Howdy!
Now, I really don't know how interesting this playthrough will be to follow, since one of my rules allows me a fair degree of cheesing.
But I figured I might as well share it, since it's not a common patch to see a playthrough of.
I'll try not to bore you with all the differences between 1.00 and 1.14, because I know there have been 1.00 playthroughs posted before that listed (at least) the basics.
Though, some stuff I'll share because of it's relevancy to this playthrough. :-)
The info:
- Every extra player increases monster health by 100%, so at P5 I'm up against monsters with 500% health. For comparison, P8 in 1.14 is 450% monster health.
- Every extra player increases monster experience by 2/3. So at P5, monsters will give ~367% experience. In my case, this experience will be divided over 5 players.
- Unique monsters have 800% health on all difficulties. For comparison, on Hell in 1.14 it's 200%. Note that this actually multiplies the P5 (500%) health by 8. These monsters can definitely take a while to kill, even with good gear/damage.
- There's a bug that causes monsters to have 4 times the Attack Rating they should have, making Defense Rating immensely under-powered.
- Mana Potions can not be bought from vendors. (They didn't add this until 1.10!)
- The "netcode" is terrible. Even as the host, there is severe de-sync.
The rules:
- Hardcore.
- Players 5.
- Allowed to use all players.
- Allowed to re-run anything (at P5).
The goals:
- Destroy Diablo on Hell, crown Mate to become King.
- Find or Imbue a decent rare Bec-de-Corbin, for Corbin.
The playthrough:
There's no command (like /players) to simulate a higher number of players, so I have to create and join a TCP/IP game and fill the game that way.
I'm actually taking the 4 filler players with me, dumping them in the same area to leech experience. I intend to turn them into projects later, but for now they'll primarily be mules that will also give me more Imbues, more gems from Hellforge, more (Quest) drops from Diablo, and more rare rings from Ormus and Akara.
Mate is central to this playthrough, but he is not actually the Paladin I've started out with.
In stead, I started out with Hem. Why? Mostly, the inability to re-spec.
The idea is to pump Might to deal semi-solid melee damage until Mate is level 18 for Blessed Hammer and Concentration. At that point, Hem will basically retire, and I'll continue with Mate.
I'm not using Zeal with Hem, because it has a nasty bug: If the first attack of the sequence misses,
they all miss. With how low my chance to hit currently is, this is just a bad idea.
In 1.00, Blessed Hammer benefits from 100% of Concentration and Might. Furthermore, Blessed Hammer deals physical damage, and thus its damage can be increased by Amplify Damage or Decrepify.
My cheesy rule of allowing all players to be used will(could) allow me to reach absurdly high Blessed Hammer damage. (Of course this is just relative -- it's still nothing like a 1.14 Hammerdin.)
The two downsides of Blessed Hammer are both caused by the fact that it deals physical damage: 1) It can be blocked and 2) monsters with medium-to-high physical resistance are not uncommon.
Physical resistance of monsters caps out at 95, except for those "Swarm" monsters, for which it caps out at 99.
Espado can potentially be used for Battle Orders once he reaches 24.
Though, it's likely that I'll only use it at bosses, because the duration of BO is significantly shorter than in 1.14, and I just can't be bothered to re-cast BO every minute. The bonus of BO is also noticeably tinier than in 1.14 (+64% vs +92% at level 20).
Corbin is just a mule for now. He'll be my next project (reach level 93). Since Lances don't drop, and Partizans have a shorter range, the plan is to have him use a Bec-de-Corbin. It's his destiny.
An important bit on blocking:
The blocking animation will only play
when a missile would otherwise deal more than 1/12 of the player's maximum hitpoints in physical damage.
This does not mean that you do not block other attacks, it's just that the animation won't play.
This practically means: Never interrupted by blocking, and never block-locked.
Blocking worked like this until 1.07 (the release of LOD).
Yes, this is overpowered, but since Defense Rating is so under-powered, they balance each other out, to some degree at least.
The Paladin is obviously in a great spot because of Holy Shield.
The plan is to use a Tower Shield with 3 Perfect Diamonds, and use Holy Shield so that I don't have to use Twitchthroe.
Level 16 Holy Shield with a Tower Shield would give me 75% chance to block.