Quote (Engel @ Dec 2 2009 12:31am)
I'd avoid making assumptions like that, as Diablo 2 isn't always coded in the same way. There are so many complex variables and mathematics involved in Diablo 2, that it makes most games look like they were made by novices.
No not really, d2 was programmed ages ago with very out of date programming methods which are extremely messy. It is a perfect example of spaghetti code. Take a look at smite: the game calls the AR/Defense/Block functions, and inputs everything correctly, but discards the result due to a typo (smite is meant to be blockable / need ar / etc). There are loads of bugs in it and it is not whatsoever a well programmed piece of software by todays standards.
But one thing it is is fairly consistent- the only way that resistances could really stack above 85% for the base in this case would be if they intentionally went in and declared a new variable to track resistances above 85% from higher levels, which seems like an awfully silly way to do it. Its pretty safe to say that thats not how it works.
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You could easily just say , decoy is set as a variable where as decoy level * 2 is equal to the additional resists granted. Since Valkyrie is essentially another character without player control, and the fact that life does carry over, that means the Decoy variable is still being applied to the Valkyrie in order for it's life to remain intact. Since you can heal a valkyrie, it has to have a maximum life as summoned.
Thats not how the structure works really. To put it in another phrasing, the game could have the resistance bonus from decoy apply as a statebased effect, whereas the resistance bonus from skill points in valkyrie are the base resistance- this is a perfectly possible way of doing it. But this would mean that you wouldn't be capped at 85% with decoy anyway, and it could potentially make your valk 4x immune without needing any gear at all on it (this is not the case)
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Lets also consider the fact that normal characters can have stacked resists, which means there is a fixed variable above the 75/85/90/95 etc max resists in order for a negative resist to apply accurately.
If it gives you some idea, the way the game works is this:
It takes your base resists
Then it adds your +resist from items / skills
Then it subtracts -resists from facets/conviction/etc
Then it caps it at your maximum resistances.
For it to work the other way, the game would need to do this:
It takes your base resists
Then it caps it at your maximum resistances
Then it adds your +resist from items / skills
Then it subtracts -resists from facets/conviction/etc
Then it caps it at your maximum resistances.
Which uh, is quite illogical, since theres no reason to cap the resists there. Instead the base resistances themselves are capped when they are set
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Everyone has a patern of movement, the more you play the game, the faster you can know where someone is going to be, before they even make their move.
True, but in a hectic game with fast teleports and multiple targets, higher level multi really does pay off- you might be able to predict where they are going most of the time, but what about when they are teleporting frenetically just to avoid you doing that? The higher multi the easier it is to flush down casters. Sure its nice to be able to pick off a sorc by dropping g-arrows where you know shes going to be sometimes, but what if theres 4 sorcs and they're teleporting in circles? Spam spam spam spam spam
Again thats a lot of experience of zons in team pk for you, but it does hold true in 1v1 and such