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Member
Posts: 38,085
Joined: Apr 29 2006
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Nov 4 2020 07:08pm
We have a "Code" (<>) function, which is good, but, takes serious amount of time to layout a Table format and on top of that, you can not "highlight" significant information like you can with the "Bullet" function, e.g. Bold / Italics / color / font etc.

With a Spreadsheet (Table format), you can copy/paste individual items into a 'Cell', and you can 'highlight' pertinent information when trading or even creating guides. Since I play Ladder Slasher, here are two(2) examples of layouts.

Above is the short version, and below is the LONG version with examples.

Trading List: Basically that still took some time to put together.

Quote (izParagonzi @ Oct 8 2020 12:42pm)
Just testing the Bullet Point command:

Daggers:
  • TIII Angelic 50% ee (+3 mods) = iz6 @ 50fg
  • TIII Angelic 58% ee / +1-2 LpA (+2 mods) = iz3 @ 100fg
  • L5 Myst 60 ee (+2 mods) = SSMarie @ 75fg


Nice... this may work out good for Trade section listing of items & location of the mules they appear on.


Quote (izParagonzi @ Oct 8 2020 06:27pm)
Well... needed a break from organising the trade thread, so I thought I would leave a copy here for later on when I decide to post it.



Thanks in advance.

Make an offer on items that haven't got a price.
Some prices maybe negotiated.
Just quote post and delete the items you are not interested in if you are selecting a lot, otherwise just copy/paste what you are after and ensure the mule name (e.g. SSMarie, iz# etc) for smooth trades.

Weapons: (Enhanced Effect)
    Clubs;
    [T. III] Mystical, +40% EE, +1% AP, (+1 Mod) - iz5 @ 2fg
    [Lv 05] Magical, +78% EE - iz5 @ 3fg
    [Lv 15] Magical, +68% EE - iz5 @ 3fg
    Daggers;
    [T. III] Mystical, +36% EE, (+2 Mods) - iz2 (equipped) @ 5fg
    [Lv 20] Angelic, +83% EE, (+3 Mods)
    Axes;
    [T. III] Mystical, +57% EE, +1 CS, (+1 Mod) - iz2 @ 15fg
    [Lv 10] Magical, +98% EE, - iz4 @ 100fg
    [Lv 15] Angelic, +96% EE, (+3 Mods) - iz5 @ 100fg
    Staffs';
    [T. III] Mystical, +47% EE, +1% AP, (+1 Mod) - iz2 @ 5fg
    [Lv 20] Mystical, +118% EE, (+2 Mods) - iz2 @ 200fg
    [Lv 45] Magical, +73% EE - iz5 @ 50fg

Armor: (Enhanced Effect)
    Scale;
    [T. III] Rare +44% EE, (+1 Mod) - iz5 @ ??fg
    [T. III] Rare +58% EE, +2% QD - iz5 @ ??fg
    [Lv 05] Angelic +60% EE, +1% Power Shot, (+2 Mods) - iz2 @ 25fg
    [Lv 10] Magical +61% EE - iz5 @ ??fg
    [Lv 10] Magical +80% EE - iz4 @ 50fg
    [Lv 25] Mythical +83% EE, +4% LS, (+3 Mods) - iz5 @ ??fg
    [Lv 40] Angelic +71% EE, (+3 Mods) - iz5 @ ??fg
    Leather;
    [Lv 15] Rare +68% EE, (+1 Mod) - iz4 @ 10fg
    Chain;
    [Lv 25] Mystical, +95% EE, (+2 Mods) - iz5 @ ??fg
    Plate;
    [Lv 15] Magical, +107% EE - iz5 @ ??fg



Following example (incomplete) relates to posting the items that I am going to use a character during each level progression;

Code
GUARDIAN Weapon Armor Charm

Level 01 B-Axe T3 Chain T3
2% AP 8% EE
+1 Mod 10 Dex
1% PS
+1 Mod
Level 05
Level 10
Level 15
Level 20
Level 25
Level 30
Level 35
Level 40
Level 45
Level 50
Level 55

SAMURAI Weapon Armor Charm

Level 01 Dag T3 Chain T3
32% EE 8% EE
+4 Mods 10 Dex
1% PS
+1 Mod
Level 05 L-Sword
3 Strength
4% QD
+2 Mods
Level 10
Level 15
Level 20
Level 25
Level 30 Sword
40% EE
Level 35
Level 40
Level 45
Level 50
Level 55 Dagger
32% HM
56 Life
+1Mod


If I was working with a Spreadsheet, I could easily copy / paste and adjust each line of information without having to hit the Space-Bar several times in-between each line of text.

