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