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Description

I just hit 96 and planned a respec, so time to say goodbye to my non-consensual faithful servant. Thought I'd use this opportunity to play around with
Bind Demon
mechanics.

There are a few alleged mechanics to play with:

1. Binding a demon creates a snapshot of it's health (including P1-8 scaling) and affixes -- confirmed
2. Your skill level at the time of binding creates a snapshot of the demon's damage, and that is its permanent damage -- unconfirmed
3. Your skill level at the time your demon spawns in a new game snapshots your demon's damage, and that is its permanent damage for the rest of the game -- unconfirmed
4. Your demon's damage depends on your current skill level, i.e., is dynamic and changes with things like adding hard skill points (e.g., leveling) or soft skill points (e.g., equipping +skills gear), hitting skill shrines, or CTA buffing -- unconfirmed

Experimental Design

1. Bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
using my regular gear
==> A) Measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(average of 10 zombies)
==> B) Take off gear and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(average of 10 zombies)
2. In a new game, bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
while naked
==> A) measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
==> B) put on gear and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
3. In a new game, bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
using my regular gear
==> Remove gear and start a new game
==> Measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
==> Put gear on again and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
4. In a new game, bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
while naked
==> Put on gear and start a new game
==> Measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
==> Take off gear again and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)

Welp, we'll see how this plays out!
5

Can be used to make Runewords:

7
I just hit 96 and planned a respec, so time to say goodbye to my non-consensual faithful servant. Thought I'd use this opportunity to play around with
Bind Demon
mechanics.

There are a few alleged mechanics to play with:

1. Binding a demon creates a snapshot of it's health (including P1-8 scaling) and affixes -- confirmed
2. Your skill level at the time of binding creates a snapshot of the demon's damage, and that is its permanent damage -- unconfirmed
3. Your skill level at the time your demon spawns in a new game snapshots your demon's damage, and that is its permanent damage for the rest of the game -- unconfirmed
4. Your demon's damage depends on your current skill level, i.e., is dynamic and changes with things like adding hard skill points (e.g., leveling) or soft skill points (e.g., equipping +skills gear), hitting skill shrines, or CTA buffing -- unconfirmed

Experimental Design

1. Bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
using my regular gear
==> A) Measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(average of 10 zombies)
==> B) Take off gear and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(average of 10 zombies)
2. In a new game, bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
while naked
==> A) measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
==> B) put on gear and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
3. In a new game, bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
using my regular gear
==> Remove gear and start a new game
==> Measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
==> Put gear on again and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
4. In a new game, bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
while naked
==> Put on gear and start a new game
==> Measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
==> Take off gear again and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)

Welp, we'll see how this plays out!
7
@FerociousTerrier Nice plan.
Please use some very standard gear with as small variability as possible. Like Spirit, Horazon set, old sunder charm only (no+ to skill damage or - enemy resist), etc.
This will be easy for others to replicate.
7
OP
dionisy_cn wrote: 22 hours ago
@FerociousTerrier Nice plan.
Please use some very standard gear with as small variability as possible. Like Spirit, Horazon set, old sunder charm only (no+ to skill damage or - enemy resist), etc.
This will be easy for others to replicate.
I'm a bit limited on resources, but will do another round removing my more specialized gear like Ars Tor Baalos.

Current gear:
2 SOJ
Arachnid
Belt

Shako

Mara
Obsession (can switch to HotO or Spirit)
Baalos (don't have Spirit shield)
Wraithstep
+Demon
Magefist
(irrelevant for
Bind Demon
)
Hellfire
Anni
~4 demon skillers

Putting me at Lvl 42
Bind Demon
and Lvl 44 or 45
Demonic Mastery
. Going naked puts both at 20, so should be able to see some differentials.
7
OP
Note: I will also test binding with a Sunder vs No Sunder and starting games with/without sunders and adding/removing sunders afterwards.

