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Apr 30 2011 05:40am
Quote (Synonym @ 29 Apr 2011 23:48)
like i told you, your calcs were wrong before.
it's obvious now that treach wins.
what was left non-calculated is also fhr animation likelihood and thus total time needed to make those attacks, since more interruptions = longer duration to strike again which affects total strikes taken per x time.
also, the fact that a strike animation starts faster due to a higher ias bp leads to not being hit by more mobs in the game first, but having your merc hit first and thus avoiding yet more fhr animations, and killing faster overall.
also haven't included damage taken with treach under fade vs dmg taken with fort under ca, you'll see that 15% dr and 60@ greatly diminish dmg taken by both phy and elemental attacks, leaving the merc more fhr-animation free and a faster, better merc.



most of what you wrote is either answered in the calculations or in the faq. it clearly shows you haven't paid 2 seconds looking through them.


It is not I didn't read. I read, and didn't like your arguments and threw you some spanners, and you didn't even respond to it. Now I am replying to feanur, not you. By the way, you didn't reply or respond to my earlier queries in this thread why not try to reply those before trying to cut in at the middle? I ask you to compare for nightmare holy freeze merc, not might. Please reread post#15, thanks. And please test against uber tristram and Listers with fanatism, and lord de sies. Please post a video to prove that in a 8 player game, solo, tele on top of these monsters to back up your calculations. As I said, baal is a weak comparison, your merc or my can survive in baal. I am not interested in any minature difference in the killing speed, what I am interested in is the ability to use the same setup throughout the game in any map, and conditions. Are you sure your treachery merc can take the punishment from uber tristram?

I am asking feanur to provide his explanation but it seems that on post#92, he already explained he couldn't do it. So that applies to you as well, in your o/p, you didn't account to those factors and lots of error,
Quote
It should be clear that :
- 20% fhr (11 frames, Treachery) helps to attack faster
- 3.5K def + Chilling armor (Fortitude) helps to avoid being hit, hence avoid recovery animation.
- 15% dr (fade, Treachery) and pdr 7 (Fortitude) helps to avoid recovery animation.
- 148 life (Fortitude) helps to avoid recovery animation - though not boosted by Battle orders.
- level 25 Venom (Treachery) adds some more damages and can stop monster's regeneration.

I believe all those mods will more or less have the same influence on merc's attack speed.
for your info



Quote (testic @ 29 Apr 2011 23:40)
My mfdin merc uses eth reapers, guilaumes and treachery, it never dies and can easily and quickly dispatch any monsters in the game. If your merc fails to do this then I don't know what you're doing wrong.

The idea is to use insight for my own mana recovery, as you already know, insight is not as high in damage as compare to reapers, and reapers has high life leech with enormous deadly strike, and ability to cast decrepify. It is the top merc weapon of course your merc can survive with treachery. As said before, treachery is not a bad armour, but I challenge the the math if it claims treachery is superior than fort, and I can guarrantee a reaper/fort merc can out-perform and survive in the most adverse environment than a treachery/reaper merc .



Quote (Godest @ 30 Apr 2011 00:48)
Lol. Insight Merc with a Paladin is so fucking overrated it is a joke.
Your just simply bias towards treachery with weak evidence from the o/p, just following blindly other people calculations without your own. Look, the o/p post has many mistakes. Your just a following blindly, very invalid.

This post was edited by Jaxz on Apr 30 2011 05:49am
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Apr 30 2011 05:51am
wOw !!!
you got to get a life.
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Apr 30 2011 07:42am
here's why i know you didn't read a thing, and you look for spoonfeeding answers, which i won't supply you with:

Quote (Jaxz @ Apr 29 2011 04:42pm)
to me, defense is also important. Most hamemrdin merc do not use reaper tols or infinity, they use insight. They use eth insight with eth andy and eth fort. Iso this calc versus eth insight/treach/eth andy , no cb is applied. Plus, cb do not affect leech. Baal is not the most adverse environment either, it is pretty easy.


