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Jan 26 2022 02:14pm
Quote (Mystic_Bardock @ Jan 26 2022 02:06pm)
Don't think ormus works it says sorc only on it


mercs benefit from +all skills, +fire skills, +skill that is class specific, but not from +class skills or +tab skills
so an act 5 merc wearing a barb hat with +3 bash gets +3 bash, but wearing arreats he gets +0
also mercs get synergies based on other skills they have cast, at the last skill level it was cast, not capped at 20, but also not applying until they cast it. IE they cast a level 36 firebolt, they now get +504% base damage to further casts of fireball.
Quote (AlakhaiDeMythos @ Jan 26 2022 01:54pm)
Anyone know if a3 merc is affected by fcr?

Never tested since old a3 was worthless.


yes, they have 17/16/15/14/13/12/11/10 FPA casting at 0/8/15/26/39/58/86/138% fcr
some action frame breakpoints inbetween but that really doesn't matter

This post was edited by Goomshill on Jan 26 2022 02:16pm
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Jan 26 2022 02:25pm
Quote (Goomshill @ Jan 26 2022 12:35pm)
anyway to resume where I left off, if anyone wants to chip in with the list;




and here's the most important webm of the thread in case anyone missed it

https://webm.red/KHXg.webm



Act 3 merc at level 98 has level 32 fire bolt / 30 fireball / 37 enchant.
So if he had lets say a 30/30 facet sword, 20/20 facet (ethereal) monarch, +3 fireball facet ormus and flickering flame + battle command, that leaves him with 36 fire bolt / 37 fireball / 41 enchant, +70% fire skill damage, -70% target resists.
which results in 4905 fire bolt, 6560 fire ball and 628 enchant with +380% AR, and -70% resists on those fireballs

This is a pretty huge improvement over the light sorc who could use facets/ormus/griff to get ~3300 lightning damage. Granted he now casts lightning more and uses static which is great for PvM, where fire sorcs and light is good
but this A3 fire merc has some real potential for PvP. He could fill a similar role to what BvCs can do with an Act 1 merc, except now he spams enchant on you so he's also a much better version of demon limb (demon limb = +218% ar, this = +380% ar, and some significant damage too)
Since the merc is going to be pretty much exclusively shooting namelocked firebolts / fireballs, not dicking around with useless charged bolts at range or low speed ice blasts, nor channeling inferno like the old god awful build, this has some real danger as a PvP merc
if an opponent is sitting on an uncapped 75% resist because he's not stacking against a BvC, that means 6560 fireball with -70% resist -> 1060 HP lost


I'll test some of these when I get home from work
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Jan 26 2022 02:42pm
Druid tele felt faster than normal, but I don't have reference to compare right now so I'm really not sure.

This post was edited by Kansu on Jan 26 2022 02:43pm
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Jan 26 2022 03:26pm
The Resist Fire Aura from Flickering Flame is adding more Fire Resistance but it's not raising max Fire Resistance.

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Jan 26 2022 03:27pm
Quote (redtomato @ 26 Jan 2022 22:26)
The Resist Fire Aura from Flickering Flame is adding more Fire Resistance but it's not raising max Fire Resistance.

https://cdn.discordapp.com/attachments/890381638763171893/936008792552902706/unknown.png


in short, it works as it is supposed to work :bonk:

e/ only hard S points raise your max res

This post was edited by Red_Vex on Jan 26 2022 03:29pm
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Jan 26 2022 03:28pm
Quote (redtomato @ Jan 26 2022 04:26pm)
The Resist Fire Aura from Flickering Flame is adding more Fire Resistance but it's not raising max Fire Resistance.

https://cdn.discordapp.com/attachments/890381638763171893/936008792552902706/unknown.png


It only adds max to the wearer.
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Jan 26 2022 03:33pm
Quote (Red_Vex @ Jan 26 2022 04:27pm)
in short, it works as it is supposed to work :bonk:

e/ only hard S points raise your max res


Hard points add 0.5 passive max resistance. The aura adds 1 active max resistance. I'm not getting the active max resistance portion is the issue.
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Jan 26 2022 03:38pm
Quote (redtomato @ Jan 26 2022 03:26pm)
The Resist Fire Aura from Flickering Flame is adding more Fire Resistance but it's not raising max Fire Resistance.

https://cdn.discordapp.com/attachments/890381638763171893/936008792552902706/unknown.png


Quote (VickIsSick07 @ Jan 26 2022 03:28pm)
It only adds max to the wearer.


Quote (redtomato @ Jan 26 2022 03:33pm)
Hard points add 0.5 passive max resistance. The aura adds 1 active max resistance. I'm not getting the active max resistance portion is the issue.


tooltip is wrong, skill is functioning "right", in a sense
the resist fire skill gives +max resist to everyone under the aura when active, and half that to self when not, based on your hard points in the skill only
it gives blvl max fire resist, not slvl.
So if you're a paladin with 1 point in resist fire and +15 all skills, you actually only get +1 max fire resist on your resist fire aura
https://www.theamazonbasin.com/wiki/index.php?title=Resist_Fire
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Jan 26 2022 03:39pm
Quote (Goomshill @ Jan 26 2022 03:14pm)
mercs benefit from +all skills, +fire skills, +skill that is class specific, but not from +class skills or +tab skills
so an act 5 merc wearing a barb hat with +3 bash gets +3 bash, but wearing arreats he gets +0
also mercs get synergies based on other skills they have cast, at the last skill level it was cast, not capped at 20, but also not applying until they cast it. IE they cast a level 36 firebolt, they now get +504% base damage to further casts of fireball.


yes, they have 17/16/15/14/13/12/11/10 FPA casting at 0/8/15/26/39/58/86/138% fcr
some action frame breakpoints inbetween but that really doesn't matter


Actually didn't know that cause I've never had a reason to use 3/5 merc. That's what makes d2 so good, new shit to learn even after 20+ years of playing.
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Jan 26 2022 05:06pm
Quote (Mystic_Bardock @ 26 Jan 2022 22:39)
Actually didn't know that cause I've never had a reason to use 3/5 merc. That's what makes d2 so good, new shit to learn even after 20+ years of playing.


Isnt the last fcr a3 bp unreachable tho? 70 spirits, 30 viper 25 griffon.
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