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Feb 12 2015 11:34am
Quote (Azn Masta @ Feb 12 2015 12:49pm)
A ghost or trapper could take down the hammer din if they had the patience to do so by slowly chipping away their life with mb and/or openwounds or traps.

Add in medi and that chance is significantly reduced. Hell, even the incentive to run around moor to mb a hdin for "chump change damage" is bleh when you can make 1 unlucky tele into invisible hammers and go 100-0

On average, 99% of sins die in 2 hammers w/o block. they die in ~3 w/ block. 60% block give or take is equal to 60% increase to life if you will



I can do that to mine as well. Its not the point. I dont run out of mana. But what I do have issues with is 3x gm life rep against "0-10 rep" that a ghost can get at max...

Dueling even good hdins is fine so long as they dont use med to heal. Once that goes into play, they will win through attrition.


Trap and Ghost are well equipped to agress Medi.
If you're using Medi you won't kill anything in 2 hammers.
"Chump change damage" when the DPS of MB is 5x the effective HPS of Medi. Ghost is actually even better equipped to deal with Medi than Trap. You can charge out of MB lock against Trap, it's dangerous against Ghost because it leaves you vulnerable to WW. Quite frankly Hdin is at at a much greater disadvantage against Trap and Ghost when trying to play defensively with Medi compared to pressuring with stomps. Pretty sure I proved that yesterday, actually...
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Feb 12 2015 12:46pm
Quote (young2093 @ Feb 12 2015 01:34pm)
Trap and Ghost are well equipped to agress Medi.
If you're using Medi you won't kill anything in 2 hammers.
"Chump change damage" when the DPS of MB is 5x the effective HPS of Medi. Ghost is actually even better equipped to deal with Medi than Trap. You can charge out of MB lock against Trap, it's dangerous against Ghost because it leaves you vulnerable to WW. Quite frankly Hdin is at at a much greater disadvantage against Trap and Ghost when trying to play defensively with Medi compared to pressuring with stomps. Pretty sure I proved that yesterday, actually...


Then you recall, the time I got you round 500 life, I was trying to chase you down for a MB pk, but eventually I messed up and you 100-0'd me with 1 stomp.

Now I'm going to say you didn't play "gay" yesterday, but if someone has WANTED to, they could. When we assess a situation to determine whether a skill should or shouldn't be used, we have to factor in those guys who will abuse every corner they can for a victory. Its not your average duelers who i'm concerned with, its those once in a blue moon faggots who will push "gm" to the limit just to say they beat you
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Feb 12 2015 12:51pm
Quote (Azn Masta @ Feb 12 2015 02:46pm)
Then you recall, the time I got you round 500 life, I was trying to chase you down for a MB pk, but eventually I messed up and you 100-0'd me with 1 stomp.

Now I'm going to say you didn't play "gay" yesterday, but if someone has WANTED to, they could. When we assess a situation to determine whether a skill should or shouldn't be used, we have to factor in those guys who will abuse every corner they can for a victory. Its not your average duelers who i'm concerned with, its those once in a blue moon faggots who will push "gm" to the limit just to say they beat you



Big key phrase there. You messed up.
You over extended without any traps and I c/t'd under you. I didn't use Medi one time our entire set. 4/5 kills were 100% me pressuring you, stomping you out of traps fields, harassing with FoH, and not giving you space to comfortably lay traps. Medi is completely irrelevant. If you push correctly on a hdin using Medi, MB should kill outside of some PDR setup which is retarded on its own.

Edit: the big deal is people playing overly defensive. Focus on limiting that for competitive play rather than attempting to validate banning Medi when Hdin is gimped on East. At any rate, ban it or allow it. Medi for just mana is silly.

This post was edited by young2093 on Feb 12 2015 12:53pm
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Feb 12 2015 01:01pm
Quote (young2093 @ Feb 12 2015 02:51pm)
Big key phrase there. You messed up.
You over extended without any traps and I c/t'd under you. I didn't use Medi one time our entire set. 4/5 kills were 100% me pressuring you, stomping you out of traps fields, harassing with FoH, and not giving you space to comfortably lay traps. Medi is completely irrelevant. If you push correctly on a hdin using Medi, MB should kill outside of some PDR setup which is retarded on its own.

Edit: the big deal is people playing overly defensive. Focus on limiting that for competitive play rather than attempting to validate banning Medi when Hdin is gimped on East. At any rate, ban it or allow it. Medi for just mana is silly.


You can't put a restriction on "overly" defensive play because that is dependent on each person's perspective. It's better to completely ban a skill that can be "abused" to avoid people misusing it, than to "restrict" a grey area such as play style.

In HvG, how the match up works generally is to chipped down hdin with safe mb and traps. WW when they stomp if applicable and when they charge out of your mb lock. Problem is IF they wanted to, they can heal it all back up with less risk since they're allowed more room for error. A ghost can make 1 mistake and go from full life to 0 instantly. When the Hdin mess up (and you did a lot of times) I can get off maybe 1 hit check of ww through that 50% DR and 75% block and high defense.... Even if its a major mess up and I ww you while charging, I notice you only lost all of 20%-25% life. That sure seems a lot more flexible than me who 2 hit = dead.
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Feb 12 2015 01:04pm
Quote (Azn Masta @ Feb 12 2015 04:49pm)
A ghost or trapper could take down the hammer din if they had the patience to do so by slowly chipping away their life with mb and/or openwounds or traps.

Add in medi and that chance is significantly reduced. Hell, even the incentive to run around moor to mb a hdin for "chump change damage" is bleh when you can make 1 unlucky tele into invisible hammers and go 100-0

On average, 99% of sins die in 2 hammers w/o block. they die in ~3 w/ block.60% block give or take is equal to 60% increase to life if you will



I can do that to mine as well. Its not the point. I dont run out of mana. But what I do have issues with is 3x gm life rep against "0-10 rep" that a ghost can get at max...

Dueling even good hdins is fine so long as they dont use med to heal. Once that goes into play, they will win through attrition.


That's wrong though. 60% block is equivalent to 250% life (+150%).

/e only for purposes of expected damage to kill, obviously not equivalent in general (see life rep)

This post was edited by ggpwntthxbai on Feb 12 2015 01:06pm
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Feb 12 2015 01:07pm
Quote (ggpwntthxbai @ Feb 12 2015 03:04pm)
That's wrong though. 60% block is equivalent to 250% life (+150%).


So you're saying 4500 life with 60% block = ~11250 life which is still about 3-4 hits to kill. Same difference

This post was edited by Azn Masta on Feb 12 2015 01:10pm
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Feb 12 2015 01:11pm
ReV > East.
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Feb 12 2015 01:11pm
Quote (BloopX @ Feb 12 2015 03:11pm)
ReV > East.


SpD #1
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Feb 12 2015 01:14pm
Quote (Azn Masta @ Feb 12 2015 07:07pm)
So you're saying 4500 life with 60% block = ~11250 life which is still about 3 hits to kill. Same difference


7200 and 11250 probably work out to a different number of hits at most realistic hit damages. But idc just wanted to point out that X probability to block is not X(health) additional health it's 1/(1-x) health. At 60% it's already a huge difference but at 62-63 it becomes more extreme.
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Feb 12 2015 01:16pm
Quote (ggpwntthxbai @ Feb 12 2015 03:14pm)
7200 and 11250 probably work out to a different number of hits at most realistic hit damages. But idc just wanted to point out that X probability to block is not X(health) additional health it's 1/(1-x) health. At 60% it's already a huge difference but at 62-63 it becomes more extreme.



What are the exact numbers may I ask? I'm not 100% how that works
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