magefist
Important factors to consider: +1 to Fire Skills (Indirectly means +1 to Warmth), +20% Faster Cast Rate
Other factors to consider: Regenerate Mana 25%

Trang-Oul's Claws
Important factors to consider: +20% Faster Cast Rate, Cold Resist +30%
Other factors to consider: None

Bloodfist
Important factors to consider: +30% Faster Hit Recovery, +40 to Life
Other factors to consider: None

Frostburn
Important factors to consider: None
Other factors to consider: Increase Maximum Mana 40%


2.9 Boots

Aldur's Advance
Important factors to consider: +50 to Life, Fire Resist +40-50%
Other factors to consider: 40% Faster Run/Walk

Shadow Dancer
Important factors to consider: +30% Faster Hit Recovery, +15-25 to Dexterity
Other factors to consider: +30% Faster Run/Walk

Waterwalk
Important factors to consider: +15 to Dexterity, +5% Maximum Fire Resist, +45-65 to Life
Other factors to consider: 20% Faster Run/Walk

War Traveler
Important factors to consider: +10 to Vitality, +10 to Strength
Other factors to consider: 25% Faster Run/Walk, 30-50% Better Chance of Getting Magic Items

Natalya's Soul
Important factors to consider: Cold Resist +15-25%, Lightning Resist +15-25%
Other factors to consider: +40% Faster Run/Walk

Cow King's Hooves
Important factors to consider: +20 to Dexterity
Other factors to consider: +30% Faster Run/Walk, 25% Better Chance of Getting Magic Items

Sandstorm Trek
Important factors to consider: +20% Faster Hit Recovery, +10-15 to Strength, +10-15 to Vitality, Poison Resist +40-70%
Other factors to consider: +20% Faster Run/Walk
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3. Importance of MDR and PDR in PvM

PDR is abbreviated from Physical Damage Reduction, MDR from Magic Damage Reduction. Both refer to the non-elemental damage types which are not affected by the +@ All Resistance attribute.
Quite simply, the physical damage given prior to %DR being taken into account, is firstly 'cut' by PDR. Since physical damage is quite low (Compared to PvP) on monsters, even in hell, a stacking of that attribute could significantly improve one's survival. Same goes for MDR.

Sol (PDR) vs Ber (%DR):
A hell Doom Knight hitting for 67-144 (90.5 Average) physical damage.
Ber rune: 90.5*0.92 = 83.26 damage received.
Sol rune: 90.5-7 = 83.5 damage received.

2 Ber runes: 90.5*0.84 = 76.02 damage received.
2 Sol runes: 90.5-14 = 76.5 damage received.

The average damage being closer to 87 would show near exact results for both Sol and Ber, masking percentile as integer.
As damage increases over 87, %DR would be better. As damage decreases below 87, PDR would be better.
Ironically, the number 87 is complied of 8(%DR=Ber) and 7(PDR=Sol).

In most cases, the average damage of a hitting mob will not increase the 100 damage points, making Sol superior.
However, both %DR and PDR are extremely important and when combined offer a great conjoined survival factor:

Sol+Ber: 90.5-7= 83.5*0.92 = 76.82

4. Build setups and stats

Setup 1 - Author: Myself

Gear
Helm: HQ Shako 'Um'
Armor: Enigma MP
Amulet: 2/15%+ FCR/Adds
Rings: 2*10%FCR/15+ Strength. Adds such as dexterity and resistance are quite suitable here.
Boots: A-Advance
Gloves: Magefist
Belt: Arachnid's Mesh
Shield: Stormshield 'Um'
Weapon: HotO 40
Inventory: Annihilus, Torch, 4*Lightning Skillers

Stats
117% FCR
Max Block
1,910 HP
50% DR (+3% stack)
75@ resistances (Boarderline, not stacked)
196% MF
15.5K average damage Lightning (6-31K)


Setup 2- Author: aneas

Gear
Helm: Griffon's Eye
Armor: Vipermagi 30 (-5%/+X%)
Amulet: Mara's Kaleidoscope
Rings: Soj + FCR ring
Boots: WW
Gloves: Bloodfist
Belt: Arachnid Mesh
Shield: Moser's Blessed Circle (-10%/+X%)
Weapon: HotO 40
Inventory: Annihilus, Torch.

Stats
Will leave to author's reference.

