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Oct 29 2019 12:55pm
How does this do against hammerdin tping into furydruid or ww barb or Concentrate Barbarian
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Oct 29 2019 03:41pm
Quote (inkanddagger @ Oct 29 2019 01:57pm)
7 fhr and something * 3 so you have an fhr breakpoint. Like two 7/ar/min/ed and one 7 fhr with whatever stats you have in your pelts so your stats all match.


mmm 7x3 gives me 21 FHR. Don't think that's worth it because you'd still need the dungo's and bfist to just hit 42 fhr. I should only need 1x7fhr jewel in the helm.

also, if you were using a grief PB, would you recommend the crushing blow setup? or is Guillaume/steelrend ineffective with grief pb?

This post was edited by Modification on Oct 29 2019 03:54pm
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Oct 29 2019 05:04pm
Quote (Modification @ Oct 29 2019 02:41pm)
mmm 7x3 gives me 21 FHR. Don't think that's worth it because you'd still need the dungo's and bfist to just hit 42 fhr. I should only need 1x7fhr jewel in the helm.

also, if you were using a grief PB, would you recommend the crushing blow setup? or is Guillaume/steelrend ineffective with grief pb?



20% is a breakpoint, and the most common one I use. Also, in public dueling you would most likely be using a frw circlet with a 24 fhr belt and dracs gloves (or like me you'd be using crushing blow crafted gloves with tri res) so there's your 42% breakpoint without having to use bloodfists.

Of course, if you are only using bfist then yes you only need one 7 fhr and the rest go for damage. Cheap jewel option would be 7fhr/40ed and two 30 max jewels. Add the ed% jewel before the max jewels and there will be no bug. In fact, the jewels will benefit from the ed% as long as you add it first and don't have both min and max in the item.

Crushing blow works really well with grief. So do Steelrends (ed% adds a ton of average to grief).

This post was edited by inkanddagger on Oct 29 2019 05:09pm
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Dec 27 2019 10:47pm
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Dec 28 2019 04:03pm
Quote (MSX98 @ Dec 28 2019 07:47am)


:love: wow!! Dat girl!
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Feb 2 2020 01:54pm
Quote (inkanddagger @ Aug 30 2018 10:52pm)
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

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.



Bumping this because I need the formula for later.

Will try to get a mod to replace some of the picture links on the first page soon as well.

This post was edited by inkanddagger on Feb 2 2020 01:54pm
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Feb 4 2020 05:26am
Quote (inkanddagger @ Feb 2 2020 08:54pm)
Bumping this because I need the formula for later.

Will try to get a mod to replace some of the picture links on the first page soon as well.


full zoo up, teleport close, rabie him with ur fools ba 60ias, walk out meanwhile u swap to dw/20/-20 jmod just after out of range, unshape, teleport away, keep close enought for rabies to kill.

haha just kidding xD
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Feb 4 2020 08:11am
2druid/30frw/24str/visionary/2 socket circlet ft here :)
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Feb 4 2020 12:12pm
Quote (Ukon @ Feb 4 2020 03:11pm)
2druid/30frw/24str/visionary/2 socket circlet ft here :)


thats a nice one :)

let me know if any1 sell 2/20/30/@ or cr/2soc/whatever adds
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Feb 4 2020 03:32pm
Waiting for a mod to update the pictures on page 1, but they are also located here now:

https://imgur.com/a/ThyYcVM

edit: special thanks to Chetwynd for updating page 1 images for me :hail:

This post was edited by inkanddagger on Feb 4 2020 03:51pm
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