Edit: I need to find the lowest level/safest place with physical immunes.
7
FerociousTerrier wrote: 22 hours ago
Note: I will also test binding with a Sunder vs No Sunder and starting games with/without sunders and adding/removing sunders afterwards.

Edit: I need to find the lowest level/safest place with physical immunes.
Arcane Sanctuary
may be. Full of ghosts. Your Hell
Fallen
should fire immune. Goatmans can cause troubles.

If you are using
Death Mark
or
Engorge
, note that they increase damage done by your Demon. Your + skills will affect this too.

I re thought this. Naked VS Book with +to
Bind Demon
and
Dagger
+ to
Bind Demon
will show only this skills. + All skills will affect skills pointEd above.

*lol , this already starts feeling like work*
7
OP
dionisy_cn wrote: 21 hours ago
FerociousTerrier wrote: 22 hours ago
Note: I will also test binding with a Sunder vs No Sunder and starting games with/without sunders and adding/removing sunders afterwards.

Edit: I need to find the lowest level/safest place with physical immunes.
Arcane Sanctuary
may be. Full of ghosts. Your Hell
Fallen
should fire immune. Goatmans can cause troubles.

If you are using
Death Mark
or
Engorge
, note that they increase damage done by your Demon. Your + skills will affect this too.

I re thought this. Naked VS Book with +to
Bind Demon
and
Dagger
+ to
Bind Demon
will show only this skills. + All skills will affect skills pointEd above.

*lol , this already starts feeling like work*
Didn't mention that I won't use
Death Mark
or
Engorge
, just let the demon attack. The problem with +
Bind Demon
books/daggers (I have +3 of both), is that at only +6 skills, it may be difficult to see a difference. But I can add that comparison in the mix--Naked vs
Bind Demon
skills vs fully geared. This is also why staying in the
Blood Moor
is better, since it will be complicated to survive elsewhere. NOTE: if the
Fallen
dies easily, that is another data point to add.

After that, we can start getting into multivariable models like adding Merc Auras. Emilio might be making the ultimate
Sacrifice
for science.. multiple times.

Note: I can also test the sunders with summoning Tainteds since I have a renewed fire sunder--although this has likely already been tested (summoning with sunder then removing sunder and vice-versa).
7
FerociousTerrier wrote: 22 hours ago
I just hit 96 and planned a respec, so time to say goodbye to my non-consensual faithful servant. Thought I'd use this opportunity to play around with
Bind Demon
mechanics.

There are a few alleged mechanics to play with:

1. Binding a demon creates a snapshot of it's health (including P1-8 scaling) and affixes -- confirmed
2. Your skill level at the time of binding creates a snapshot of the demon's damage, and that is its permanent damage -- unconfirmed
3. Your skill level at the time your demon spawns in a new game snapshots your demon's damage, and that is its permanent damage for the rest of the game -- unconfirmed
4. Your demon's damage depends on your current skill level, i.e., is dynamic and changes with things like adding hard skill points (e.g., leveling) or soft skill points (e.g., equipping +skills gear), hitting skill shrines, or CTA buffing -- unconfirmed

Experimental Design

1. Bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
using my regular gear
==> A) Measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(average of 10 zombies)
==> B) Take off gear and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(average of 10 zombies)
2. In a new game, bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
while naked
==> A) measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
==> B) put on gear and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
3. In a new game, bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
using my regular gear
==> Remove gear and start a new game
==> Measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
==> Put gear on again and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
4. In a new game, bind a
Fallen
till getting
Holy Freeze
in the
Blood Moor
while naked
==> Put on gear and start a new game
==> Measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)
==> Take off gear again and measure how long/how many hits it takes the bound
Fallen
to kill a
Zombie
in the
Blood Moor
(avg of 10)

Welp, we'll see how this plays out!
Man this is awesome! Please keep us posted!
7
User avatar