Setup 3- Author: Oggy_xP

Gear
Helm: Griffon with 7fhr 15@ jewel
Armor: Gurdian Angel - either socket it with perf amethyst / emerald or some 9 dex 9 str 9@ res jewel
Amulet: 2 sorc 12 fcr 10 dex 15@ res amu
Rings: 2x Soj
Boots: Ww 65 Life
Gloves: TO gloves
Belt: Arach
Shield: Stormshield -15 req 15@ res jewel
Weapon: Hoto 40 res
Inventory: 15/20 anni, 15/20 torch, 3x 12 fhr skiller, 4x 30 life skiller, 4x 20 life sc, 4x 5@ res sc

Stats
6-35462 damage
20 pierce
90@ res at hell about 80 stacked lr
1865 life
702 mana
117 fcr
43 fhr (42 be the bp)
max block

Setup 4- Author: ashwinthegrim

Gear
Helm: Griffon's Shael'd
Armor: Vipermagi Shael'd
Amulet: Mara's Kaleidoscope
Rings: 10 fcr ring with resists (A 10 fcr ring with 20+ of each resists shouldn't cost much if it doesn't have any other mods, but for pvm purposes, it is perfect) + Wisp (Lightning Absorb)
Boots: Aldur's Advance/Sandstorm Treks (depending on whether you want to stack fire resists or not)
Gloves: Bloodfist
Belt: Arach
Shield: Whitstan's/Moser's
Weapon: Hoto (3 skills, 40 fcr, 40 resists)
Inventory: Annihilus, Torch.

Stats
Quote (ashwinthegrim @ Dec 22 2010 11:03pm)
With the above setup, you have 117 fcr, 86 fhr (if you use treks, viper shael'd + griffons shael'd + bloodfist + treks gets you there, if you use aldur's, socket shield with a fhr jewel and use a few fhr scs in inventory).
Coming to resists, Hell needs 175 resists to get to 75. Hoto (40) + Vipermagi (35) + Mara's (30) + Torch (20) + Anni (20) is 145. If the fcr ring does not have 30 of each resistance, use resist scs in inventory to make up for the remaining resists. Being a ranged attacker, conviction oriented monsters shouldn't pose a threat, unless you teleport right into the mob. Apart from that, there aren't many places where stacked resists will help.


Setup 5- Author: Oggy_xP

Gear
Helm: Griffon 7 fhr 15 res jool
Armor: Viper 13 mdr Ber
Amulet: 2/12/stat/res amu
Rings: Soj, fcr/mana/res ring
Boots: WT 50
Gloves: Cg 40
Belt: Dungo 15 dr
Shield: Whistan Eld
Weapon: Hoto
Inventory: Gheed, 3* 12 fhr skiller, 3* 15 life skiller, 8* 20 life scs

Stats
6-32k damage
maxblock
1933 life
75 res
42 fhr
117 fcr
130 mf
13 mdr
23 %DR

Added note:
Quote (Oggy_xP @ Dec 24 2010 12:02am)
Replacing Eld rune in Whistan with Ber = 31% Dr... only 4 less than with SS build.
You could replace the 7/15 jewel in Griffon for whatever you like and just swap 2 scs for fhr or fhr/res scs.
And this build is imo really cheap.


Setup 6- Author: aneas

Gear
Helm: Griffon's
Armor: Viper
Amulet: Rare/Crafted FCR Amu
Rings: Rare/Crafted FCR Ring x2
Boots: Shadow Dancers
Gloves: Bloodfist
Belt: TGod's
Shield: Stormshield
Weapon: HotO
Inventory: Torch, Annihilus.

Stats
Quote (aneas @ Dec 24 2010 12:37am)
HotO, Viper, SS +  Res from Amu/Rings/Inventory --> max. Res
TGod's = higher LR + Abs
Dancers + Bloodfist = 60 FHR with still 3 open sockets in Viper, SS and Griffon's (reaching 86 with 3x 7 FHR jewels + 1 SC)
Also, you lose just 1 Skill (Arach) vs. most other builds that were suggested, so DMG = enough
Max Block reached ofc and stats from Amu + Rings (+TGods's STR and Dancer's DEX) will help a lot to save points for VIT.
117 FCR reached