EDIT: There are probably 90% of JSP users that have not even tried the 'Code' function for trades or writing guides, but, I can say, try it out for yourself and you will see how long it takes... here is an example of one of my guides;

-=~@~=- Section Two -=~@~=-

Character Class Information
The following link will provide you with the information regarding your starting attributes and what you receive per level you gain, and what you get if you place points into certain attributes: http://www.battle.net/diablo2exp/classes/amazon.shtml

Stat Placement:
Glasscannon:
This character is after pure damage, and is only best used when playing Softcore, considering that death is of no concern
Vitality:
This character is after pure survivability, and is more useful for Hardcore, considering, death is a major issue.
Vita/Dex Hybrid:
This character can be implemented either Hardcore/Softcore, I have found that 130-200 vita to be a good option (naked) and
this leaves enough points to increase your bow damage and Max Block on switch if you choose to use SS/titan.

Stats Table: This is setup to see how to achieve 134 Strength for Windforce using Andy's helm, it also gives you an idea of your stats @ level 85 = 420 + 15 (3x A3 Quest) = 435... please note that if you choose other items, you will distribute points differently, let's take Gore Riders for an example, you will need to add another 10 points into strength.
Code
Vitality Vita/Dex Hybrid Glasscannon
STR: Base: 20 Base: 20 Base: 20
.... Add : 20 Add : 20 Add : 20
.... Torch 20 Torch 20 Torch 20
.... Anni: 20 Anni: 20 Anni: 20
.... Ring: 15 Ring: 15 Ring: 15
.... Trav: 10 Trav: 10 Trav: 10
.... Andy: 29 Andy: 29 Andy: 29
.... Total 134 Total 134 Total 134

DEX: Base: 25 Base: 25 Base: 25
.... Add : 0 Add : 295 Add : 415
.... Torch 20 Torch 20 Torch 20
.... Anni: 20 Anni: 20 Anni: 20
.... Ring: 20 Ring: 20 Ring: 20
.... Belt: 15 Belt: 15 Belt: 15
.... WF : 5 WF : 5 WF : 5
.... Total 105 Total 400 Total 520

VIT: Base: 20 Base: 20 Base: 20
.... Add : 415 Add : 130 Add : 0
.... Torch 20 Torch 20 Torch 20
.... Anni: 20 Anni: 20 Anni: 20
.... Trav: 10 Trav: 10 Trav: 10
.... Life:1563 Life: 718 Life: 328
.... Excl:Fort Excl:Fort Excl:Fort

ENE: Base: 15 Base: 15 Base: 15
.... Add : 0 Add : 0 Add : 0


Glasscannon___________________Pure Vita______________________Vita / Dex Hybrid
Strength: Enough to wear Gear______Strength: Enough to wear Gear_____Strength: Enough to wear Gear
Dexterity: Rest___________________Dexterity: None_________________Dexterity: Rest after Vitality
Vitality: None____________________ Vitality: Rest____________________Vitality: 150-200 Hard (naked)
Energy: None____________________Energy: None___________________ Energy: None

Skills:
There are two (2) main skills for a Frostmaiden to max, Freezing Arrow and Cold Arrow (Synergy: 12% cold damage per HARD skill). You can choose to be a "Frostmaiden/Strafer" or "Frostmaiden/Multi Shot" or "Frostmaiden/Strafe + Multi Shot Hybrid", it is up to you. My personal preference is Frostmaiden/Strafer, this combined in with Valk/Decoy/Merc is rather effective.

Bow Skills Link:
http://www.battle.net/diablo2exp/skills/amazon-bow.shtml
Passive Skills Link:
http://www.battle.net/diablo2exp/skills/amazon-passive.shtml

Freezing Arrow:
Hell Difficulty: You can not freeze certain monsters because they have "Chill Effectiveness 0".
Souls & Gloams (Willowisps), Bone Fetish (dolls) and Blood Lord (Death Lord only "dual-axe-weilding brutes found in WSK & Throne)
Thanks to Faelwenfor providing this information and links:
http://www.battle.net/diablo2exp/monsters/act3-willowisp.shtml
http://www.battle.net/diablo2exp/monsters/act5g-willowisp.shtml

This skill is a mana "Guzzler", so, to keep the mana up, you will have to choose what best suits your gaming style to recover the mana.
#1 Mass Mana Leech Items
#2 Act2 Might Merc using Insight
#3 Some Mana Leech Items utilising Strafe or Multishot in-between Freezing Arrow
#4 Phoenix on switch (note that you do not gain much return as bodies shatter)
#5 Mana pot mad.
#6 Mana after eack Kill (MaeK) items... Thanks to those reminding me... refer acknowledgements.

Mercenaries & Their Items:
Once again, this section is based on your own personal preference and how you want to play the game. I would say that you choose your merc setup based on what areas you want to achieve, like hitting last IAS breakpoint, getting more damage, or maybe even having your merc survive longer to tank, all this is dependent upon you and your gaming style.

