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May 1 2013 04:53pm
The following questions will help me to decide whether my current build and gear would be worthwhile solo'ing Hardcore:

Melee / Healer Monk: http://forums.d2jsp.org/user.php?c=3&i=234344&p=420032
Abilities: Salvation / Retribution / TwoHitBack
NOTE: only the gear worn on that character, not the inventory items.

1... If you have 100 Base Heal Capacity + 50% Heal Mastery, is the heal capacity 150 or is it less? (ignoring Intelligence)

2... What percentage would you give to the amount of decent items you would find in a single game? (meaning 90% ee or more)

3... Have you found or seen more higher mod items (like Epic +) since update? If so, how many in one run?

4.. Are there MORE physical damaging monsters than elemental? (I looked at the Monster update and think yes)

5... With the increase of damage from monsters, will my build have the healing capacity to handle it?

This post was edited by izParagonzi on May 1 2013 04:54pm
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May 1 2013 05:03pm
1. (not too sure.. have heard bad things about the loss of heals. But no real difference in full climbs it seems)

2.. Last solo climb I found three useable items. ( 1 weapon, 1 armor , 1 charm) -- after all recent updates

3.. I have slightly noticed the increased of higher mod items especially in wells. As for Epic+, no. But it seems more arcanes and mythicals etc

4.. there are quite a few elemental monsters, but I see no major difference. (EE robes may be more viable , etc)

5.. Increased damage of monsters also doesn't seem too extreme. You're a badass and can handle it Rex :D

Best of luck and glad to see ya again!

This post was edited by nesben on May 1 2013 05:04pm
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May 1 2013 05:14pm
1.) hm is no longer working at all atm.
2.) 1-5%
3.) seen many, godly lvl30, artifact lvl40
4.) the monster AI was changed in 1.23.1 so now monsters hit you more often to what you're weaker against. Also increased their reaction time, so you notice you get pushed to the back more often than before right? you will get hit more often and more often by abilities than before. It's a good balance with ele/physical attacks. the more you get away from leather armors the more you will notice taking more damage from one or the other.
5.) The only trouble you will have is past lvl 71. When you get to 85+ you will see it, start to get hit harder and for more and heals do less cause your life pool is larger.
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May 1 2013 05:16pm
1)
http://forums.d2jsp.org/topic.php?t=67191124&f=272&o=20
check the last post of the topic. randy did some testing.. (looks like the hm does less than int now.. but just test it quick yourself.. )
2)
hard to say.. 90+ee happens.. but not every climb.
3)
still dont find too many epic+ items.. at least i cant remember that i saw too many of those
4)
it has mostly been like that.. didnt do any listing about that though.. hard to say.
5)
No. (means 85-101 will be hard)
i tried a 100 vita 224ee tank scale build.. with 6x% salvation.. 79hm and 200ee foc heal.. problem is that i didnt do enough dmg.. even with 240ee dagger.. just about 600 avrg..
at lvl 75 or so i could go though a whole lvl without shrining.. but only if there havent been too many eps..
in the middle 80s that monsters are getting crazy and critting for 500+ (normal monsters).. eps doing like 800.. sometimes even double hit.. so 1600. i heard that eps at lvl 100+ are getting really mad ^^
and since the hm is worse than before.. i could do about 25-30% before i had to shrine again.. only if i didnt meet too many eps though... they are really hitting hard ^^ especially if you find 3 of them (i stopped at lvl 85.. i think you are better playing from 55-71 to find some nice stuff and be faster)
best is you test it out.. but be careful and leave at time ;)

TaylorSwift of my guild soloed a few times from 71 to 101. so he got some more experience

This post was edited by ahs_darkhunter on May 1 2013 05:25pm
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May 1 2013 05:32pm
in regards to heal mastery, it is working, just differently than it was before the elemental mastery was introduced. Now it works by adding 1EE per 1%heal mastery to the heal charm you are using. This is capped by the EE cap. So the heal that ur wearing would act as a 177% EE heal with your current gear and prof.

This post was edited by effinA on May 1 2013 05:35pm
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May 1 2013 06:39pm
Thank you all for the answers... I will have to test it out, but after reading below quote... I may not.

Quote (effinA @ May 2 2013 12:32pm)
in regards to heal mastery, it is working, just differently than it was before the elemental mastery was introduced. Now it works by adding 1EE per 1%heal mastery to the heal charm you are using. This is capped by the EE cap.  So the heal that ur wearing would act as a 177% EE heal with your current gear and prof.


So what you are truelly saying is:

106% Enhanced Effect + 68% Heal Mastery + 4% EE Proficiency = 177% Enhanced Effect Level 55 Focus Heal.
Now... since that Focus Heal is in the ACC slot, the heal capacity will be LESS than 177% because of the -25% reduction... Correct???

So... if that is correct, would it not be wiser for me to put the Heal Charm in the Main Slot so that it Acts like 180% Enhanced Effect Level 55 Focus Heal
without the 22% from previous charm and the -25% reduction since it was in the ACC slot before. In doing this, I lose dmg, since I will be losing 22 Dexterity
from the previous charm.