Setup 7- Author: afRichman

Gear (Note that all sockets are were left open for discussion/preference)
Helm: Griffins
Armor: Vmage (up'd)
Amulet: 3 lit 70 life ammy ( didn't use 100 because that's harder to come by)
Rings: 10fcr 20str 15 dex ring (no other stats, left that open for whatever), Nagel ring (fcr was already achieved, didn't, may as well get the mf)
Boots: Cow King boots (I feel this trumps shadow dancers due to having a MUCH lower str req and 25% mf and only offering 5 less dex)
Gloves: Trangs gloves
Belt: Tgods (Before I mentioned how crucial lit sorb and/or + max lit is)
Shield: Gerkes Sanc
Weapon: Hoto
Inventory:P torch and P anni were used and 1x11 lit res sc (build hit 75 all res in hell dead on, needed 10 more lit), 6x plain lit skillers and gheeds fortune, leaving 2x columns open for items

Stats
125%fcr
0% dr
pdr/mdr from gerkes and vmage
Full hell resists (85 lit, (tgods))
Only 65% mf (empty sockets could be ist'd)

32k max lit dmg
3500def
max block
lvl 12 bo
16xx life

Setup 8- Author: afRichman

Gear (Note that all sockets are were left open for discussion/preference)
Helm: Shako
Armor: Vmage (up'd)
Amulet: 3 lit 70 life ammy ( didn't use 100 because that's harder to come by)
Rings: 10fcr 20str 15 dex ring (no other stats, left that open for whatever), Wisp ring (some form of lit sorb is a must)
Boots: Cow King boots (I feel this trumps shadow dancers due to having a MUCH lower str req and 25% mf and only offering 5 less dex)
Gloves: Trangs gloves
Belt: Archa
Shield: Gerkes Sanc
Weapon: Hoto
Inventory: P torch and P anni were used, 6x plain lit skillers and gheeds fortune, leaving 2x columns open for items,

Stats
120% fcr
10% dr
pdr/mdr from gerkes and vmage
Full hell resists
115% mf

Added note:
Quote (afRichman @ Dec 24 2010 06:56am)
Both worked really well and had no real problems in a P5 game with no merc.

iso feedback :)


Setup 9- Author: Soccergoal10

Gear
Helm: griffs
Armor: viper
Amulet: maras
Rings: fcr ring, natures/soj
Boots: waters
Gloves: magefist
Belt: tgods
Shield: gerkes
Weapon: hoto
Inventory: Annihilus, Torch.

Stats
Quote (Soccergoal10 @ Dec 24 2010 07:49am)
this gives you 13-14 bo, 80 fire res 85 light (when maxed..) some light sorb.
MDR: viper 9-13, gerkes 14-18
DR: gerkes 11-16, natures 7-11
3 socket opportunities... recommend 2x shael + 1x sol (assuming you can cover the 185 res@ from gear..)
problems with setup: no base fhr from gear... can hit 42 or 60 fairly easy with 2x shaels.
res all: torch/anni 35 + viper 30 + maras 25 + 25 gerkes + 30 anyas + 35hoto = 180. you will need 5 more. I am missing 25 res@ from the gear I listed... should be easy to get upgrades here and there or use 1-2 res@ jewels or ums.
positives: hits all your requirements BUT mf.. see below. nice damage. nice life (i believe.. didnt calculate), nice life rep/mdr/pdr, max block, sorb (i think its extremely nice in hc.. see below)
MF: if you do not think fhr is as important, your gcs can take care of it. or you can use ists/topaz. i think charms can help here if you truly need... since the gear covers all other bases.
Sorb: if you do not think tgods is needed... use goldwrap so you can hit more mf ^_^ or use arach/chancies
fairly decent in my opinion. only things that I feel that can be approved on is... maybe waterwalks. i just do not like them tbh.... i guess pvm they are good though. still might use fhr boots or something. personal preference maybe since waterwalks do not add to breakpoints and just are there for pure life basically... hope this post is nice.


Setup 10 - Author: Myself



Gear
Helm: Griffon's Eye
Armor: Enigma MP/LP/BP
Amulet: Mara's Kaleidoscope
Rings: 2*10% FCR/Strength rings.
Boots: War Traveler
Gloves: Magefist
Belt: Arachnid Mesh
Shield: Stormshield 'Eld'
Weapon: HotO 40
Inventory: Annihilus, Torch.

Stats
1744 HP
MB
43% DR
5-21k Light Damage
75@ Resistances
140-150% MF



5. Credits & References

Starting this discussion from this page: Pvm Max Block Discussed, requested to be closed since this guide will now be a better suited on-going discussion in the matter (Should more things be misunderstood).