We are going to start with the two (2) main items that are commonly used by both mercenaries, that would be the armor and the helm. The following link will provide you with all the information that you need to know about the items listed. http://www.battle.net/diablo2exp/items/

Treachery Runeword Armor: 3 Socket Armor: Shael, Thul & Lem (In specific order)
There is alot of mention towards this armor being extremely good for mercenaries. Fade, IAS and FHR always helpful towards your mercenary.
When random rolling an Eth Armor and getting 3 sockets only, do not be distressed, this makes for a great armor for Treachery.

Fortitude Runeword Armor: 4 Socket Armor: El, Sol, Dol & Lo (not io) (In specific order)
This is best created in an Elite LIGHT armor, for manoeuvrability (FRW), great defense and less strength requirements, you can make them in Elite MEDIUM armors, but the strength requirements and manoeuvrability (FRW) might be an issue. Note: Ethereal Bugged Armor for your merc, and Non eth Armor for your character.

Andy's Visage (pref Ethereal)
Well this is the most preferred helm to use on most mercs, it has Life Steal, 20% IAS, +2 Skills and of course Strength.
Optional Helms:
There are many optional helms...

Rogue: Fire or Cold:
This merc is specifically included on the basis that she will be using Faith to aid your Frostmaiden with IAS breakpoints. This merc is not affected by "Iron Maiden" and is very versatile when doing Chaos, Level 3 Worldstone and Throne Room when "Oblivion Knights" are present.

Faith Runeword Bow: 4 Socket Bow: Ohm, Jah, Lem & Eld (In specific order)
There are three (3) bows that I will recommend in using for merc when making Faith. Personally I prefer the Great Bow.
#1 Great Bow(pref 15%ed): This bow is fast, has great average damage, and the requisites are easy for Rogue to weild.
#2 Diamond Bow(pref 15%ed): This bow has good speed and very good average damage, the requisites are also good.
#3 Hydra Bow(pref 15%ed): This bow, has good speed and great damage. 134 Strength req:
................... A naked L82 Rogue from Normal (str: 134, dex: 203) meets the requirements of all elite bows: Provided by Faelwen

Merc Weilding Faith Statistics
- Fanatic Aura Lvl13 = Party Damage +% (127) / Attack Speed +% (32) / Attack +% (100)
- Fanatic Aura Lvl14 = Party Damage +% (135) / Attack Speed +% (33) / Attack +% (105)
- Fanatic Aura Lvl15 = Party Damage +% (144) / Attack Speed +% (33) / Attack +% (110)

Act 2 Mercenaries:
These mercs are commonly used with a number of builds. There can be one (1) or two (2) minor problems with this merc depending on the area in which you are gaming.
#1: Stygian Dolls: Corpse explosion can make mince meat out of Glasscannons and on occassions Vita when Amped.
.... Found when getting to Mephisto, Nihlathok (good areas magic finding), another common area is the Throne Room when levelling.
#2: Iron Maiden: This is common amoung chaos'ers, also other area's where there are Oblivion Knights.
....Worldstone Keep L3, Throne of Destruction, and Furnace of Pain (Uber Izual's hideout) are the other areas occasionally containing Oblivion Knights: Provided by Faelwen

Might Aura: This is the "Offensive" merc in Act 2 Nightmare Difficulty ONLY
This merc gives you approximately another 200% enhanced damage, for those that want more damage.
Holy Freeze Aura: This is the "Defensive" merc in Act 2 Nightmare Difficulty ONLY
This merc slows down enemies quite effectively, giving you time to re-locate your zon into a good attacking position or recasting your Valk or Decoy.
Prayer Aura: This is the "Combat" merc in Act 2 Normal/Hell Difficulty ONLY
This merc helps with gaining life/mana, commonly used with a "Spinner" for Ubertrist levelling.

Act2 Merc Weapons:
You will have to test some of the weapons for your game style and what area of the game you will be gaming the most. The best example I could give you, is Chaos'ing, most people know that Iron Maiden is the bane for any high damaging melee character/merc, you will basically have to adapt your gaming style in a way to keep him behind you while you kill the Oblivion Knight that is casting, or cast Decoy at him so that he casts Decrepify... or oldschool strategy "Divide & Conquer"... there is no real other way that you can stop Iron Maiden from killing your ACT2 Merc... you can reduce his weapon damage by using low damaging items while also adding DR items like Vamp Gaze and Valor armor... but that would not benefit you that much when you game.

Non ethereal Polearms with minimum to medium damage are good for chaosing. (remember, merc can still die)
Ethereal Polearms with the best damage for merc tanking.

