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Sep 28 2011 04:40pm
Which do u think is your best setup??
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Sep 28 2011 06:41pm
Quote (laotr1ad @ Sep 29 2011 10:40am)
Which do u think is your best setup??


grief
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Sep 28 2011 08:24pm
Quote (laotr1ad @ Sep 28 2011 05:40pm)
Which do u think is your best setup??


there isn't a "best" setup but the shaft setups always do very well. Gvalor would be my fav though since stylish :)
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Sep 28 2011 11:59pm
Quote (Christian_X @ Sep 27 2011 09:38pm)
Why not..

Bump


:hug:

Quote (Neko @ Sep 27 2011 09:57pm)
school 1 neko 0


Don't give up.
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Sep 29 2011 04:53am
Quote (inkanddagger @ Sep 25 2011 06:37pm)
Yeah it isn't the -% chance that's really doing the deed, it's the ds from EDC. You guys need to understand that only part of zeal is uninterruptable, and then only the animation is uninterruptable. You are still blocking or FHRing if you get hit. And remember about FHR, it only occurs when a certain percentage of base life is dealt. EDC has so much higher damage than BotDz does, especially when you are only using 15% ds on BotDz, that even when you roll a low hit with ds you have a very high chance of forcing an FHR on the other zealot.

Say you have 2300 -  8300 dmg with botdz and 1800 - 7000 dmg with EDC (these are similar to what you show in the guide)

With botdz you have 15% ds, with EDC you have 81% chance of ds.

(8300-2300)/2 = 3000 + 2300 = 5300. 5300 * .17 pvp pen * .5 damage reduced = 450.5 average dmg * .15% deadly strike = 518 average pvp damage

(7000-1800)/2 = 2600 + 1800 = 4400 *.17pvp pen * .5 dmg red = 374 avg dmg * .81% ds = 677 average pvp damage

That's quite a bit of extra average damage in zeal duels. Assuming ~3500 life on average, that's around 7 hits to win on average with botdz and only 5 to win with edc on average.

And FHR plays into it like this:

If the attack deals more than
- 1/16 of the targets max HP, they have a 37.5% chance to go into fhr
- 1/8 of the targets max HP, they have a 75% chance to go into fhr
- 1/4 of the targets max HP, they have a 100% chance to go into fhr

When your FHR is lower than the speed at which you are being attacked, you open yourself to allowing multiple consecutive hits.

Let's say a paladin has 3900 life as the shaftstop setup in this guide does. 1/8 = .125 * 3900 = 487.5 = the amount of damage needed for a 75% chance to put opponent into FHR. Now remember, botdz only does 450.5 average damage before ds, which means 85% of your hits only have a 37.5% chance to make them go into FHR. But with EDC, you have an 81% chance to make them go into FHR 75% of the time.

So, in summary, either get more life, more damage, or more FHR if you want to exploit this or prevent it from happening. But now you know the mechanic behind what you are observing in game.


btw, jus checked carefully again over the last bit. Where do you get the % chances for someone to go into fhr?

The way I would do it is ( for the edc setup ) :

487.5 --> 5735 screen dmg ( assuming 50% DR )

1800 - 7000 = damage range of EDC --> the 5735 -> 7000 inverval is (1265/5200)*100 % of the total interval --> 24.3%

So assuming you have not had a deadly strike you have a 24.3% chance of fhr, now we factor in deadly strike and obviously the range changes

I think you need 2868 screen dmg ( prob some rounding error but who cares ) to get a fhr assuming deadly strike, similarly this assuming a 1800-7000 interval this 2868 - 7000 interval is 79.5% of the total interval

But we have 81% chance of deadly strike so..

true chance should be 0.81 * 79.5 + 0.19 * 24.3 = 69.0% ( a weighted average )

Hopefully I aint made some sorta error/misread summin, but thats the way I see it :P

edit: I think you have assumed that if you hit a deadly strike they automatically go into fhr, and that if you dont hit a deadly strike then they dont go into fhr,which doesn't seem the case to me

This post was edited by Jeebus666 on Sep 29 2011 04:58am
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Sep 29 2011 08:27am
Quote (Jeebus666 @ Sep 29 2011 06:53am)
btw, jus checked carefully again over the last bit. Where do you get the % chances for someone to go into fhr?