Thanks to all the authors for their builds & setups:
aneas, Oggy_xP,ashwinthegrim, Soccergoal10, afRichman.
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Dec 26 2010 04:23am
hc/10

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Dec 26 2010 05:20am
im looking to improve my block on my sorc,

i would suggest you Ad a crafted amalet to your amalet selection !

its called a safety amalet

safety amalet
Magic Amulet
Thul Rune
Perfect Emerald
Any Jewel

it has a 1-10 % chance of increased block !
of course other random mods can spawn !




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Dec 26 2010 10:22am
Quote (Awakened @ Dec 26 2010 01:23pm)
hc/10


Refrain from spamming.

Quote (diablo_clone @ Dec 26 2010 02:20pm)
im looking to improve my block on my sorc,

i would suggest you Ad a crafted amalet to your amalet selection !

its called a safety amalet

safety amalet
Magic Amulet
Thul Rune
Perfect Emerald
Any Jewel

it has a 1-10 % chance of increased block !
of course other random mods can spawn !


Feel free to post along a full gear setup.
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Trader: Trusted
Dec 26 2010 10:25am
Nice job, grats !

Dwarf ring ( 15mdr 40life 15%fire absorb +adds ) doesnt deserve a word ?

I see an issue about absorption :

Quote (Synonym @ Dec 26 2010 10:09am)
(...)
Example:
A character has 0% fire resistance and +25 fire absorb. A monster dealing 100 fire damage will apply full damage -25, meaning 75 fire damage.
A character has 75% fire resistance and +25 fire absorb. A monster dealing 100 fire damage will apply 25 damage -25, meaning no damage taken.
A character has 75% fire resistance and +30 fire absorb. A monster dealing 100 fire damage will apply 25 damage -30, healing the character for +5 HP.
(...)


At 0%res, 25damages would be taken from 100 and used to heal, the remaining 75 would hurt.
Final result : +25 - 75 = -50 hp

At 75%res, all the 25damages, not cut by the res, would heal the player.
Final result : +25 hp

And having +30fire absorb in this situation would leave us with the same result : +25hp.
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Dec 26 2010 10:31am
Yes, Dwarf Star is definitely worth a spot up there.

Thanks for explaining Absorb applies twice.

Quote (feanur @ Dec 26 2010 07:47pm)
Quote (Synonym @ Dec 26 2010 05:45pm)
Quote (feanur @ Dec 26 2010 07:42pm)
Quote (Synonym @ Dec 26 2010 05:41pm)
Quote (feanur @ Dec 26 2010 07:40pm)
http://forums.d2jsp.org/topic.php?t=50964501&f=87

Indeed, integer absorb (just like %absorb) is counted twice.

The game mechanism applies :
1- cyclone armor
2 - %energy shield
3 - mdr (works on fire/cold/light/magic)
4 - %resistance
5 - %absorb
6 - integer absorb

The amount of integer absorb is taken from the remaining damages.
This amount is first added to your life (heal) if possible - if you dont already have max life.

So vs 100damages, 0%res, 25integer absorb :

the game takes 25 from 100, 75 remains.
Those 25 are added to your life : +25 hp
The 75 remaining hurt you : -75 hp
Final result is -50 hp.

Hence, 25integer absorb protects you from 50damages (double).


So it's counted before and after? I always had the impression it's counted after %Reduction only.


It's taken from the damages you recieve, so it cuts the damages, and heal you with the part that has been cut.


Regardless of remaining incoming damage?
Meaning, 100 damage / 25 Absorb / 75% Resist will result in -75 HP +25 HP?

Alright, thanks.


100 damages 25absorb(integer) 75%res :

75%res is counted first, 100 damages become 25 damages.
Then comes integer absorb :
25 is taken from 25 and heal you.
the remaining (25 - 25 = 0) hurts.
Final result : +25 - 0 = 25 heal

Note that with more than 75%res, you would have less heal.