Pride: What can I say, the Concentration Aura increases yours and your valks damage and helps with uninterruption.
Infinity: Well, if you want to reduce monsters res to deal more cold damage, this is ideal, but remember, they have to be IN-RANGE.
Insight: Simply basic, if you need the mana, then this is a good weapon to have on merc... personally, your ML should be more than enough
Reapers Toll: Decrepify sure does help with Physical Immunes and a number of other areas.
...............Source procing AD (e.g. Atma's Scarab) is preferred over Decrepify, because AD is twice as effective as Dec for lowering damage resist: Provided by Faelwen

Increased Attack Speed (IAS)
Use TitanSeal's Attack Speed Calculator: Link Provided by Faelwen
http://diablo3.***/tips/calcs/speedcalc_titanseal/speedcalc_english.php

Damage Formula Table:
I just added this section for those that wanted to calculate the physical damage of these setups based on Vita, Dex (glasscannon) or Hybrid Vita/Dex build.
As for the cold damage, it will show on your character screen when or if you have decide to build one.

http://www.battle.net/diablo2exp/basics/characters.shtml
OR
http://strategy.diii.net/news.php?id=551#Weapon%20Damage
______________________________________________________________________________________________

This post was edited by izParagonzi on Nov 4 2020 07:38pm
Member
Posts: 51,638
Joined: Apr 8 2007
Gold: 50,100.19
Nov 4 2020 08:55pm
Put in some work like all your posts

But I don’t see a need for this

Sorry
Member
Posts: 38,085
Joined: Apr 29 2006
Gold: 8,579.58
Nov 4 2020 09:18pm
Quote (slushslush @ Nov 5 2020 03:55pm)
Put in some work like all your posts

But I don’t see a need for this

Sorry


Thanks for pointing out what I was missing.

The ONLY way a D2jsp user can comprehend this is if they are either a/or;

Hoarder of items and trying to trade off multiple items at one time to MAKE (fg) space for their characters (profiting) in the recognized games for D2jsp the Hoarder plays or contributing to OTHER sites.

Other than the above paragraph, introducing a "spreadsheet" format helps with creating "Guides" and the equipment layout that "can" be used when leveling up a character for different "Play Style". It also introduces the chance of other people posting their build and equipment they use which is more friendly usable.
Member
Posts: 16,598
Joined: Jul 29 2010
Gold: 10,687.34
Warn: 90%
Dec 1 2020 10:33am
Bump
Member
Posts: 109,870
Joined: Feb 1 2006
Gold: 18,352.00
Dec 2 2020 12:52am
Honestly I can see use for this but feel it wouldn't get utilized all that much.
Helps with posts and guides.
Member
Posts: 38,085
Joined: Apr 29 2006
Gold: 8,579.58
Dec 2 2020 01:21am
Quote (treezin @ Dec 2 2020 05:33am)
Bump


Quote (King Atrhur @ Dec 2 2020 07:52pm)
Honestly I can see use for this but feel it wouldn't get utilized all that much.
Helps with posts and guides.


Thanks.

A WALL OF TEXT follows as an example of Copy/Paste (an item) from a character, followed by a condensed list of only charms from 4 mules:

#1 Typical copy/paste of an item;

Mythical ice III
Spell Damage: 15 to 18
Mana Cost: 21

+15 Strength
+3 Vitality
+2 Mana Regen
+1 to 2 Life per Attack
+1% Quick Draw

And an incomplete attempt for a trade thread of 4 / 11 mules; Note: the example above is the first item condensed in the following quote.

Quote (izParagonzi @ Dec 2 2020 12:17am)
Sorry for the WALL:

Key:
MN = Mind Numb
CF = Critical Flux
ML = Magic Luck
EG = Experience Gained
LR & MR = Life/Mana Regen
LS = Life Steal
DR = Damage Return
PDR / MDR = Physical / Magical Damage Reduction
CS = Critical Strike
IM / EM / WM / FM = Ice / Earth / Wind / Fire Mastery
HM = Heal Mastery
GB = Glancing Blow
AP = Armor Pierce

ICE = iz2
Lvl 01 Myth: +15 Str : +3 Vit : +2 MR : +1 to 2 LpA : +1% QD
Lvl 05 Arca: +159 Life : +197 Mana : +1 MR : +1% LS : +1% MN : +2% IM
Lvl 50 Rare: +23% EE : +12 LR
ICE = iz5
Lvl 15 Magi: +78% EE
Lvl 15 Magi: +24 Dex
ICE = iz8
Lvl 30 Myth: +79% EE : +121 Mana : +8 CS : +1% DR : +4% LM

FIRE = iz2
Lvl 05 Rare: +15 Dex : +125 Life
FIRE = iz6
Lvl 01 Arca: +20 Str : +77 Mana : +1% AP : +2% PS : +2% GB +2% IM

