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Mar 31 2016 12:57am
Quote (Mechawolf @ Mar 30 2016 10:35pm)
If it were me? Either Cham the skullder's and use angelics with edc, or ber it and use ravens/highlords with ebotdz, but swap in some 132/45 gc's.


Guess i will try to cham it - the same Dark-Soul suggested. :)

Quote (Chased @ Mar 31 2016 02:22am)
Tried it years ago. Wasnt as good as g alor, gbane, or levi. Upd shaft is best tap armor. I've tried every setup you could ever think up.


Alright, i already have the shaft setup - i was just thinking it could be fun to try something else and i saw Skullder's as an alternative choice. :)
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Apr 1 2016 10:27am
this guild has 7 years old and still active and the maker still play/respond lol what more could you ask?

:thumbsup:
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Apr 3 2016 11:23pm
Quote (Muse @ Apr 1 2016 10:27am)
this guild has 7 years old and still active and the maker still play/respond lol what more could you ask?

:thumbsup:


Thanks! It still feels like yesterday that I typed it up lol.
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Apr 9 2016 03:29pm
Bump
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Apr 10 2016 06:12am
Quick question, what do you do about resistances since all of them seem to be in the negatives? Just forget em since it's primarily a melee dueler??
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Apr 10 2016 04:46pm
Quote (viralexogence @ Apr 10 2016 08:12am)
Quick question, what do you do about resistances since all of them seem to be in the negatives? Just forget em since it's primarily a melee dueler??


Completely unnecessary for GM melee bouts.
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Apr 24 2016 06:17am
B)
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Apr 30 2016 04:10pm
Quote (Matao @ Oct 27 2010 10:35am)
faster hit recovey
http://forums.d2jsp.org/topic.php?t=47416837&f=276

this is probably the least understood aspect of zeal , and yet it is very important

when a hit takes away 1/12th or more of your total life , you go into a recovery phase
the length of this phase is determined by your fhr , and is measured in frames , and has its own animation , which is easy to see
while in the recovery phase , a player cannot attack or block

zeal is uninterruptable , and many people seem unaware that while their zealot is swinging away on their computer screen , on the servers side , its in a recovery animation , and is neither attacking , nor blocking

the fastest attack speed for zeal is 8/4/4/4/4 ( which is 8 frames for the 1st swing , then 4 frames for each of the next 4 swings )
at 200 fhr , the recovery phase lasts 3 frames , and a zealot is ready for action on the 4th frame , just in time for the next zeal attack ( the fhr tables are a list of the time you're in the recovery phase )
however , at less than 200 fhr , the recovery phase is 4 frames or longer
meaning that , if your zealot gets hit , and loses 1/12th life or more , he will lose his block for the next zeal swing
if you have less than 15 fhr , the recovery phase lasts 8 frames or more , and leaves you without block for the next 2 zeal swings

lets look at how this affects the chance to hit , at 15 - 199 fhr
22.5k ar edc vs 42.5k def is basically a 40% chance to hit
with 75% block , this is an actual 10% chance to hit ( 1 strike per 10 zeals )
with no fhr hits , this is 100 strikes per 1000 zeals

the chance to block the next swing after being fhr hit is 40% ( chance to hit with no block )
with every hit a fhr hit , the chance to hit is 10% for 1st strikes , and 40 % for double hits ( 2 hits in a row )
this means 4 hits in 10 will result in a " double hit "
so every 1000 zeals , u will be hit 100 + 40 = 140 times

no fhr hits = 10%
all fhr hits = 14%

this is a huge differnce in the chance to strike
at less than 15 fhr , it gets even worse , as u are in the recovery phase for 8+ frames , and the next two zeal attacks will be at 40% chance to strike a( giving 2 x 40% chances that you will be hit , and put into the recovery phase for 8 more frames )

the effects of being fhr hit are subtle , as the time frame ( 4/25 frames = .16 seconds ) is very small , and easy to miss
when you are getting fhr hit , you are getting " double hit " more often , and you even get triple hit ( 3 strikes in a row )
once you start looking for this , you will start to see it more and more often

the fhr hit ( losing 1/12th or more life from a strike ) answears the 2 most common questions newer zealers have

#1) why does my mass ar fools angelics build not hit as often as it should ?
#2) how can a hilords edz 15k ar setup hit so much ?
this has led many zealers to say " ar is a myth "

the answears are clear
using a fools + angelics setup , while giving alot of ar , generally lowers your damage ( thru lack of ds mainly ) and especially your minimum damage , such that most hits dont take 1/12 life
therefore , when compared to a standerd edc vis rends setup , it will seem as if the fools setup hardly hits more at all , and for alot less damage

while using a 100 ds , eth death hilords gores 80-30 vis 40-15 ss setup , every single hit cuase's fhr becuase the min damage is so large
its a well known aspect of this build , that it double hits , and triple hits , alot
so it altho its initial chance to strike is less , once it does strike , its more likely to hit again and again
since this is such a huge damage setup , 2 or 3 hits are all thats often needed to win

damage is taken at 1/6 in pvp , and with 50 dr , this is reduced to 1/12
and 1/12 is the threshold for a fhr hit
if u want to 100% fhr hit , u need your minimum damage to match or be more than your opponents life

the more life you have , the more damage your opponent needs to deal , in order to fhr hit you


after tons of testing I think im starting to think using 1x 5/3/20 to hit 15fhr might be helpful.. anyone else?
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Apr 30 2016 05:34pm
Quote (viralexogence @ Apr 10 2016 07:12am)
Quick question, what do you do about resistances since all of them seem to be in the negatives? Just forget em since it's primarily a melee dueler??


Fire resist is good to have for torch procs.
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Apr 30 2016 05:35pm
Quote (ValyrianSteel @ Apr 30 2016 05:10pm)
after tons of testing I think im starting to think using 1x 5/3/20 to hit 15fhr might be helpful.. anyone else?


It's been awhile since I messed around with fhr, but that post makes total sense. I used to destroy with redeemer and only 13k AR.
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