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Dec 1 2009 11:37pm
Quote (Hajonston @ Dec 2 2009 12:29am)
yah, no sense in maxing penetrate when you're wearing faith- its not just helping your multi AR, its helping your valk too. 1 point is more than sufficient- you won't hit exile pallys either way much with multi, and you'll have no problems taking down casters with it. But IMO, at least the way I spam multi as a zon, 15 arrows is not quite enough. I like a bigger spread for mid distance scoping, so I'd likely go 5 points in it or so at the least


Well most people do not realize you can actually control the spread of the multi arrows, from wide to thin, simply by having your mouse pointer far out from your char = closer arrows, closer to your char = further apart arrows ^__^


Quote (Hajonston @ Dec 2 2009 12:29am)
That might actually be a good point you might have me there.
But uh, one thing on that- does the decoy resistances cap out at 85 with the valkyrie, or it push it above 85?

Because if you have a level 25 valk (50% resistance) and add level 20 decoy (40% resistance) you'd be capped at 85, losing 5% resistance uselessly.


It caps at 85% but of course any negative enemy**** resists would be ummm? reduced? XD by any additional resists from that stacked above 85.

This post was edited by Engel on Dec 1 2009 11:43pm
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Dec 1 2009 11:40pm
Quote (Engel @ Dec 1 2009 11:37pm)
It caps at 85% but of course any negative resists would be ummm? reduced? XD  by any additional resists from that stacked above 85.


well eh i'm not sure thats how it handles it

I think the base resistance would be capped at 85%, and anything above that would be discarded entirely. Like, if you somehow had level 9999 decoy, it would still have 85% base resist, and a facet would reduce this to 80% resistance. But +resists from items will indeed push it up above 100% and make her immune. This is just all from how I understand the engine works, I'm not 100% certain. But I know for sure that the base resistance cap occurs before other +resistance modifiers are added (unlike players, where you are capped at 75% after everything).

Quote
Well most people do not realize you can actually control the spread of the multi arrows, from wide to thin, simply by having your mouse pointer far out from your char = closer arrows, closer to your char = further apart arrows ^__^


Oh I'm aware but I love to spray giant arcs that flush out fast teleporting characters :')
Just blindly fire and shut off half my minimap with spam. Thats teampk talking of course >.>

This post was edited by Hajonston on Dec 1 2009 11:40pm
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Dec 1 2009 11:50pm
Quote (Hajonston @ Dec 2 2009 12:40am)
well eh i'm not sure thats how it handles it

I think the base resistance would be capped at 85%, and anything above that would be discarded entirely.


Discarded? There is no reason to believe they'd be discarded, however there is a reason to believe it also, there is no real way to know without hacks I suppose? Unless someone has already checked this, and I have researched it and see nothing anywhere regarding it. However, the additional life increase based on Decoy does carry over to the Valkyrie when summoned, so one would surmise that the additional resists also carry over when summoned.

Nevertheless you still receive a significant life bonus for the Valkyrie.

Quote (Hajonston @ Dec 2 2009 12:40am)

Oh I'm aware but I love to spray giant arcs that flush out fast teleporting characters :')
Just blindly fire and shut off half my minimap with spam. Thats teampk talking of course >.>


Fortunately nearly 10 years of bowazon dueling has given me great accuracy at far distances even when facing desynch :D
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Dec 1 2009 11:54pm
Quote (sorowfulhatred @ Dec 1 2009 07:52pm)
I attack a lot of ele chars with wiz spike, and sorb fc zons with it. I kill all fc zons with wiz spike alone, quite funny.
Valk lasts much longer. 3.4k life + dodge/avoid/evade/pene/crit

Telly stomp with wiz out then switch immediately to bow, just in case they're desperate enough to attack. Also, telly stomp, walk away a little to avoid attack spray from sorces, and then attack. Valk will frequently be immune to elemental attacks @ lvl 35+.

The phys dmg gained from GA on a vita psn telly zon is not worth not  maxing valk, imo.

People try to argue whether or not maxing valk is a good idea or not. 100% it is. Make a telly zon with it, then make one without it. You'll clearly see the difference of having a meat shield that sorbs and deals damage.


