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Oct 23 2021 11:31pm
Quote (Belarathon @ Oct 24 2021 01:25am)
well the bug never made it do more dmg than it should, it made it do LESS dmg.

Some angles it would do full dmg, as shown. Other angles itwould do 1/3 dmg due to less hitsper second.

^goomshill pls


In the video just posted above it shows him killing baal in roughly 7 seconds of applied firewall damage, that seems like its doing way more than the advertised damage.
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Oct 23 2021 11:35pm
Quote (TheDecayed @ 24 Oct 2021 01:31)
In the video just posted above it shows him killing baal in roughly 7 seconds of applied firewall damage, that seems like its doing way more than the advertised damage.


It kind of seems like listed damage to me haha. The listed damage on FW is absolutely insane... The bug was that it only did 1/3 dmg on certain angles. FW doing full damage at all times (aka unbugged) is something to fear certainly...

Yikes, I was sitting here thinking that, as they said, everything would be the same other than graphics. I guess we will see which bugs are now fixed, which are the same, and which new bugs they have created over time... :unsure:
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Oct 24 2021 12:19am
I'd like to take some time to figure out if firewall and other collision spells are different and if so, why.
We can't take the existence of stuff like size and collision tiles and nextdelay and whatnot for granted and just assume it works the same as d2 since there are clear examples of differences

In original d2 it just spawned one (immobile fire patch) missile for each tile the invisible spawner units move over, and each of those 1-tile sized fires deals a fire dps per frame, 1/75 of the listed fire damage on the skill. It assumes 3 fires will overlap, so 3 fires * 25 frames per second.
so the actual damage rate came from the size of the opponent and what angle the fire passed through it, since that could be 1-5 missiles in a straight line depending on size and angle. For 1/3, 3/3 and 5/3 the listed dps.

If people are reporting that firewall is dealing more dps and blizzard is being more reliable and movement around minions is different, its possible all these issues have the same common root cause, that something is different about how collision tiles are checked or size of monsters. Size 3 monsters in d2 have 13 hurtbox tiles, 9 collision tiles and 5 obstacle tiles and 1 selection tile. What if those footprints were different in d2r? But it could be other causes too. What if the firewall missiles in d2r are being spawned multiple times on the same tile. What if they are dealing 1/25 of the listed skill damage instead of 1/75.
not easy things to figure out
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Oct 24 2021 12:23am
Quote (Cleav3r @ Oct 23 2021 03:42am)
no I didn't say BA is shit
I'm just saying BA is no longer the default weapon choice for smiters
in some cases 3 range 6f is still better than 2 range 5f



Never has been
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Oct 24 2021 12:24am
Quote (Goomshill @ Oct 23 2021 11:19pm)
I'd like to take some time to figure out if firewall and other collision spells are different and if so, why.
We can't take the existence of stuff like size and collision tiles and nextdelay and whatnot for granted and just assume it works the same as d2 since there are clear examples of differences

In original d2 it just spawned one (immobile fire patch) missile for each tile the invisible spawner units move over, and each of those 1-tile sized fires deals a fire dps per frame, 1/75 of the listed fire damage on the skill. It assumes 3 fires will overlap, so 3 fires * 25 frames per second.
so the actual damage rate came from the size of the opponent and what angle the fire passed through it, since that could be 1-5 missiles in a straight line depending on size and angle. For 1/3, 3/3 and 5/3 the listed dps.

If people are reporting that firewall is dealing more dps and blizzard is being more reliable and movement around minions is different, its possible all these issues have the same common root cause, that something is different about how collision tiles are checked or size of monsters. Size 3 monsters in d2 have 13 hurtbox tiles, 9 collision tiles and 5 obstacle tiles and 1 selection tile. What if those footprints were different in d2r? But it could be other causes too. What if the firewall missiles in d2r are being spawned multiple times on the same tile. What if they are dealing 1/25 of the listed skill damage instead of 1/75.
not easy things to figure out


Not easy but if it is doing that, it should also be doing similar things to Fissure and Volcano, right? Shaman getting even better. Worth figuring out.

Quote (FunnyNick @ Oct 23 2021 11:23pm)
Never has been


It always has been for people who want to pvp and have a chance to beat ww.

But I'd prob take 5 frame smite over 6 frame extra range.

This post was edited by inkanddagger on Oct 24 2021 12:26am
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Oct 24 2021 12:26am
Quote (inkanddagger @ Oct 24 2021 08:24am)
Not easy but if it is doing that, it should also be doing similar things to Fissure and Volcano, right? Shaman getting even better. Worth figuring out.



It always has been for people who want to pvp and have a chance to beat ww.



BA was never The first choice because of The ias after freeze friend
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Oct 24 2021 12:28am
Quote (FunnyNick @ Oct 23 2021 11:26pm)
BA was never The first choice because of The ias after freeze friend


Who isn't using Cham in PvP tho?
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Oct 24 2021 12:30am
Quote (inkanddagger @ Oct 24 2021 07:28pm)
Who isn't using Cham in PvP tho?


holy freeze

but i think people under estimate the importance of zerk range in pvp

This post was edited by BOO_MAN on Oct 24 2021 12:32am
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Oct 24 2021 12:32am
Quote (Goomshill @ Oct 24 2021 03:19am)
I'd like to take some time to figure out if firewall and other collision spells are different and if so, why.
We can't take the existence of stuff like size and collision tiles and nextdelay and whatnot for granted and just assume it works the same as d2 since there are clear examples of differences

In original d2 it just spawned one (immobile fire patch) missile for each tile the invisible spawner units move over, and each of those 1-tile sized fires deals a fire dps per frame, 1/75 of the listed fire damage on the skill. It assumes 3 fires will overlap, so 3 fires * 25 frames per second.
so the actual damage rate came from the size of the opponent and what angle the fire passed through it, since that could be 1-5 missiles in a straight line depending on size and angle. For 1/3, 3/3 and 5/3 the listed dps.

If people are reporting that firewall is dealing more dps and blizzard is being more reliable and movement around minions is different, its possible all these issues have the same common root cause, that something is different about how collision tiles are checked or size of monsters. Size 3 monsters in d2 have 13 hurtbox tiles, 9 collision tiles and 5 obstacle tiles and 1 selection tile. What if those footprints were different in d2r? But it could be other causes too. What if the firewall missiles in d2r are being spawned multiple times on the same tile. What if they are dealing 1/25 of the listed skill damage instead of 1/75.
not easy things to figure out


best accurate info /\ the best way to achieve some answers is laying traps n smite fpa due to easy max cap vel.. like laying traps only need 42 ias to reach max 9 fpa bcuz of this tests with this can be more accurate, but still need some data miner to know if really is over max cap..
to me fw has another thing bcuz of possible angle bug fix, so now ppl always get full dmg..
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Oct 24 2021 12:34am
Quote (BOO_MAN @ Oct 24 2021 08:30am)
holy freeze

but i think people under estimate the importance of zerk range in pvp



to be clear, never said theres only pb
grief, ofc BA was in stash but wasnt main for smite imo
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