LIGHTNING = iz2
Lvl 30 Rare: +35 Int : +5 MR
Lvl 30 Myth: +36 Dex : +5% DR : +1% AP : +3% HM : +4% WM
LIGHTNING = iz5
Lvl 01 Arca: +12 Str : +1 MR : +1 to 4 MpA : +1% LS : +2 Jub : +2% FM
Lvl 25 Rare: +30 Dex : +1 to 2 MpA
Lvl 30 Myst: +4% EE : +12 MR : +4% MN
Lvl 30 Arca: +51% EE : +21 Str : +1 MR : +1 to 5 MpA : +1% LS : +2% FM
Lvl 40 Myth: +36% EE : +18 Dex : +34 Int : +182 Mana : +1% HM
Lvl 45 Rare: +44 Int : +3% QD

EARTH = iz2
Lvl 25 Ange: +22 Dex : +3% EG : +3% PDR : +22% HM
EARTH = iz5
Lvl 50 Myth: +20% EE : +4 Str : +12 CS : +1 to 1 LpA : +11% LS
EARTH = iz8
Lvl 01 Lege: +15 Str : +1 to 1 MpK : +2% LS : +1% AP : +1% MDR : +4% IM : +2% LM

WILD HEAL = iz2
Lvl 05 Rare: +76% EE : +14 Int
Lvl 15 Rare: +53% EE : +426 Life
Lvl 15 Myst: +4 ML : +1 to 2 LpA : +1% CF
Lvl 15 Myst: +67% EE : +389 Mana : +4% FM
Lvl 30 Rare: +14 MR : +1% CF
WILD HEAL = iz5
Lvl 01 Rare: +15 Str : +1 Jub
Lvl 01 Ange: +15 Dex : +1 to 1 MpA : +1% CF : +3% FM
Lvl 15 Rare: +80% EE : +1 to 3 MpA
WILD HEAL = iz6
Lvl 45 Magi: +107% EE
WILD HEAL = iz8
Lvl 15 Rare: +25 Dex : +3% IM
Lvl 35 Rare: +27 Dex : +2% CF

REG HEAL = iz2
Lvl 10 Magi: +62% Ee
Lvl 10 Magi: +23 Dex
Lvl 15 Myst: +18 Dex : +2 CS : +20% HM
REG HEAL = iz8
Lvl 15 Rare: +75% EE : +1 to 1 LpA

FOCUS HEAL = iz2
Lvl 05 Magi: +19 Dex
Lvl 05 Myth: +18 Str : +1% PDR : +1% GB : +2% IM : +2% EM
Lvl 05 Arca: +72% EE : +16 Str : +2 Dex : +2 CS : +7% HM : +1% WM
Lvl 10 Magi: +20 Dex
Lvl 10 Rare: +76% EE : +3% Parry
Lvl 30 Magi: +94% EE
FOCUS HEAL = iz5
Lvl 01 Ange: +58% EE : +55 Mana : +1 LR : +1 to 2 MpA
Lvl 20 Rare: +26 Str : +2% CF
Lvl 35 Rare: +33 Str : +7% MN
FOCUS HEAL iz6
Lvl 05 Myst: +78% EE : +6% EG : +5% WM+
Lvl 05 Arca: +65% EE : +1 to 2 LpA : +1% AP : +1% Parry : +3% CF : +2% GB
Lvl 35 Rare: +100% EE : +1 CS
FOCUS HEAL = iz8
Lvl 10 Ange: +23 Dex : +1 to 1 MpA : +1% CF : +2% QD
Lvl 10 Lege: +20 Dex : +11 Vit : +1% AP : +1% CF : +1% PS : +2% IM : +3% LM


This post was edited by izParagonzi on Dec 2 2020 01:25am
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Dec 27 2020 03:10am
Bump
Member
Posts: 16,598
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Jan 12 2021 11:04pm
Bump
Member
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Joined: Apr 29 2006
Gold: 8,579.58
Jan 20 2021 07:14am
Thanks for the "Bump" posts.

So trading in Ladder Slasher threads we are stuck with 2 common crap methods available in 2021:

#1 The simple "Link" to a character, i.e. https://forums.d2jsp.org/user.php?c=3&i=234344&p=420032 Now this method means the viewer has to click the link and view what that character is holding in the attempts to upgrade their equipment... Okay... need to include "Charms" to aid the viewer.

