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Dec 10 2021 03:09pm
I'm wondering what do people do in group climbs with good gear.
How many tanks, melee, caster players? what classes? thanks.
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Dec 10 2021 04:00pm
1 healer 1 tanker 3 DPS and whistle all the way
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Dec 10 2021 04:03pm
Quote (LRQ @ 10 Dec 2021 23:00)
1 healer 1 tanker 3 DPS and whistle all the way


its mostly closer to

1 tank ( in good groups statting like ~60 vita and wears dps gear till lvl ~30-50 )
4x dps ( best case, 4x caster and later one of the caster heals sometimes )



the more dmg the group deals the less needs the tank to def or the healer to heal = faster climbs



This post was edited by Denn1s on Dec 10 2021 04:03pm
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Dec 10 2021 04:48pm
Quote (LRQ @ 10 Dec 2021 23:00)
1 healer 1 tanker 3 DPS and whistle all the way


Quote (Denn1s @ 10 Dec 2021 23:03)
its mostly closer to

1 tank ( in good groups statting like ~60 vita and wears dps gear till lvl ~30-50 )
4x dps ( best case, 4x caster and later one of the caster heals sometimes )



the more dmg the group deals the less needs the tank to def or the healer to heal = faster climbs


thanks, how come casters are stronger, is it because their dmg scales with 100% of int whereas for weapons it's split, or something else?
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Dec 10 2021 05:11pm
Quote (peterqwer @ Dec 10 2021 10:48pm)
thanks, how come casters are stronger, is it because their dmg scales with 100% of int whereas for weapons it's split, or something else?


In short
lots to do with crit chance and also to do with weapons having ratio's whilst 100% of int goes into damage. Also a little bit to do with how quickly the abilities charge up.

In length
Rough crit chances per weapon:
club/dagger ~1%
sword/staff ~3%
axe ~10%
Casting ~25-33%

For damage ratio's:
To understand what i mean by damage increase check this topic: https://forums.d2jsp.org/topic.php?t=84442301&f=74&o=20 basically for ratio's sometimes adding to strength/dex will not add damage to your melee weapon.

Clubs/Daggers are 90/10, this is pretty good, but when you're using 200 strength, this is still 20 damage increases which is lost and very minimal damage gained from the 10% side.
Swords/Staffs are 75/25, this is pretty bad, when using 200 strength you lose 50 or so damage increases, gain a little bit from the 25% side, but seeing you don't stat that side not a lot.
Axes are 50/50 this is bad but allows for much more flexible gear. Use your highest stat gear!
Casting is pure int so 100% is gained.


So a generally decent place to use an ability in groups is around the 40% mark.
For charges on damage taken abilities, only gain 8% Needs to trigger for 5 times before 40%, used on Revenge/wildswing
For charges on weapon damage dealt, they gain 10%, needs to trigger 4 times before 40%
For charges on casting damage dealt, they gain 12.5%, needs to trigger only 3 times as 37% is close enough

So add it all up and casting generally does pretty well.
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Dec 10 2021 05:22pm
Quote (Bigheaded @ 11 Dec 2021 00:11)
In short
lots to do with crit chance and also to do with weapons having ratio's whilst 100% of int goes into damage. Also a little bit to do with how quickly the abilities charge up.

In length
Rough crit chances per weapon:
club/dagger ~1%
sword/staff ~3%
axe ~10%
Casting ~25-33%

For damage ratio's:
To understand what i mean by damage increase check this topic: https://forums.d2jsp.org/topic.php?t=84442301&f=74&o=20 basically for ratio's sometimes adding to strength/dex will not add damage to your melee weapon.

Clubs/Daggers are 90/10, this is pretty good, but when you're using 200 strength, this is still 20 damage increases which is lost and very minimal damage gained from the 10% side.
Swords/Staffs are 75/25, this is pretty bad, when using 200 strength you lose 50 or so damage increases, gain a little bit from the 25% side, but seeing you don't stat that side not a lot.
Axes are 50/50 this is bad but allows for much more flexible gear. Use your highest stat gear!
Casting is pure int so 100% is gained.


So a generally decent place to use an ability in groups is around the 40% mark.
For charges on damage taken abilities, only gain 8% Needs to trigger for 5 times before 40%, used on Revenge/wildswing
For charges on weapon damage dealt, they gain 10%, needs to trigger 4 times before 40%
For charges on casting damage dealt, they gain 12.5%, needs to trigger only 3 times as 37% is close enough

So add it all up and casting generally does pretty well.


thanks I understand now.
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Dec 10 2021 05:50pm
Quote (peterqwer @ Dec 11 2021 12:22pm)
thanks I understand now.


Never use Heavy weapons in a group run and also using "On Striking..." charge up abilities.

However, the tanker can use them when using abilities like Revenge for a Paladin Tanker using stat armor. or even TwoHitBack and Retribution.

Everyone thinks I am nuts stating above, but then, they never really test it out... just make sure you are using normal weapons from level 1 to 34 and then switch to heavies and NOT rely too much on EE% on your armor... dang, even SC players will vouch that you can tank with a Mage using Padded robes in a full run.

EDIT: it is a numbers game... 9 wave monsters appear and 7 attack the tanker in 1 second and charging up Revenge faster than you taking 1 action (1.8 sec) at the same time and then on your next action you kill off the 6 in the front two(2) columns if no one has used their ability (multistrike / cast)... then you just use it in the next wave.

This post was edited by izParagonzi on Dec 10 2021 05:54pm
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Dec 10 2021 05:57pm
Quote (izParagonzi @ 11 Dec 2021 00:50)
Never use Heavy weapons in a group run and also using "On Striking..." charge up abilities.

However, the tanker can use them when using abilities like Revenge for a Paladin Tanker using stat armor. or even TwoHitBack and Retribution.

Everyone thinks I am nuts stating above, but then, they never really test it out... just make sure you are using normal weapons from level 1 to 34 and then switch to heavies and NOT rely too much on EE% on your armor... dang, even SC players will vouch that you can tank with a Mage using Padded robes in a full run.


Thanks, I only have a lvl 5 warhammer as far as heavies go, I guess that's useless then. So in groups don't use on striking abilities? I'm on my third climb and never did fully with a group so I always ended up with the single target one. I found a 38 dex armor, before that the reason I was going ee was just I didn't really have good stat armors.
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Dec 10 2021 06:04pm
Quote (peterqwer @ Dec 10 2021 11:57pm)
Thanks, I only have a lvl 5 warhammer as far as heavies go, I guess that's useless then. So in groups don't use on striking abilities? I'm on my third climb and never did fully with a group so I always ended up with the single target one. I found a 38 dex armor, before that the reason I was going ee was just I didn't really have good stat armors.


lets get to the point here, why are you playing? fun? gain forum gold? drops?

The drop rate on group whistle climbs is garbage, we do it not needing the drops as we already have the gear.
People whom are hunting for gear are doing solo explore.

Also your sword is an extremely rare drop by the way, can go 30 solo climbs easily without finding as good of a drop as that. Can go 400 group climbs without seeing a drop that good also.
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Dec 10 2021 06:09pm
Quote (Bigheaded @ 11 Dec 2021 01:04)
lets get to the point here, why are you playing? fun? gain forum gold? drops?

The drop rate on group whistle climbs is garbage, we do it not needing the drops as we already have the gear.
People whom are hunting for gear are doing solo explore.

Also your sword is an extremely rare drop by the way, can go 30 solo climbs easily without finding as good of a drop as that. Can go 400 group climbs without seeing a drop that good also.


Fun and drops I guess. Guess I'll stick to solo, thanks!
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