EDIT: dang... will lose the Damage Reduction and Experience gain... oh well... as the saying goes... get better gear.

This post was edited by izParagonzi on May 1 2013 06:41pm
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May 1 2013 07:41pm
Quote (izParagonzi @ May 1 2013 08:39pm)
Thank you all for the answers... I will have to test it out, but after reading below quote... I may not.



So what you are truelly saying is:

106% Enhanced Effect + 68% Heal Mastery + 4% EE Proficiency = 177% Enhanced Effect Level 55 Focus Heal.
Now... since that Focus Heal is in the ACC slot, the heal capacity will be LESS than 177% because of the -25% reduction...  Correct???

So... if that is correct, would it not be wiser for me to put the Heal Charm in the Main Slot so that it Acts like 180% Enhanced Effect Level 55 Focus Heal
without the 22% from previous charm and the -25% reduction since it was in the ACC slot before. In doing this, I lose dmg, since I will be losing 22 Dexterity
from the previous charm.

EDIT: dang... will lose the Damage Reduction and Experience gain... oh well... as the saying goes... get better gear.


that theory can't be right. if it were true then when he tested it: (167Int/+73% HM) produced - (167Int/+73% HM); (246 Int/+0%HM) produced - (413 / 740 / 1077) dont think 6 more int would throw the numbers that much higher lol
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May 2 2013 02:00am
Quote (rouxt @ May 1 2013 08:41pm)
that theory can't be right.  if it were true then when he tested it:  (167Int/+73% HM) produced - (392 / 692 / 1001);  (246 Int/+0%HM) produced - (413 / 740 / 1077)  dont think 6 more int would throw the numbers that much higher lol


imo, this makes more sense than Heal Mastery not working at all.
Don't think of it as Heal Mastery vs Int, think of it as EE vs Int.

205%EE (197%EE + 8%EE Prof) level 50 reg heal does (313 / 540 / 805) with 167 Int

278%EE (197% EE + 8% EE Prof + 73% EE (from 73% Heal Mastery)) level 50 reg heal does (392 / 692 / 1001) with 167 Int

205%EE (197%EE + 8%EE Prof) level 50 reg heal does (413 / 740 / 1077) with 246 Int

This was only 50 heals for each result, so there is room for error with this small of a sample size.
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May 2 2013 04:19am
Quote (effinA @ May 2 2013 04:00am)
imo, this makes more sense than Heal Mastery not working at all.
Don't think of it as Heal Mastery vs Int, think of it as EE vs Int.

205%EE (197%EE + 8%EE Prof) level 50 reg heal does (313 / 540 / 805) with 167 Int

278%EE (197% EE + 8% EE Prof + 73% EE (from 73% Heal Mastery)) level 50 reg heal does (392 / 692 / 1001) with 167 Int

205%EE (197%EE + 8%EE Prof) level 50 reg heal does (413 / 740 / 1077) with 246 Int

This was only 50 heals for each result, so there is room for error with this small of a sample size.



#1 - Heals: 311 to 831 (313 / 540 / 805)
#2 - Heals: 311 to 831 (392 / 692 / 1001)
#3 - Heals: 405 to 1081 (413 / 740 / 1077)
1 int = 1 ee and 1 ee spose to = 1 hm but that's not that case.
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May 2 2013 10:15am
Quote (rouxt @ May 2 2013 05:19am)
#1 - Heals: 311 to 831  (313 / 540 / 805)
#2 - Heals: 311 to 831  (392 / 692 / 1001)
#3 - Heals: 405 to 1081  (413 / 740 / 1077)
1 int = 1 ee and 1 ee spose to = 1 hm but that's not that case.


Not sure where you came up with those numbers, or why you believe 1 Int = 1 EE.

I'll use this Robe, along with 2 same level charms that differ in EE by the same amount as Int on the robe, to show 1 Int ≠ 1 EE. (BTW I won't be equipping the charms, I will just be reading the damage out of my inventory)

Mystical spiderthread padded robe
Level Req: 55
Physical Defense: 0 to 59
Magical Defense: 40 to 102

+26 Intelligence
+1 to 17 Life per Kill
+20% Heal Mastery

Without Robe on

Mystical earth IX
Level Req: 30
Spell Damage: 97 to 170
Mana Cost: 69

+126% Enhanced Effect
+5 Intelligence
+1 to 21 Life per Kill

Magical earth IX
Level Req: 30
Spell Damage: 108 to 190
Mana Cost: 69

+152% Enhanced Effect


With Robe on


Mystical earth IX
Level Req: 30
Spell Damage: 118 to 207
Mana Cost: 69

+126% Enhanced Effect
+5 Intelligence
+1 to 21 Life per Kill

Magical earth IX
Level Req: 30
Spell Damage: 132 to 231
Mana Cost: 69

+152% Enhanced Effect

If 1 Int = 1 EE the bolded damages would be equal, but they are not. So Int > EE, at least in this case.

with the new update 1 HM = 1 EE (up to the EE cap). Just stacked heal mastery with the new calculator in game and it stops adding when I hit the EE cap for my heal charm.
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