#2 is to copy/paste the items from that character so the viewer does NOT need to click a link to be unsatisfied or other reasons. Example below:

Equipment ( 38 / 8 )
Magical ice VI
Level Req: 15
Spell Damage: 34 to 41
Mana Cost: 45

+24 Dexterity
Magical ice VI
Level Req: 15
Spell Damage: 61 to 73
Mana Cost: 45

+78% Enhanced Effect
Mythical ice IX
Level Req: 30
Spell Damage: 92 to 111
Mana Cost: 69

+79% Enhanced Effect
+121 Max Mana
+8 Critical Strike
+1% Damage Return
+4% Lightning Mastery
Arcane fire III
Spell Damage: 10 to 27
Mana Cost: 21

+20 Strength
+77 Max Mana
+1% Armor Pierce
+2% Power Shot
+2% Glancing Blow
+2% Ice Mastery
Arcane lightning III
Spell Damage: 3 to 34
Mana Cost: 21

+12 Strength
+1 Mana Regen
+1 to 4 Mana per Attack
+1% Life Steal
+2 Jubilance
+2% Fire Mastery
Rare lightning V
Level Req: 10
Spell Damage: 5 to 57
Mana Cost: 37

+332 Max Life
+2% Fire Mastery
Mystical lightning IX
Level Req: 30
Spell Damage: 10 to 107
Mana Cost: 69

+4% Enhanced Effect
+12 Mana Regen
+4% Mind Numb
Arcane lightning IX
Level Req: 30
Spell Damage: 15 to 156
Mana Cost: 69

+51% Enhanced Effect
+21 Strength
+1 Mana Regen
+1 to 5 Mana per Attack
+1% Life Steal
+2% Fire Mastery
Mythical lightning XI
Level Req: 40
Spell Damage: 17 to 172
Mana Cost: 85

+36% Enhanced Effect
+18 Dexterity
+34 Intelligence
+182 Max Mana
+1% Heal Mastery
Rare lightning XII
Level Req: 45
Spell Damage: 13 to 138
Mana Cost: 93

+44 Intelligence
+3% Quick Draw
Legendary earth III
Spell Damage: 13 to 24
Mana Cost: 21

+15 Strength
+1 to 1 Mana per Kill
+2% Life Steal
+1% Armor Pierce
+1% Magical Damage Reduction
+4% Ice Mastery
+2% Lightning Mastery
Mythical earth XIII
Level Req: 50
Spell Damage: 71 to 125
Mana Cost: 101

+20% Enhanced Effect
+4 Strength
+12 Critical Strike
+1 to 1 Life per Attack
+11% Life Steal
Rare wild heal III
Heals: 3 to 34
Mana Cost: 21

+15 Strength
+1 Jubilance
Angelic wild heal III
Heals: 3 to 34
Mana Cost: 21

+15 Dexterity
+1 to 1 Mana per Attack
+1% Critical Flux
+3% Fire Mastery
Rare wild heal IV
Level Req: 5
Heals: 8 to 80
Mana Cost: 29

+76% Enhanced Effect
+14 Intelligence
Rare wild heal VI
Level Req: 15
Heals: 10 to 105
Mana Cost: 45

+53% Enhanced Effect
+426 Max Life
Rare wild heal VI
Level Req: 15
Heals: 12 to 124
Mana Cost: 45

+80% Enhanced Effect
+1 to 3 Mana per Attack
Mystical wild heal VI
Level Req: 15
Heals: 6 to 69
Mana Cost: 45

+4 Magic Luck
+1 to 2 Life per Attack
+1% Critical Flux
Mystical wild heal VI
Level Req: 15
Heals: 11 to 115
Mana Cost: 45

+67% Enhanced Effect
+389 Max Mana
+4% Fire Mastery
Rare wild heal IX
Level Req: 30
Heals: 10 to 103
Mana Cost: 69

+14 Mana Regen
+1% Critical Flux
Rare wild heal X
Level Req: 35
Heals: 11 to 115
Mana Cost: 77

+27 Dexterity
+2% Critical Flux
Magical heal V
Level Req: 10
Heals: 17 to 46
Mana Cost: 37

+23 Dexterity
Magical heal V
Level Req: 10
Heals: 27 to 74
Mana Cost: 37

+62% Enhanced Effect
Rare heal V
Level Req: 10
Heals: 17 to 46
Mana Cost: 37

+16 Strength
+2% Mind Numb
Rare heal VI
Level Req: 15
Heals: 36 to 96
Mana Cost: 45

+75% Enhanced Effect
+1 to 1 Life per Attack
Mystical heal VI
Level Req: 15
Heals: 20 to 55
Mana Cost: 45

+18 Dexterity
+2 Critical Strike
+20% Heal Mastery
Angelic focused heal III
Heals: 27 to 32
Mana Cost: 21

+58% Enhanced Effect
+55 Max Mana
+1 Life Regen
+1 to 2 Mana per Attack
Magical focused heal IV
Level Req: 5
Heals: 23 to 27
Mana Cost: 29

+19 Dexterity
Mystical focused heal IV
Level Req: 5
Heals: 40 to 49
Mana Cost: 29

+78% Enhanced Effect
+6% Experience Gained
+5% Wind Mastery
Mythical focused heal IV
Level Req: 5
Heals: 23 to 27
Mana Cost: 29

