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Apr 6 2022 12:47pm
So I as long as I use a runic talon on primary hand i can use this slow worthless warfist sitting in my stash below? lmkkk



This post was edited by hakimtp on Apr 6 2022 12:54pm
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Apr 6 2022 12:55pm
Quote (hakimtp @ 6 Apr 2022 20:47)
So I as long as I use a runic talon on primary hand i can use this slow worthless warfist sitting in my stash below? lmkkk

https://i.imgur.com/Xuvdh2J.png
:blink:
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Apr 7 2022 09:05am
Quote (hakimtp @ Apr 6 2022 01:47pm)
So I as long as I use a runic talon on primary hand i can use this slow worthless warfist sitting in my stash below? lmkkk

https://i.imgur.com/Xuvdh2J.png



No

First you always want your rare claw in your main hand due to WW mechanics.

Secondly, this war fist is charsi as it doesn’t hit WW ias break points.
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Apr 10 2022 04:28am
Quote (hakimtp @ Apr 6 2022 08:47pm)
So I as long as I use a runic talon on primary hand i can use this slow worthless warfist sitting in my stash below? lmkkk

https://i.imgur.com/Xuvdh2J.png


I dont remember if Eias break of assa wirlwind was -13, -17 or -19 but anyway an wf would need 30ias to be worth it.

Chaos has decent ed, its not eth but i would keep chaos offhand.

Assassin
Laying traps:
FPA = {16*256/[256*(100+EIAS)/100]}-1
Which gives EIAS breakpoints:
EIAS -- FPA
0 -- 15
7 -- 14
15 -- 13
24 -- 12
34 -- 11
46 -- 10
61 -- 9

Dragon talon:
Initial kick:
={13*256/[256*(100+EIAS)/100]}-1
Which gives EIAS table:
EIAS -- FPA
0 -- 12
9 -- 11
19 -- 10
31 -- 9
45 -- 8
63 -- 7

Follow up/serial kick:
={4*256/[256*(100+EIAS) /100]}

EIAS -- FPA
0 -- 4
34 -- 3

Dragon claw:
A1 Claws and A2 Claws animspeed etc = 208. Which means we cannot shorten formula.
https://www.mannm.org/d2library/faqtoids/animspeed.html
https://www.mannm.org/d2library/faqtoids/ias_eng.html

Formula:
Vincrease =floor(70-WSM+SIAS+(120*ias/(120+ias));1)

Frames =ceiling(256*13/floor(208*Vincr/100;1);1)/2

{} = ceiling
[] = floor

Theese are eias breaks, not ias breaks...

This is how u find ias needed to reach VINC breakpoint:
Frenzy/double throw:
=ceiling(120*(Vinc-70-SIAS+WSM)/(120-(Vinc-70-SIAS+WSM));1)

IAS needed to reach EIAS breakpoint = {(120*(EIAS- SIAS + WSM))/(120-(EIAS - SIAS +WSM))}

This post was edited by gel87 on Apr 10 2022 04:28am
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Apr 10 2022 01:15pm
why do you keep asserting that fools goes in MH? The only purpose of Fools is WW and Blade skills, but blade skills are MH only.

The options are:
Fools war fist OH / chaos RT MH --> strong WW, low blade skills
Fools RT MH / Chaos Suwayyah OH --> mediocre WW & blade skills

Imo the chaos RT MH / war fist fools OH is better, and 9fpa traps need either a 15ias jewel in Griff for 102fcr, or highlords for 65fcr build.

This post was edited by Evicted on Apr 10 2022 01:15pm
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Apr 10 2022 02:40pm
Quote (Evicted @ 10 Apr 2022 21:15)
^Dazer_Boosting why do you keep asserting that fools goes in MH? The only purpose of Fools is WW and Blade skills, but blade skills are MH only.

The options are:
Fools war fist OH / chaos RT MH --> strong WW, low blade skills
Fools RT MH / Chaos Suwayyah OH --> mediocre WW & blade skills

Imo the chaos RT MH / war fist fools OH is better, and 9fpa traps need either a 15ias jewel in Griff for 102fcr, or highlords for 65fcr build.

Long story short: Reason is a ww-bug

Main hand claw overall hits more often, so you want the juicy claws here.

If 1 claw miss, then both claws hit with that AR until next hit. Having fool's / cruels main hand gives almost certain chance to hit at least once during a wirlwind.

This post was edited by Dazer_Boosting on Apr 10 2022 02:44pm
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Apr 10 2022 04:41pm
Quote (Dazer_Boosting @ Apr 10 2022 01:40pm)
Long story short: Reason is a ww-bug

Main hand claw overall hits more often, so you want the juicy claws here.

If 1 claw miss, then both claws hit with that AR until next hit. Having fool's / cruels main hand gives almost certain chance to hit at least once during a wirlwind.


> If 1 claw miss, then both claws hit with that AR until next hit.

Is that for the duration of one WW, i.e. only matters for long WW?

And why would that apply to MH over OH, when they are calculated separately (e.g. OH misses, causing MH to have lower AR)?

If you have a link to more details, I'm interested to read up on this.
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Apr 10 2022 04:45pm
Quote (Evicted @ Apr 10 2022 05:41pm)
> If 1 claw miss, then both claws hit with that AR until next hit.

Is that for the duration of one WW, i.e. only matters for long WW?

And why would that apply to MH over OH, when they are calculated separately (e.g. OH misses, causing MH to have lower AR)?

If you have a link to more details, I'm interested to read up on this.



I can’t find the link, but essentially, if your fools Or cruels claw is in your main hand, the bug helps you, by giving you more AR on your off hand hit.

If your fools or cruels claw is in your offhand, the bug hurts you by giving you less AR on your offhand hit, essentially negating the +AR you have from fools mod or from cruel +master mod (150-250 ar).

It’s very significant.

This post was edited by Bui6Pays40Percent4Wins on Apr 10 2022 04:50pm
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Apr 10 2022 04:52pm
RvR
Member
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Apr 10 2022 04:54pm
Quote (Evicted @ Apr 10 2022 05:41pm)
> If 1 claw miss, then both claws hit with that AR until next hit.

Is that for the duration of one WW, i.e. only matters for long WW?

And why would that apply to MH over OH, when they are calculated separately (e.g. OH misses, causing MH to have lower AR)?

If you have a link to more details, I'm interested to read up on this.



Here is a snippet of this being explained, but still can’t find the full topic on it:
Quote (Goomshill @ Oct 23 2019 10:25pm)
I'm actually not 100% sure
they are definitely supposed to be strictly local mods, but D2's whirlwind code is buggy and doesn't properly track which weapon is active and update the stat list like it should, desynchronizing which weapon is being counted on each swing. I know at least that it goofs up on tracking attack rating and will try to keep swinging with the same value each time it fails a roll for the previous weapon, letting a low AR weapon decrease your %CTH for both hands, but I'm not sure if that also bugs up how it tracks attack modifiers


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