Thanks for the info. Got her to 75 LATE last night, and now I am dreading a long day at work lol...at 75 I got max valk, 11 crit, 16 GA, dodges at 57,64,55%. The next 19 points are going into the dodges to get them maxed. 19 because I still got the bonus skill quests in hell to do.
I have only managed to get 10x 175/20's for now and have 5x 474 psn charms. It will have to do for now until I can trade for some more. FRW is at 130 with Gore riders/Cat's Eye. Can't wait to get into some pubs and test her out when I hit 85...
Will keep you posted.
Cheers,
Pimp

This post was edited by Pimpslapper on Dec 1 2009 11:54pm
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Dec 1 2009 11:55pm
Quote (Pimpslapper @ Dec 2 2009 12:54am)
The next 18 points are going into the dodges to get them maxed.


You should never max a skill that is based on percentages unless you are certain an additional percentage will be gained from the points used.
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Dec 2 2009 12:11am
Well I mean it just wouldn't be consistent with the way they programmed D2- it would require a whole nother variable in a weird place. The object class of "Unit" which valkyrie is in just like all monsters would have a "Base Resistance" variable, which is further modified by any effects, and then capped. I assume that it looks something like this:

//When valk is created:
setbaseresistance(valk, min((valklvl + decoylvl) * 2, 85)

//When resistances are called:
setfunctionalresistance(valk, min(base resists + getresistmodifiers(valk), getmaxresist(valk))

in this case, there is no maximum resist on a valkyrie I guess, so its resists are never capped (but you can't deal negative damage).


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Fortunately nearly 10 years of bowazon dueling has given me great accuracy at far distances even when facing desynch


eh, its more of a "going up against fast teleporters" sort of thing. It doesn't matter how good you are at aiming, they can just teleport around and you'll miss with garrows. I've always used multi just for hosing down teleport closeby- I can hit a bullseye from 3 screens away no problem, but that won't help if that bullseye is teleporting around like nuts :) Hence, I put a few into multishot to hose casters, not for zvz or anything like that
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Dec 2 2009 12:31am
Quote (Hajonston @ Dec 2 2009 01:11am)
Well I mean it just wouldn't be consistent with the way they programmed D2- it would require a whole nother variable in a weird place. The object class of "Unit" which valkyrie is in just like all monsters would have a "Base Resistance" variable, which is further modified by any effects, and then capped. I assume that it looks something like this:


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.

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.

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.

But really this is all speculation that has no base that is provable without a great deal of testing. I suppose the easiest way would be in single player with two identical characters


Quote (Hajonston @ Dec 2 2009 01:11am)
eh, its more of a "going up against fast teleporters" sort of thing. It doesn't matter how good you are at aiming, they can just teleport around and you'll miss with garrows. I've always used multi just for hosing down teleport closeby- I can hit a bullseye from 3 screens away no problem, but that won't help if that bullseye is teleporting around like nuts :) Hence, I put a few into multishot to hose casters, not for zvz or anything like that


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.
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Dec 2 2009 01:15am
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.

Quote
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)

Quote
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


Quote
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
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Dec 2 2009 01:56am
Quote (Hajonston @ Dec 2 2009 02:15am)
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.


I am not talking about how it was "coded" I am talking about the mass versatility in mathematics involved compared to other video games, which is severely lacking in character development. Most of the mathematics involved in other games are extremely direct and require little thinking or involvement on the behalf of the player.

Quote (Hajonston @ Dec 2 2009 02:15am)
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


I need to verify something with you, you do realize that in fact stacked res above 85 Max + addition resists does infact reduce "- Enemy Resists" from the ability of reducing maximum resists right?

So if you have 85 Max Resist + 15 above 85, and -15 enemy resist, then the Max Resist is still 85, thus no differential. You do know this?

There is a difference between Maximum resistance, and normal resistance, as far as I am concerned your normal resistance can go as high as it wants, but your maximum resistance ultimately defines just how effective that normal resistance can be.

But I am not an expert in resists.

This post was edited by Engel on Dec 2 2009 01:58am
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Dec 2 2009 02:03am
Quote (Engel @ Dec 2 2009 01:56am)

I need to verify something with you,  you do realize that in fact stacked res above 85 Max + addition resists does infact reduce "- Enemy Resists" from the ability of reducing maximum resists right?


Yah, carefully read this:

Quote
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.


Inbetween the 2nd & 3rd step, you could have your resists go above the maximum, then get reduced again, making your "extra" resists negate some of that -resists
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