The way I would do it is ( for the edc setup ) :

487.5 --> 5735 screen dmg ( assuming 50% DR )

1800 - 7000 = damage range of EDC --> the 5735 -> 7000 inverval is (1265/5200)*100 % of the total interval --> 24.3%

So assuming you have not had a deadly strike you have a 24.3% chance of fhr, now we factor in deadly strike and obviously the range changes

I think you need 2868 screen dmg ( prob some rounding error but who cares ) to get a fhr assuming deadly strike, similarly this assuming a 1800-7000 interval this 2868 - 7000 interval is 79.5% of the total interval

But we have 81% chance of deadly strike so..

true chance should be 0.81 * 79.5 + 0.19 * 24.3 = 69.0% ( a weighted average )

Hopefully I aint made some sorta error/misread summin, but thats the way I see it :P

edit: I think you have assumed that if you hit a deadly strike they automatically go into fhr, and that if you dont hit a deadly strike then they dont go into fhr,which doesn't seem the case to me


got lost at page 5.
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Sep 29 2011 09:26am
Quote (ProDarkX @ Sep 29 2011 03:27pm)
got lost at page 5.


only 1130 pages left! gogo
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Sep 29 2011 11:54pm
o.O botd does not like me in tap but likes me in nt.

FFFUUUUUUUUUUUUUUUUU
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Sep 29 2011 11:58pm
Quote (Jeebus666 @ Sep 29 2011 06:53am)
btw, jus checked carefully again over the last bit. Where do you get the % chances for someone to go into fhr?

The way I would do it is ( for the edc setup ) :

487.5 --> 5735 screen dmg ( assuming 50% DR )

1800 - 7000 = damage range of EDC --> the 5735 -> 7000 inverval is (1265/5200)*100 % of the total interval --> 24.3%

So assuming you have not had a deadly strike you have a 24.3% chance of fhr, now we factor in deadly strike and obviously the range changes

I think you need 2868 screen dmg ( prob some rounding error but who cares ) to get a fhr assuming deadly strike, similarly this assuming a 1800-7000 interval this 2868 - 7000 interval is 79.5% of the total interval

But we have 81% chance of deadly strike so..

true chance should be 0.81 * 79.5 + 0.19 * 24.3 = 69.0% ( a weighted average )

Hopefully I aint made some sorta error/misread summin, but thats the way I see it :P

edit: I think you have assumed that if you hit a deadly strike they automatically go into fhr, and that if you dont hit a deadly strike then they dont go into fhr,which doesn't seem the case to me


The percent chances to go into FHR are hard coded into the game based on the percentage of total life an attack does.

Any attack that does 1/16 of your total life base has a 37.5% chance to put you into FHR. So, for example, say you have 5000 life. 1/16 = .0625 * 5000 = 312.5 pvp damage after resistances or damage reduced and the pvp penalty) needed to have a 37.5% chance of an FHR animation rolling.

And so forth for the other two breakpoints.

This post was edited by inkanddagger on Sep 29 2011 11:59pm
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Sep 30 2011 04:58am
Quote (inkanddagger @ Sep 30 2011 06:58am)
The percent chances to go into FHR are hard coded into the game based on the percentage of total life an attack does.

Any attack that does 1/16 of your total life base has a 37.5% chance to put you into FHR. So, for example, say you have 5000 life. 1/16 = .0625 * 5000 = 312.5 pvp damage after resistances or damage reduced and the pvp penalty) needed to have a 37.5% chance of an FHR animation rolling.

And so forth for the other two breakpoints.

Dont understand what your saying, I'm taking about the chance that the attacker has of getting a 75% chance for fhr... I know very well how those mechanics work and can divide by 16 i think ^^

What im talking about is when your saying "with EDC, you have an 81% chance to make them go into FHR 75% of the time." - I'm saying this is not the case at all.....

This is because I believe you have assumed that when you get a deadly strike , you get an fhr, when you do not get a deadly strike, you do put opponent into fhr.However say you roll a minimum hit of 1800 - a deadly strike here will not do more than 487.5 pvp dmg and so will not have a 75% chance of putting the opponent into fhr. The reason for you thinking this is because you have used the averages, and not considered the spread of damage values i.e. what your saying is 1800-7000 damage is the same effectively as 4400-4400 damage, which is not the case.

This post was edited by Jeebus666 on Sep 30 2011 05:13am
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