Schnorki 5268Moderator

RotW PC
FerociousTerrier wrote: 22 hours ago
[..]
1. Binding a demon creates a snapshot of it's health (including P1-8 scaling) and affixes -- confirmed
[..]
Has that actually been confirmed post-patch? Now that there is a health
Cap
, whatever it may be, I wouldn't just assume that a blanket statement of "P8 > P1" still holds true.
I wouldn't even be surprised if the whole reason for the health
Cap
was to counter exactly that.

dionisy_cn wrote: 22 hours ago
@FerociousTerrier Nice plan.
Please use some very standard gear with as small variability as possible. Like Spirit, Horazon set, old sunder charm only (no+ to skill damage or - enemy resist), etc.
This will be easy for others to replicate.
You'd actually want the gear to be as top-end and extreme as possible so as to maximize the impact of gear (=max possible skill points), by extension maximizing any possible "difference due to gear", in turn minimizing the impact of random chance/dmg spread on the results.
7
OP
Schnorki wrote: 5 hours ago
FerociousTerrier wrote: 22 hours ago
[..]
1. Binding a demon creates a snapshot of it's health (including P1-8 scaling) and affixes -- confirmed
[..]
Has that actually been confirmed post-patch? Now that there is a health
Cap
, whatever it may be, I wouldn't just assume that a blanket statement of "P8 > P1" still holds true.
I wouldn't even be surprised if the whole reason for the health
Cap
was to counter exactly that.

dionisy_cn wrote: 22 hours ago
@FerociousTerrier Nice plan.
Please use some very standard gear with as small variability as possible. Like Spirit, Horazon set, old sunder charm only (no+ to skill damage or - enemy resist), etc.
This will be easy for others to replicate.
You'd actually want the gear to be as top-end and extreme as possible so as to maximize the impact of gear (=max possible skill points), by extension maximizing any possible "difference due to gear", in turn minimizing the impact of random chance/dmg spread on the results.
I'll add a P1 vs P8 comparison. A
Fallen
shouldn't be too difficult to see it's health drop, as opposed to Heph, Lister,
Blunderbore
, etc.
7
User avatar

Schnorki 5268Moderator

RotW PC
FerociousTerrier wrote: 5 hours ago
Schnorki wrote: 5 hours ago
FerociousTerrier wrote: 22 hours ago
[..]
1. Binding a demon creates a snapshot of it's health (including P1-8 scaling) and affixes -- confirmed
[..]
Has that actually been confirmed post-patch? Now that there is a health
Cap
, whatever it may be, I wouldn't just assume that a blanket statement of "P8 > P1" still holds true.
I wouldn't even be surprised if the whole reason for the health
Cap
was to counter exactly that.

dionisy_cn wrote: 22 hours ago
@FerociousTerrier Nice plan.
Please use some very standard gear with as small variability as possible. Like Spirit, Horazon set, old sunder charm only (no+ to skill damage or - enemy resist), etc.
This will be easy for others to replicate.
You'd actually want the gear to be as top-end and extreme as possible so as to maximize the impact of gear (=max possible skill points), by extension maximizing any possible "difference due to gear", in turn minimizing the impact of random chance/dmg spread on the results.
I'll add a P1 vs P8 comparison. A
Fallen
shouldn't be too difficult to see it's health drop, as opposed to Heph, Lister,
Blunderbore
, etc.
While you're add it, you could run that life comparison twice:
Once with
Blood Oath
and once with 0 pts (hard or soft) in
Blood Oath
. See if that's impacting it now. :)
7
OP
Schnorki wrote: 5 hours ago
FerociousTerrier wrote: 5 hours ago
Schnorki wrote: 5 hours ago


Has that actually been confirmed post-patch? Now that there is a health
Cap
, whatever it may be, I wouldn't just assume that a blanket statement of "P8 > P1" still holds true.
I wouldn't even be surprised if the whole reason for the health
Cap
was to counter exactly that.




