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d2jsp Forums > Diablo II > Diablo 2 Discussion > Strategy & Guides > The Fury Wolf > Melee Vs. Melee Pvp
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May 25 2018 10:47am
Quote (Mechawolf @ May 15 2018 09:28am)
I drop by often, Royal. is always there.


Matt lives and breathes D2 still

I'm on!
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Jun 27 2018 09:57am
Quote (Mechawolf @ May 9 2018 04:07am)
Ah damn. Time zone differences I guess; I’m east coast.


I am west coast but PM me to schedule a time
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Jun 27 2018 12:52pm
B)
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Jul 9 2018 01:22pm
Quote (jlzm @ Jun 27 2018 11:52am)
B)


:thumbsup:
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Jul 10 2018 01:37pm
Nice guide homie...you're matt/joey's friend?!?
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Jul 18 2018 03:56pm
Quote (SgtGrosseBite @ Jul 10 2018 12:37pm)
Nice guide homie...you're matt/joey's friend?!?



We have been playing together for like a decade.
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Aug 8 2018 01:30pm
Quote (Cambria @ Apr 21 2018 08:29am)
After running more tests on 3/20/20s vs 10/76/45s - the bonus of 3/20/20s outweighs the 10/76/45s. Druids just have too much % life bonuses to give them up.

The additional Dexterity points are in support of a FK fools. They provide extra damage as well as extra defense and attack rating. If I wasn't running FK as my base weapon then I would totally agree.

I have found 5 frame Berserker Axes work very well versus Barbarians as well. I haven't tried a Seraph Rod but I found BA > SR when running a Paladin versus Barbarian and Druid. I'm curious though about the oIAS point for Berserker Axe, do I need 30 oIAS or can I get away with 70 IAS from the weapon plus only 20 oIAS from Highlords?

My Visionary Pelt is 2/3/10/40/2. I found a use for it.


SR is the top weapon when used correctly.
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Aug 25 2018 03:01pm
Quote (create1491 @ Apr 21 2018 08:47am)
i disagree.

ive just tested .. adding more dex generally helps vs zealers if using FK. dont pump too much (i pumped about 72 dex) but ive ran 40k ar on a pelt setup and 42k ar for a cerebus setup.


You can use the this calc to see if more dex/ar will help or not: http://www.democracyresources.com/d2calc
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Aug 28 2018 05:36pm
ive added extra dex for ages incase of gear changes here n there without tokening, all in all the spare dex seems like it helps a little or feels like it at times, but doing the numbers it really doesnt help at all u add like 90+dex its only like 1% not even just alot of wasted life for a slim to none chance of it helping just my feels on it. Also great guide and infos as always bud!
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Aug 31 2018 12:52am
I was looking through some PM tutorials I gave to other people from years ago and am reposting this one:

I know the temptation is to always build for maximum vitality, but this isn't necessarily what wins.

Example matchup:

Zealer
2500-7200 damage
92% deadly strike
----
9312 average damage
791 average PvP damage after damage reduced % and .17 penalty

46k defense
22k attack rating
4300 life

vs

Fury
2600-8400 damage
52% deadly strike
8360 average damage
710 average PvP damage after penalties

4k defense
22k attack rating
10.4k life

In this situation, it takes (on average) the zealot 13 successful hits to kill the druid (10,400/791), and it takes the druid 6 successful hits to kill the paladin (4300/710).

So this becomes a factor of how to get in 6 hits before the zealot gets in 13 hits.

Assuming you're the same level:

22k attack rating vs 46k defense = 32% chance to hit, 8% chance to hit after max block is factored
22k attack rating vs 4k defense = 84% chance to hit, 21% chance to hit after max block is factored

Use this calculator to make it easier: http://www.democracyresources.com/d2calc

Both zeal and fury do 5 attacks, so when you look at the chance to hit after attack rating, defense and block are factored, you see one hit out of every instance of a 5-swing zeal attack will connect. In the druids case, you need to do between two and three full 5-swing furies in order to land one hit.

So it's a 2.625-to-1 ratio (21/8) of hits vs swings. If the druid has hit 5 times, the zealot has already hit 13.125 (game rounds everything down so 13) times, which exceeds the threshold and means this duel is almost always going to come down to whoever gets in the first and last hit, and usually favors the zealot at the last hit, especially if the druid doesn't get the first hit.

Alternative scenario:

Everything stays just about the same except druid attack rating goes up to 26k and life comes down to 9.6k.

• 9600/791 = 12 hits to kill the druid
• Still takes 6 hits to kill the zealot

26k attack rating vs 46k defense = 36% chance to hit and 9% chance to hit after max block is factored.

So this is now a 2.3-to-1 ratio of hits vs swings (21/9)

If the druid has hit 5 times, the zealot has only hit 11.5 times. So it can swing to the druid winning or the zealot winning, and now you have a practically equal matchup just by ditching some life in order to boost your attack rating. 50/50 win/loss vs almost always losing.

Play with those #s with a friend. Get their exact numbers, plug it into the formula, then figure out what ratio you need to aim for to land more hits per swings than they do.

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