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Aug 28 2013 05:34pm
Quote (Motion @ Aug 28 2013 03:51pm)
I've heard some people mention 21k as a "sweet spot" for AR. Is this true, or would having like 20,700 ar be basically the same as 21.000


Theres no such thing of a sweet spot. All weapons needs different AR to able to hit.

avg ar with botdz+ ravens= 18k-19k ( this with ar/life invo if not ar would be 14kish)
avg with edc=22-24k depends on setup ( this with 320s)
avg with fools=24k with raven/rare ring ( this with 320s but can achieve a lot higher with extra raven, I think you hit 26kish-28k but if you hit 28k your going expect to hit a lot less then 24k lol)
avg with cruels=18k-19k ( this with ar/life invo if not ar would be 14k)

but max/life/ar invo are pretty much welfare/medicore for zeal, tbh.

This post was edited by Neko on Aug 28 2013 05:45pm
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Aug 28 2013 10:57pm
Quote (Motion @ Aug 28 2013 05:51pm)
I've heard some people mention 21k as a "sweet spot" for AR. Is this true, or would having like 20,700 ar be basically the same as 21.000


People are superstitious about a lot of things lol.

Quote (Jeebus666 @ Aug 27 2013 12:30pm)
?? Didn't you know an Eth rune gives you an extra hit every ∞ duels because of how this game rounds shit.


Oh my
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Aug 29 2013 10:18am
Quote (Motion @ Aug 28 2013 07:51pm)
I've heard some people mention 21k as a "sweet spot" for AR. Is this true, or would having like 20,700 ar be basically the same as 21.000


It's a nice goal that's good enough to hit pretty consistently against the vast majority of characters, it's not a do or die type of thing like casting bps for example so aiming for that general vicinity is perfectly fine.
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Aug 29 2013 04:18pm
The real thing you should be doing is figuring out what stats your most common opponent has.

For example, edc, cham/ber vis circlet, 20 ias gloves, gelics, shaft setup is super common (and fools variations on it).

Most of these setups have mid to high 30ks, let's say around 37k defense average. Let's just assume they are all level 99 for the sake of making this easier to explain.

21,000 attack rating has a 36% chance to hit, and after block a 9% chance to hit.

If you boost your ar to 25,000, you have a 40% chance to hit and 10% after block.

Anything between 21 and 25k has the same ultimate chance to hit, so it's pointless to go higher than 21k unless you can exceed 25k.

The next time you will gain a percent chance to hit is at 29,000 attack rating, with a 44% chance to hit and 11% after block.

Make it easier for you, just use this: http://d2region.com/images/guides/kalans/calcs/ar_calc.html


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Aug 30 2013 05:30am
Quote (inkanddagger @ Aug 29 2013 11:18pm)
The real thing you should be doing is figuring out what stats your most common opponent has.

For example, edc, cham/ber vis circlet, 20 ias gloves, gelics, shaft setup is super common (and fools variations on it).

Most of these setups have mid to high 30ks, let's say around 37k defense average. Let's just assume they are all level 99 for the sake of making this easier to explain.

21,000 attack rating has a 36% chance to hit, and after block a 9% chance to hit.

If you boost your ar to 25,000, you have a 40% chance to hit and 10% after block.

Anything between 21 and 25k has the same ultimate chance to hit, so it's pointless to go higher than 21k unless you can exceed 25k.

The next time you will gain a percent chance to hit is at 29,000 attack rating, with a 44% chance to hit and 11% after block.

Make it easier for you, just use this: http://d2region.com/images/guides/kalans/calcs/ar_calc.html


Okay I'll make it easy for you.

The game CANNOT round those numbers as there's no such thing in the game as an " ultimate chance to hit ", player's can invent that as a tool to help understanding but it doesn't exist.

You have 2 numbers that are important to the game: The Chance to Block and the the Chance to hit ( based on AR ).

If an opponent has 75% block and you have a 50% chance to hit.. you have a 12.5% " ultimate chance to hit " - no rounding needed as that figure doesn't exist in the game. So in your example anything between 21 and 25k AR will NOT have the same ultimate chance to hit.

http://forums.d2jsp.org/topic.php?t=31372964

Quote
Notice: the important figures are the ratios (attacker level to defender level and AR to Defense), not either individual value by itself. Whenever the hit check is successful, blocking is checked next, and finally the Amazon evasive skills.


If blocking is checked next it would be retarded for the figures to be rounded based on an independent calculation.

Now for your second point thats totally wrong. You think the difference between 9% and 10% " ultimate chance to hit " is insignificant because there's just a difference of 1% right? Wrong.
With 10% chance to hit vs 9% chance to hit, you'll hit a lot more over time with the 10% setup ( 11.1% more using a percentage chance calculation ).