This post was edited by Synonym on Dec 26 2010 10:49am
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Dec 26 2010 12:56pm
Good looking guide

I would like to make a couple corrections to my 2 suggested builds; specifically, I messed the mf on both of them up

Quote
Setup 7- Author: afRichman

Gear (Note that all sockets are were left open for discussion/preference)
Helm: Griffins
Armor: Vmage (up'd)
Amulet: 3 lit 70 life ammy ( didn't use 100 because that's harder to come by)
Rings: 10fcr 20str 15 dex ring (no other stats, left that open for whatever), Nagel ring (fcr was already achieved, didn't, may as well get the mf)
Boots: Cow King boots (I feel this trumps shadow dancers due to having a MUCH lower str req and 25% mf and only offering 5 less dex)
Gloves: Trangs gloves
Belt: Tgods (Before I mentioned how crucial lit sorb and/or + max lit is)
Shield: Gerkes Sanc
Weapon: Hoto
Inventory:P torch and P anni were used and 1x11 lit res sc (build hit 75 all res in hell dead on, needed 10 more lit), 6x plain lit skillers and gheeds fortune, leaving 2x columns open for items

Stats
125%fcr
0% dr
pdr/mdr from gerkes and vmage
Full hell resists (85 lit, (tgods))
Only 65% mf (empty sockets could be ist'd)

32k max lit dmg
3500def
max block
lvl 12 bo
16xx life

Setup 8- Author: afRichman

Gear (Note that all sockets are were left open for discussion/preference)
Helm: Shako
Armor: Vmage (up'd)
Amulet: 3 lit 70 life ammy ( didn't use 100 because that's harder to come by)
Rings: 10fcr 20str 15 dex ring (no other stats, left that open for whatever), Wisp ring (some form of lit sorb is a must)
Boots: Cow King boots (I feel this trumps shadow dancers due to having a MUCH lower str req and 25% mf and only offering 5 less dex)
Gloves: Trangs gloves
Belt: Archa
Shield: Gerkes Sanc
Weapon: Hoto
Inventory: P torch and P anni were used, 6x plain lit skillers and gheeds fortune, leaving 2x columns open for items,

Stats
120% fcr
10% dr
pdr/mdr from gerkes and vmage
Full hell resists
115% mf


Setup 7: mf should be: nagel + cow kings + gheeds = 60 - 95%

Setup 8: mf should be: Shako + cow king + wisp ring + gheeds = 105 - 135%

Ofcourse both these do not count the sockets which could be ists to increase it, or rubies to increase life
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Dec 26 2010 04:25pm
Thank you for that add.
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Dec 27 2010 08:52am
Apologies for the late response.

Quote (Synonym @ 26 Dec 2010 10:09)
* Normal: 0
    * Nightmare: -50
    * Hell: -100

Minor nit, the nightmare penalty is -40, I believe.
I see feanur has already addressed the absorb issue.

Quote (Synonym @ 26 Dec 2010 10:09)
2.1 Weapon

Heart of the Oak (HotO)
Eschuta's Temper
Wizard Spike
Spirit Sword

Eschuta vs. HotO basically comes down to ~20% Lightning Damage and -5% elr (this is assuming you socket it with a RBF) vs. 40@ resists, 20 BO-able life and +3 to BO (since you'll probably be using CtA on HC). The lightning damage is only added to the mastery, and I simply don't think the -5% elr is enough of a damage boost to compete with the resists and the life HotO gives you.
HotO vs. Spirit means 5% FCR (not that important if you use griffon's, since all the other items give x0% FCR), 40@ Res, +1 All Skills, 20 BO-able life vs. 55%FHR and 44 non-BO-able life. The life bonus should be fairly similar after BO is applied, so (provided we're using griffon's) we're left with 40@ Res and +1 Skill vs. 55%FHR. The FHR from Spirit allows for some more freedom with the rest of the gear, but I still don't think it's enough to compete with the much needed resists and the skill bonus from HotO.
So we're left with HotO and wizzy. Wizzy has the extra 10%FCR, which basically means one of the rings can be changed to a SoJ or an absorb ring. I see no one here has suggested a wizzy setup yet, it's a nice and cheap option that offers a lot of safety via the resists and the ring slot it opens up.
But I still like HotO better for the +3 skills, which I think adds enough damage to outweigh that safety bonus.

Quote (Synonym @ 26 Dec 2010 10:09)
2.2 Helmet

Griffon's Eye
Harlequin Crest (Shako)

Ah yes, the Shako vs Griffon's Eye dispute. Shako adds a lot of safety with the life bonus and the %DR. I, however, have grown top attached to the -20 (or even -25) % ELR from Griffon's, which boost your damage a ton against mobs with broken immunities and the variability Griffon's Eye offers for the rest of your gear with the +25% FCR. This FCR is even more needed since you won't be using Spirit on a MB build.
I'd take Griffon's over Shako on any lightning element using character (except trapper) any day.