--> FAQ #6.


some pointers to your overflowing fail, jaxz:
-this is a maximum dps comparison, might is the only aura to use during those comparisons, not hf. if you want, subtract -2xx% (depends on +skills) ed and do the calcs on your own. the only thing you're proving here is that you're looking to be spoonfed and raging that you don't get it.
-merc in ubers- fail.
-like i said, other than conc, i didn't add any auras, because hdin is the most popular pvm aura-user. adding curses and auras of other players would have made this a 10 page thread. there's a limit to how much i can spoonfeed this site.
-if feanur couldn't include variables like those in his calcs, then his calcs are wrong, like i said originally. he won't listen to the fact this isn't a paper-dry calculation and that there are 1000 variables to how fast a setup can be. treachery has far more advantages in terms of avoiding fhr animations, if by reduced curse duration under decrepify, and extra dr%, and extra res% , and extra fhr%, making him attack far more times under xx time span, which means a lot faster killing and leeching.

on a site note, i've included insight because a lot of hdins do use it, and didn't want to be biased in any way. but yes, insight is a pathetic hdin merc choice. if anything, a dual-element or infy-holding light sorc would benefit from an insight merc. or even a pb pvm nec. not an hdin in any way.

This post was edited by Synonym on Apr 30 2011 07:51am
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Apr 30 2011 09:58am
well i beg to differ, quite a lot of hammerdins do use insight and holy freeze to counter things like vipers (where their magic resistance is the one of the highest in game, and tend to have kb in their physical attacks and most magic-finders do agree vipers are one of the deadliest enemy to encounter during their trip to wsk), and ubers is the best scenario to test, not baal. And I hope to see an over all popular setup, not trying to push dps to the limits, testing in a safe environment (eg baal) but in the end, the survivability drops to the max when players who follow your guide brings their merc to chaos sanctuary and Listers....

Whats the difference when using treachery to drop baal for example 15x seconds, while fort setup drop baal in 16x seconds (let's not quote exact numbers here). where the difference in trying to use dps to compare life leech when treachery setup lost so much health due to lower defence due to physical attacks for example frenzy lords? What's the 20fhr, 15%dr got to help the merc in taking lesser damage? In fact the huge 12k defence (for instance that what's shown on my merc) that the merc have with fort is the one helping the merc to take lesser damage, which in turn, there is fewer fhr animation for the fort, thus not needing it the first place, right? And if the fort merc is not taking so much damage, then not needing the 15% dr in the first place right?

Lets not compare element resistance, both fort and treachery setup can handle elemental attacks quite well. Both has its strength and weakness. For Treachery, it's easier to push resistance to the max, while for fort merc, he is better in tanking souls due to the 5% to maximum lightning resistance, this you can't deny. Fort merc can handle souls better than treachery counter parts. But even at 90+, fort merc hit maximum 75 res all already, no need to worry about low resistance.

I don't understand, treachery is a good choice for example on new ladder, but when you got rich, just upgrade to fort, what's so difficult? Why keep coming out with wierd math to prove your point while this is not the case in actual game play. I hate to say it but could there be a possibility of some slight errors in your calculations?

This post was edited by Jaxz on Apr 30 2011 10:28am
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Apr 30 2011 10:11am
The best Hdin setup ever is probably Reaper (with Lo or Ber on preference) + 160/60 24 fhr armor and a 15ias / 15res Guil

provides mass physical damage and up to 55% CB + 48% deadly or 35% Cb and 68% deadly strike while hitting the fastest bp with 15% lifeleech
couple that with holy freeze for extra survivability and bam... gg merc :)

This post was edited by Trapslick on Apr 30 2011 10:13am
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Apr 30 2011 10:15am
Quote (Trapslick @ 1 May 2011 01:11)
The best Hdin setup ever is probably Reaper (with Lo or Ber on preference) + 160/60 24 fhr armor and a 15ias / 15res Guil

provides mass physical damage and up to 55% CB + 48% deadly or 35% Cb and 68% deadly strike


I could agree if for damage, use doomz on your hammerdin and conc aura. But for over all mf'ing, I don't get it why is for the o/p so difficult to see. Try using might/treachery merc in those areas as specified, and go see for your self how many times you need to town to Qual-Kehk in order to revive him.