You'd actually want the gear to be as top-end and extreme as possible so as to maximize the impact of gear (=max possible skill points), by extension maximizing any possible "difference due to gear", in turn minimizing the impact of random chance/dmg spread on the results.
I'll add a P1 vs P8 comparison. A
Fallen
shouldn't be too difficult to see it's health drop, as opposed to Heph, Lister,
Blunderbore
, etc.
While you're add it, you could run that life comparison twice:
Once with
Blood Oath
and once with 0 pts (hard or soft) in
Blood Oath
. See if that's impacting it now. :)
I JUST pumped points into
Blood Oath
. I do have one token in the stash though... For science!

The problem currently: I can't bind any
Fallen
. The summoned goats one shot it. I may need to find a +1
Miasma Bolt
Kris
or something.
7
OP
So far I have only confirmed that summoning
Tainted
while having a fire sunder in your inventory makes the taineted damage fire immunes. This works whether or not you keep your sunder in your inventory. It also goes the reverse. If you
Summon Tainted
without a fire sunder in your inventory and then add the fire sunder, your
Tainted
do no damage to fire immunes.

I do not yet know how this translates to Bound demons. I'm still working on minimally damaging a
Fallen
so I can bind it...
7
FerociousTerrier wrote: 4 hours ago
I'm still working on minimally damaging a
Fallen
so I can bind it...
Summon a defiler instead of a
Goatman
. You can "slap" the
Fallen
as he's busy with the defiler and to not kill him.

I just respeced to get a cursed Heph. I killed my bound pre-patch next-to-immortal Heph and got a cursed one (no immunities on him) and he's taking damage quite easily. TZ 96, P8 both.
I have to take a look at his life bar once in a while. I didn't do any Ubers or Ancients yet, as I'm on a 1000 Hell Countess challenge.

7
OP
Florian_G wrote: 4 hours ago
FerociousTerrier wrote: 4 hours ago
I'm still working on minimally damaging a
Fallen
so I can bind it...
Summon a defiler instead of a
Goatman
. You can "slap" the
Fallen
as he's busy with the defiler and to not kill him.
I got a
Dagger
from
Akara
with misma bolt. That worked.

Problem is still that the little sucker kills in one hit. In P7, he killed everything but one
Zombie
in a single hit. And I suspect he just missed the one time.

I'm about to do the strip-down and start a new game naked to see what that does.
7
OP
Ok, bit tricky, but basically got the method down.

Lure out a
Fallen
, hit him a few times with
Miasma Bolt
, swap back to Obsession/Baalos, bind. Rinse, repeat till getting a
Blessed Aim
Fallen
(
Holy Freeze
also damages, I think).

Note: ran into an elite pack of zombies and they can definitely kill the
Fallen
(P1), so I will also try to note how many hits he can take before I have to port or run out to keep him from dying.
7
FerociousTerrier wrote: 4 hours ago
So far I have only confirmed that summoning
Tainted
while having a fire sunder in your inventory makes the taineted damage fire immunes. This works whether or not you keep your sunder in your inventory. It also goes the reverse. If you
Summon Tainted
without a fire sunder in your inventory and then add the fire sunder, your
Tainted
do no damage to fire immunes.

I do not yet know how this translates to Bound demons. I'm still working on minimally damaging a
Fallen
so I can bind it...
Confirmed as well.
-Fire resist works nicely even after you removed/snapped your gear.
Yesterday got one more sunder charm on ladder and tested difference. Charms are : -8 to enemy fire resist (traded my only
Shako
for this) and +10 to fire skill damage.
No other gear with -fire resist. Damage increase is neglible against not immune to fire. Everything going down in one shot on Hell TZ P1. But killing speed is different against immunes. -8 is a total winner .
7
OP
dionisy_cn wrote: 3 hours ago
FerociousTerrier wrote: 4 hours ago
So far I have only confirmed that summoning
Tainted
while having a fire sunder in your inventory makes the taineted damage fire immunes. This works whether or not you keep your sunder in your inventory. It also goes the reverse. If you
Summon Tainted
without a fire sunder in your inventory and then add the fire sunder, your
Tainted
do no damage to fire immunes.