Quote (Synonym @ 26 Dec 2010 10:09)
2.3 Amulet

Mara's Kaleidoscope
Crafted 1-2 Sorc/10%-20% FCR Amulet
Tal Rasha's Adjudication

Pretty straightforward, if you need FCR, use a FCR amulet, otherwise use mara's. I'd only consider TR's amulet on a budget build.

Quote (Synonym @ 26 Dec 2010 10:09)
2.4 Armor

Chains of Honor
Skin of the Vipermagi
Enigma

The only time Enigma should even be considered is if you're using Stormshield. And even then I think the strength bonus wouldn't be enough to outweigh the much needed FCR (no Spirit shield) and the resists. And vmagi also has an open socket for some extra variability.
Also I'd probably never take CoH over vmagi on a build without Spirit shield.

Quote (Synonym @ 26 Dec 2010 10:09)
2.5 Shield

Stormshield
Moser's Blessed Circle
Whitstan's Guard
Gerke's Sanctuary

All of them are perfectly viable shields. I'd most likely pick Stormshield 15res/-15req for a safe build, though. The massive %DR can for example help a lot if you get hit by the Dolls' explosion, those little boogers pack one hell of a punch. Since you'll mostly avoid them, this isn't such a problem on Softcore, but on Hardcore a single lag with bad timing or a single bad teleport can be enough.

Quote (Synonym @ 26 Dec 2010 10:09)
2.6 Belt

Arachnid Mesh
Verdungo's Hearty Cord
Thundergod's Vigor
Tal Rasha's Fire-Spun Cloth

Dungo, Tgods and Arach are all nice belts. I’d pick either Arach (again much needed FCR) or Dungo (gives you 50% DR with SS), though.

Quote (Synonym @ 26 Dec 2010 10:09)
2.8 Gloves

Magefist
Trang-Oul's Claws
Bloodfist
Frostburn

Frostburns are out of the question in my opinion.
From Magefists and Trang-oul’s gloves I’d pick TO, except when using SS, which already gives you an overflow of cold resistance. I think the extra resistance is better than the little bit of extra mana regeneration.
Now Bloodfists are also a great choice, since the FHR is also needed a lot without Spirit. The 60FHR bp is easily reachable with e.g. bfists + shadow dancers (or treks/shael + 2x5hr/res sc). And the extra BO-able life doesn’t hurt either.
This means TOs if you need the FCR, otherwise use bfists.

Quote (Synonym @ 26 Dec 2010 10:09)
2.9 Boots

Aldur's Advance
Shadow Dancer
Waterwalk
War Traveler
Natalya's Soul
Cow King's Hooves
Sandstorm Trek

I’d consider Aldur’s, Shadow Dancers (only with SS setup), and Treks. All of them effectively offer a fairly similar life bonus, so it comes down to 20%FHR and PR (treks) vs. 30%FHR (dancers) vs. 40% fire res (Aldur’s). I’d take FHR over the resists and go with Shadow Dancers.



With all this in mind, this would be one of my setups (I say one of them, because I have yet to test a few gloves-belt-boots variations and a few ring-amulet variations):
Helm: griffs (Um or RBF – depends on the resists on the rest of the gear – you should be able to pull off max resists without Um with semi-decent items, though)
Armor: viper (Shael)
Amulet: mara’s
Rings: FCR (mine is a simple 10fcr/15@res) + wisp (you can keep a dwarf star in stash if you want)
Boots: dancers
Gloves: mages
Belt: dungo
Shield: stormshield (15res/-15req jewel)
Weapon: hoto
Inventory: Annihilus, Torch, Gheed’s, the rest is free to fill as you please.



Stats:
125%FCR
MB
75@ Res, some lightning and cold stack
10-20% lightning absorb
1.6k life
50%DR
5-20k Lightning damage with up to -25% enemy lightning resist
60%FHR

As you can see, I sacrifice some raw damage and life to combine the vital safety goals with 50%DR, a decent amount of –ELR, some lightning stack, and some lightning (or fire) absorb.
The life and damage could be higher with higher-end equipment (since you’d use lifers, and you could have life/strength/dexterity on the ring and/or amulet). My equipment contains a low hoto, low mara, decent viper, mediocre anni and torch, and an otherwise clean inventory (which you’re free to fill up with life charms, skillers, fhr charms, etc.).

This post was edited by MateDeVita on Dec 27 2010 08:58am
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