This post was edited by Jaxz on Apr 30 2011 10:16am
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Apr 30 2011 10:17am
Quote (Jaxz @ 30 Apr 2011 12:15)
I could agree if for damage. But for over all mf'ing, I don't get it why is for the o/p so difficult to see. Try using might merc in those areas as specified, and go see for your self how many times you need to town to Qual-Kehk in order to revive him.


might sux... but 15% lifeleech + Holy freeze on a high damage merc should be easy enough to keep alive

and you might have to replace a 40/15 with a 15/15 due to low resists

This post was edited by Trapslick on Apr 30 2011 10:17am
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Apr 30 2011 11:01am
Quote (Jaxz @ Apr 30 2011 04:15pm)
I could agree if for damage, use doomz on your hammerdin and conc aura. But for over all mf'ing, I don't get it why is for the o/p so difficult to see. Try using might/treachery merc in those areas as specified, and go see for your self how many times you need to town to Qual-Kehk in order to revive him.


:)
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Apr 30 2011 11:07am
Quote (Jaxz @ Apr 30 2011 06:58pm)
well i beg to differ, quite a lot of hammerdins do use insight and holy freeze to counter things like vipers (where their magic resistance is the one of the highest in game, and tend to have kb in their physical attacks and most magic-finders do agree vipers are one of the deadliest enemy to encounter during their trip to wsk), and ubers is the best scenario to test, not baal. And I hope to see an over all popular setup, not trying to push dps to the limits, testing in a safe environment (eg baal) but in the end, the survivability drops to the max when players who follow your guide brings their merc to chaos sanctuary and Listers....

Whats the difference when using treachery to drop baal for example 15x seconds, while fort setup drop baal in 16x seconds (let's not quote exact numbers here). where the difference in trying to use dps to compare life leech when treachery setup lost so much health due to lower defence due to physical attacks for example frenzy lords? What's the 20fhr, 15%dr got to help the merc in taking lesser damage? In fact the huge 12k defence (for instance that what's shown on my merc) that the merc have with fort is the one helping the merc to take lesser damage, which in turn, there is fewer fhr animation for the fort, thus not needing it the first place, right? And if the fort merc is not taking so much damage, then not needing the 15% dr in the first place right?

Lets not compare element resistance, both fort and treachery setup can handle elemental attacks quite well. Both has its strength and weakness. For Treachery, it's easier to push resistance to the max, while for fort merc, he is better in tanking souls due to the 5% to maximum lightning resistance, this you can't deny. Fort merc can handle souls better than treachery counter parts. But even at 90+, fort merc hit maximum 75 res all already, no need to worry about low resistance.

I don't understand, treachery is a good choice for example on new ladder, but when you got rich, just upgrade to fort, what's so difficult? Why keep coming out with wierd math to prove your point while this is not the case in actual game play. I hate to say it but could there be a possibility of some slight errors in your calculations?


you failed, deal with it.
read prior remarks and original thread math.
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Apr 30 2011 11:10am
[QUOTE=Synonym,Apr 30 2011 07:42am]here's why i know you didn't read a thing, and you look for spoonfeeding answers, which i won't supply you with:



-merc in ubers- fail.




Stick to pvm. Huehhahahaha. My merc simply crushes ubers with fortitude. Then ofc i got a summon nec+concentration buffer, but idc. Fortitude>all. In pvp/ubers.Besides barbs/chargers/ww sins cant touch dis merc. 60k defence, 80 light res great vs traps n tstorm n shit. Lmk treachery tools
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