+18 Strength
+1% Physical Damage Reduction
+1% Glancing Blow
+2% Ice Mastery
+2% Earth Mastery
Arcane focused heal IV
Level Req: 5
Heals: 39 to 47
Mana Cost: 29

+72% Enhanced Effect
+16 Strength
+2 Dexterity
+2 Critical Strike
+7% Heal Mastery
+1% Wind Mastery
Arcane focused heal IV
Level Req: 5
Heals: 37 to 45
Mana Cost: 29

+65% Enhanced Effect
+1 to 2 Life per Attack
+1% Armor Pierce
+1% Parry
+3% Critical Flux
+2% Glancing Blow
Magical focused heal V
Level Req: 10
Heals: 28 to 34
Mana Cost: 37

+20 Dexterity
Rare focused heal V
Level Req: 10
Heals: 50 to 60
Mana Cost: 37

+76% Enhanced Effect
+3% Parry
Legendary focused heal V
Level Req: 10
Heals: 28 to 34
Mana Cost: 37

+20 Dexterity
+11 Vitality
+1% Armor Pierce
+1% Critical Flux
+1% Power Shot
+2% Ice Mastery
+3% Lightning Mastery
Rare focused heal VII
Level Req: 20
Heals: 40 to 48
Mana Cost: 53

+26 Strength
+2% Critical Flux
Magical focused heal IX
Level Req: 30
Heals: 100 to 120
Mana Cost: 69

+94% Enhanced Effect
Rare focused heal X
Level Req: 35
Heals: 57 to 69
Mana Cost: 77

+33 Strength
+7% Mind Numb

Now... above is a simple sample of copy/paste without taking time for viewers to understand it, thus take time and adjust the layout so it is easily read:

Equipment ( 38 / 8 )

Magical ice VI
Level Req: 15
Spell Damage: 34 to 41
Mana Cost: 45
+24 Dexterity

Magical ice VI
Level Req: 15
Spell Damage: 61 to 73
Mana Cost: 45
+78% Enhanced Effect

Mythical ice IX
Level Req: 30
Spell Damage: 92 to 111
Mana Cost: 69
+79% Enhanced Effect
+121 Max Mana
+8 Critical Strike
+1% Damage Return
+4% Lightning Mastery

Arcane fire III
Spell Damage: 10 to 27
Mana Cost: 21
+20 Strength
+77 Max Mana
+1% Armor Pierce
+2% Power Shot
+2% Glancing Blow
+2% Ice Mastery

Arcane lightning III
Spell Damage: 3 to 34
Mana Cost: 21
+12 Strength
+1 Mana Regen
+1 to 4 Mana per Attack
+1% Life Steal
+2 Jubilance
+2% Fire Mastery

Rare lightning V
Level Req: 10
Spell Damage: 5 to 57
Mana Cost: 37
+332 Max Life
+2% Fire Mastery

Mystical lightning IX
Level Req: 30
Spell Damage: 10 to 107
Mana Cost: 69
+4% Enhanced Effect
+12 Mana Regen
+4% Mind Numb

Arcane lightning IX
Level Req: 30
Spell Damage: 15 to 156
Mana Cost: 69
+51% Enhanced Effect
+21 Strength
+1 Mana Regen
+1 to 5 Mana per Attack
+1% Life Steal
+2% Fire Mastery

Mythical lightning XI
Level Req: 40
Spell Damage: 17 to 172
Mana Cost: 85
+36% Enhanced Effect
+18 Dexterity
+34 Intelligence
+182 Max Mana
+1% Heal Mastery

Rare lightning XII
Level Req: 45
Spell Damage: 13 to 138
Mana Cost: 93
+44 Intelligence
+3% Quick Draw

Legendary earth III
Spell Damage: 13 to 24
Mana Cost: 21
+15 Strength
+1 to 1 Mana per Kill
+2% Life Steal
+1% Armor Pierce
+1% Magical Damage Reduction
+4% Ice Mastery
+2% Lightning Mastery

Mythical earth XIII
Level Req: 50
Spell Damage: 71 to 125
Mana Cost: 101
+20% Enhanced Effect
+4 Strength
+12 Critical Strike
+1 to 1 Life per Attack
+11% Life Steal

Rare wild heal III
Heals: 3 to 34
Mana Cost: 21
+15 Strength
+1 Jubilance

Angelic wild heal III
Heals: 3 to 34
Mana Cost: 21
+15 Dexterity
+1 to 1 Mana per Attack
+1% Critical Flux
+3% Fire Mastery

Rare wild heal IV
Level Req: 5
Heals: 8 to 80
Mana Cost: 29
+76% Enhanced Effect
+14 Intelligence

Rare wild heal VI
Level Req: 15
Heals: 10 to 105
Mana Cost: 45
+53% Enhanced Effect
+426 Max Life