To put it in a way you could understand, if you have 0% chance to hit vs 9% chance to hit. You will NEVER win with the 0% setup ( I hope you don't need me to explain why ), so saying there is just a difference of 9% ( i.e. 9 - 0 = 9 ) is pointless.

Regards

This post was edited by Jeebus666 on Aug 30 2013 05:44am
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Aug 30 2013 05:34pm
Quote (dark-soul @ Aug 28 2013 11:57pm)
People are superstitious about a lot of things lol.



Oh my


This.
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Aug 30 2013 07:53pm
Quote (Jeebus666 @ Aug 30 2013 07:30am)
Okay I'll make it easy for you.

The game CANNOT round those numbers as there's no such thing in the game as an " ultimate chance to hit ", player's can invent that as a tool to help understanding  but it doesn't exist.

You have 2 numbers that are important to the game: The Chance to Block and the the Chance to hit ( based on AR ).

If an opponent has 75% block and you have a 50% chance to hit.. you have a 12.5% " ultimate chance to hit " - no rounding needed as that figure doesn't exist in the game. So in your example anything between 21 and 25k AR will NOT have the same ultimate chance to hit.

http://forums.d2jsp.org/topic.php?t=31372964



If blocking is checked next it would be retarded for the figures to be rounded based on an independent calculation.

Now for your second point thats totally wrong. You think the difference between 9% and 10% " ultimate chance to hit " is insignificant because there's just a difference of 1% right? Wrong.
With 10% chance to hit vs 9% chance to hit, you'll hit a lot more over time with the 10% setup ( 11.1% more using a percentage chance calculation ).

To put it in a way you could understand, if you have 0% chance to hit vs 9% chance to hit. You will NEVER win with the 0% setup ( I hope you don't need me to explain why ), so saying there is just a difference of 9% ( i.e. 9 - 0 = 9 ) is pointless.

Regards


The game rounds everything. 12.5% simply doesn't exist.

Edit: meh, it rounds the initial chance and then block factors. Since there are no half percentages with block, there is no rounding of that hitcheck, obviously.

This post was edited by inkanddagger on Aug 30 2013 07:57pm
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Aug 30 2013 09:49pm
Quote (inkanddagger @ Aug 29 2013 06:18pm)
The real thing you should be doing is figuring out what stats your most common opponent has.

For example, edc, cham/ber vis circlet, 20 ias gloves, gelics, shaft setup is super common (and fools variations on it).

Most of these setups have mid to high 30ks, let's say around 37k defense average. Let's just assume they are all level 99 for the sake of making this easier to explain.

21,000 attack rating has a 36% chance to hit, and after block a 9% chance to hit.

If you boost your ar to 25,000, you have a 40% chance to hit and 10% after block.

Anything between 21 and 25k has the same ultimate chance to hit, so it's pointless to go higher than 21k unless you can exceed 25k.

The next time you will gain a percent chance to hit is at 29,000 attack rating, with a 44% chance to hit and 11% after block.

Make it easier for you, just use this: http://d2region.com/images/guides/kalans/calcs/ar%5Fcalc.html


whats next bp?
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Aug 30 2013 10:45pm
Quote (IceFox7689 @ Aug 30 2013 11:49pm)
whats next bp?


I gave you a calculator. Use it!
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Aug 31 2013 04:56am
Quote (inkanddagger @ Aug 31 2013 02:53am)
The game rounds everything. 12.5% simply doesn't exist.

Edit: meh, it rounds the initial chance and then block factors. Since there are no half percentages with block, there is no rounding of that hitcheck, obviously.


You didn't read anything.

I'll try and make this super simple.

Lets say we have a 50% chance to hit and the Opponent has a 75% chance to block.

Then lets say we have 1000 hits, after the first check for Defence - half our hits will go through.

So we have ( on average ) 500 hits going through to be checked against block.

There's a 75% chance to block so ( on average ), 125 hits will go through. As you can see, rounding isn't needed and on average 12.5% of our initial 1000 hits are successful.

What your making the mistake of doing is thinking that " ultimate chance to hit" of 12.5% is a number coded into the game, it isn't. You've made it up, so it just isn't rounded.

Anyway I dunno what's more hilarious, the fact that your so badly wrong, or the fact that these guys seem to think your right lol.

Quote (inkanddagger @ Aug 31 2013 02:53am)
Edit: meh, it rounds the initial chance and then block factors. Since there are no half percentages with block, there is no rounding of that hitcheck, obviously.


Dunno what your trying to say with that, but if means you've realised your wrong..well done ;)

This post was edited by Jeebus666 on Aug 31 2013 05:18am
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