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d2jsp Forums > Diablo II > Diablo 2: Resurrected > D2:R Discussion > Has Anyone Actually Tested Echoing Strike Dmg Pvp?
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Mar 21 2026 05:27pm
I suspect the character screen is at least misleading on an assumption of all 5 missiles hitting twice, which is a stretch. I did see a video saying that AR was actually accounted for, so some missiles were missing even if the animation looked like it hit.
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Mar 21 2026 06:04pm
I suspect the character screen is at least misleading on an assumption of all 5 missiles hitting twice, which is a stretch. I did see a video saying that AR was actually accounted for, so some missiles were missing even if the animation looked like it hit.


No I don't think anyone has ever tried to use ES in pvp, you could be the first though
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Mar 21 2026 06:06pm
No I don't think anyone has ever tried to use ES in pvp, you could be the first though


:rofl:
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Mar 21 2026 06:06pm
No I don't think anyone has ever tried to use ES in pvp, you could be the first though


Energy Shield is useful in pvp, I've heard.
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Mar 21 2026 06:09pm
I’m convinced this community has worse critical reading skills than the average 4 year old.
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Mar 21 2026 06:52pm
Has Anyone Really Been Far Even as Decided to Use Even Go Want to do Look More Like?
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Mar 21 2026 07:35pm
I suspect the character screen is at least misleading on an assumption of all 5 missiles hitting twice, which is a stretch. I did see a video saying that AR was actually accounted for, so some missiles were missing even if the animation looked like it hit.


yeah for hardcore hot tp/wp
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Mar 21 2026 08:44pm
You gotta smack it before you whack it
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Mar 21 2026 10:19pm
I’m convinced this community has worse critical reading skills than the average 4 year old.


Short answer: yeah, people have tested it—and your suspicion is basically correct. The character screen is very misleading for Echoing Strike, especially in PvP.

Here’s what testing + community digging actually shows:

🧠 1. The character sheet is straight-up lying (or at least assuming best case)
The displayed damage assumes all projectiles hit and often assumes double hits (out + return).
In reality:
Each echo does fractional damage (not full x5)
And hitting twice per projectile is conditional, not guaranteed

👉 So yeah—your “all 5 missiles hit twice” assumption is basically how the sheet is calculated, not how fights actually play out.

🎯 2. Attack Rating (AR) is… weird as hell

This is where it gets messy:

Some testing shows:
Miss indicators appear (AR check is happening)
But damage still goes through anyway
Other testers observed:
Miss marker + target still takes damage
Suggesting two damage components:
a “spell-like” portion (always hits)
a “weapon/attack” portion (AR-based)

👉 Translation:

AR might matter for part of the hit, but not the whole thing.
Which makes PvP consistency super janky.

⚔️ 3. It behaves more like a spell than an attack

Most consistent findings:

Scales with FCR, not IAS
Many “on hit” mechanics don’t work at all (CB, procs, etc.)

Often described as:

“basically a spell that uses weapon damage”

👉 This matters for PvP because:

You’re not getting normal melee hit behavior
You’re not getting reliable AR-based interactions either
🌀 4. Projectile reality (this is the big PvP limiter)

Even ignoring bugs/mechanics:

Projectiles:
spread
can miss
may only hit once
require positioning to “shotgun”
Double hits (out + return):
happen, but not consistently in PvP
depend on spacing, movement, and hitbox

👉 Against moving players?

You’re rarely landing full overlap
And definitely not all 5 × 2 hits
🧪 So has PvP been properly tested?

Not in a clean, lab-grade way—but enough community testing exists to say:

✔ Damage sheet = inflated / theoretical
✔ AR = partially applied or bugged
✔ Hits = inconsistent and spacing-dependent
✔ Full shotgun = rare in real PvP
💥 Bottom line (your instinct is right)

Echoing Strike PvP damage is way lower in practice than the sheet suggests.

Because:

You’re not hitting all projectiles
You’re not always double-hitting
AR behavior is inconsistent
And part of the damage might ignore hit checks entirely

If you want, I can break down how to actually maximize real PvP damage with it (like spacing, cursor placement, and how to force double hits). That’s where the skill actually gets scary.
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Posts: 5,803
Joined: Sep 30 2021
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Mar 21 2026 10:22pm
Short answer: yeah, people have tested it—and your suspicion is basically correct. The character screen is very misleading for Echoing Strike, especially in PvP.

Here’s what testing + community digging actually shows:

🧠 1. The character sheet is straight-up lying (or at least assuming best case)
The displayed damage assumes all projectiles hit and often assumes double hits (out + return).
In reality:
Each echo does fractional damage (not full x5)
And hitting twice per projectile is conditional, not guaranteed

👉 So yeah—your “all 5 missiles hit twice” assumption is basically how the sheet is calculated, not how fights actually play out.

🎯 2. Attack Rating (AR) is… weird as hell

This is where it gets messy:

Some testing shows:
Miss indicators appear (AR check is happening)
But damage still goes through anyway
Other testers observed:
Miss marker + target still takes damage
Suggesting two damage components:
a “spell-like” portion (always hits)
a “weapon/attack” portion (AR-based)

👉 Translation:

AR might matter for part of the hit, but not the whole thing.
Which makes PvP consistency super janky.

⚔️ 3. It behaves more like a spell than an attack

Most consistent findings:

Scales with FCR, not IAS
Many “on hit” mechanics don’t work at all (CB, procs, etc.)

Often described as:

“basically a spell that uses weapon damage”

👉 This matters for PvP because:

You’re not getting normal melee hit behavior
You’re not getting reliable AR-based interactions either
🌀 4. Projectile reality (this is the big PvP limiter)

Even ignoring bugs/mechanics:

Projectiles:
spread
can miss
may only hit once
require positioning to “shotgun”
Double hits (out + return):
happen, but not consistently in PvP
depend on spacing, movement, and hitbox

👉 Against moving players?

You’re rarely landing full overlap
And definitely not all 5 × 2 hits
🧪 So has PvP been properly tested?

Not in a clean, lab-grade way—but enough community testing exists to say:

✔ Damage sheet = inflated / theoretical
✔ AR = partially applied or bugged
✔ Hits = inconsistent and spacing-dependent
✔ Full shotgun = rare in real PvP
💥 Bottom line (your instinct is right)

Echoing Strike PvP damage is way lower in practice than the sheet suggests.

Because:

You’re not hitting all projectiles
You’re not always double-hitting
AR behavior is inconsistent
And part of the damage might ignore hit checks entirely

If you want, I can break down how to actually maximize real PvP damage with it (like spacing, cursor placement, and how to force double hits). That’s where the skill actually gets scary.


If AI says I'm right, I'm right. No further testing needed.
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