Rare wild heal VI
Level Req: 15
Heals: 12 to 124
Mana Cost: 45
+80% Enhanced Effect
+1 to 3 Mana per Attack

Mystical wild heal VI
Level Req: 15
Heals: 6 to 69
Mana Cost: 45
+4 Magic Luck
+1 to 2 Life per Attack
+1% Critical Flux

Mystical wild heal VI
Level Req: 15
Heals: 11 to 115
Mana Cost: 45
+67% Enhanced Effect
+389 Max Mana
+4% Fire Mastery

Rare wild heal IX
Level Req: 30
Heals: 10 to 103
Mana Cost: 69
+14 Mana Regen
+1% Critical Flux

Rare wild heal X
Level Req: 35
Heals: 11 to 115
Mana Cost: 77
+27 Dexterity
+2% Critical Flux

Magical heal V
Level Req: 10
Heals: 17 to 46
Mana Cost: 37
+23 Dexterity

Magical heal V
Level Req: 10
Heals: 27 to 74
Mana Cost: 37
+62% Enhanced Effect

Rare heal V
Level Req: 10
Heals: 17 to 46
Mana Cost: 37
+16 Strength
+2% Mind Numb

Rare heal VI
Level Req: 15
Heals: 36 to 96
Mana Cost: 45
+75% Enhanced Effect
+1 to 1 Life per Attack

Mystical heal VI
Level Req: 15
Heals: 20 to 55
Mana Cost: 45
+18 Dexterity
+2 Critical Strike
+20% Heal Mastery

Angelic focused heal III
Heals: 27 to 32
Mana Cost: 21
+58% Enhanced Effect
+55 Max Mana
+1 Life Regen
+1 to 2 Mana per Attack

Magical focused heal IV
Level Req: 5
Heals: 23 to 27
Mana Cost: 29
+19 Dexterity

Mystical focused heal IV
Level Req: 5
Heals: 40 to 49
Mana Cost: 29
+78% Enhanced Effect
+6% Experience Gained
+5% Wind Mastery

Mythical focused heal IV
Level Req: 5
Heals: 23 to 27
Mana Cost: 29
+18 Strength
+1% Physical Damage Reduction
+1% Glancing Blow
+2% Ice Mastery
+2% Earth Mastery

Arcane focused heal IV
Level Req: 5
Heals: 39 to 47
Mana Cost: 29
+72% Enhanced Effect
+16 Strength
+2 Dexterity
+2 Critical Strike
+7% Heal Mastery
+1% Wind Mastery

Arcane focused heal IV
Level Req: 5
Heals: 37 to 45
Mana Cost: 29
+65% Enhanced Effect
+1 to 2 Life per Attack
+1% Armor Pierce
+1% Parry
+3% Critical Flux
+2% Glancing Blow

Magical focused heal V
Level Req: 10
Heals: 28 to 34
Mana Cost: 37
+20 Dexterity

Rare focused heal V
Level Req: 10
Heals: 50 to 60
Mana Cost: 37
+76% Enhanced Effect
+3% Parry

Legendary focused heal V
Level Req: 10
Heals: 28 to 34
Mana Cost: 37
+20 Dexterity
+11 Vitality
+1% Armor Pierce
+1% Critical Flux
+1% Power Shot
+2% Ice Mastery
+3% Lightning Mastery

Rare focused heal VII
Level Req: 20
Heals: 40 to 48
Mana Cost: 53
+26 Strength
+2% Critical Flux

Magical focused heal IX
Level Req: 30
Heals: 100 to 120
Mana Cost: 69
+94% Enhanced Effect

Rare focused heal X
Level Req: 35
Heals: 57 to 69
Mana Cost: 77
+33 Strength
+7% Mind Numb

Now that took me 5 minutes to display it nicely... now the viewer has to read through all those items, but they are ONLY interested in +Stat items, that would mean I have to spend more time laying it out... the viewer maybe only after lightning charms, so once again, I take that into consideration.

Separate Charm based on Stat / EE priority while including other factors a viewer may want as an extra bonus etc.

Spreadsheet format would make it a hell of a lot faster to compile a trade / auction list for all games on jsp trading site, and this does not include the benefits to creating guides with alternative item selection / stats etc.

EDIT: To be honest, what would make it really easier for both parties, "Tab" selection(s)... a Trader wants to sell a Charm, so they either "copy/paste" or "drag n drop" the info into the "Charm Trading" Tab, you can do this with all items under specific rules of the tabs... so going back to the "Charm Trading" Tab, you put the charm there, but, you can have the option to select Stat / EE or Misc (+life/mana regen or +max life/mana or other things)

You only need to make 1 post, no limit of posts/pages and all items for trade are updated in the initial #1 post for people to view etc.

This post was edited by izParagonzi on Jan 20 2021 07:29am
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