I do not yet know how this translates to Bound demons. I'm still working on minimally damaging a
Fallen
so I can bind it...
Confirmed as well.
-Fire resist works nicely even after you removed/snapped your gear.
Yesterday got one more sunder charm on ladder and tested difference. Charms are : -8 to enemy fire resist (traded my only
Shako
for this) and +10 to fire skill damage.
No other gear with -fire resist. Damage increase is neglible against not immune to fire. Everything going down in one shot on Hell TZ P1. But killing speed is different against immunes. -8 is a total winner .
Does the -8% apply to your
Tainted
's hits? Or just your
Blood Boil
? If you remove the sunder, do the
Tainted
still keep the -8% to enemy resist?
7
FerociousTerrier wrote: 2 hours ago


Does the -8% apply to your
Tainted
's hits? Or just your
Blood Boil
? If you remove the sunder, do the
Tainted
still keep the -8% to enemy resist?
Yes, in my testing they do keep -8 .

On off ladder my boiler has 3- item Horazon book and MangSong with some minus for fire resist Stone on swap. After summoning I swap to Ondals and
Baal
book . I really feel big difference in killing speed if I forget to swap and spawned my 3
Tainted
with my "main" gear. My merc has Infinity there, but that - 35 resist from gear boosts
Tainted
a LOT!
7
OP
Ok, I am terminating this trial early due to overwhelming results. Also, it is very tedious.

I burned my Token to test the bound demon with only one point in Demon Mastery, one point in
Blood Oath
and 5 points in
Bind Demon
--the 5 points in
Bind Demon
was to get the Extra Strong affix in the "weakest" demon so there is no discrepancy between the weak one and the maxed bound demon (making sure to
Blessed Aim
aura). In the end, it wasn't necessary. The results are clear.
I skipped several comparisons: Binding the demon completely maxed out at 49/47/47 and testing naked (20/20/20) and equipped, and testing P8-bound demons. The results would be the same, but I'd one-shot everything in both cases.

CONCLUSIONS:
1. At time of binding, it is likely that
Bind Demon
level is what matters most RE: which affixes your demon gets, and hard points for quality of demon. Damage changes afterwards.
Blood Oath
is... well, it's confusing.
2. Your demon's damage entirely depends on what you are equipping/carrying at the start of the game. You can take off all your cloths and run around naked with a super demon afterwards. OR, you can completely switch gears to an
Abyss
build, Boiler build, Eldrich build, or Fire build and still have a super tanky, super strong demon. But, it might be tedious to keep so much gear on swap.

RE:
Blood Oath
, I didn't do a formal test of the health
Cap
. The only thing I did was
Death Mark
him into the middle of a pack of quill monsters at 1/5/1 and at 30/32/28. In both cases, he lasted about 5 seconds until I had to port him out to save him. I don't know how to interpret that, whether it means his health
Cap
is low, whether the
Blood Oath
boost is not doing much, or if his life in P1 was low to start with that the % increase isn't much of a boost.

EDIT: I just decided to go ahead and bind at
Fallen
at 1/5/20 (20
Blood Oath
) and Marked him into a bunch of mobs. He is DEFINITELY lasting much longer than the 1/5/1
Fallen
that was Marked into mobs at 1/5/1 OR at 30/32/28. Might need more testing, but this could mean that
Blood Oath
is taken into consideration at time of binding (???). He's not immortal, but didn't expect that from a P1
Fallen
in any case.
In any case, I'm off to find a good demon!
7
OP
I also tried binding a
Fallen Shaman
with or without a Fire Sunder to see if that affects its damage against fire immunes... inconclusive. It's
Fireball
does very little damage, and I'm not entirely sure it doesn't include some physical as well. So I could only see a tiny sliver of health leave
Fallen
whenever its fireballs would hit them. He could one-shot them though if they came close enough to hit with his stick.
9

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