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2

Description

tl;dr:
Blood Oath
is hard to pinpoint what level is best to target with hard + soft points.

Whilst we know more about the mechanics of
Bind Demon
and
Demonic Mastery
(multiple prior posts in the forumverse and my simpleton testing show that the bound demon's damage is set at the beginning of each game based on the skill level of both at the very start of the game), the
Blood Oath
skill remains a bit mysterious. The uncertainty around the passive benefits to you and your demon can be quite vexing when planning a build that is heavy on demons.

Let's take an example of a mixed build in Chaos and Demon:
20
Abyss

20 Miasma Chains
20
Bind Demon

20
Demonic Mastery

Pre-reqs
1 Sigil: Lethargy
1
Blood Oath


That leaves precisely 20 points at level 99. Do you invest in
Miasma Bolt
to increase the damage of your Miasma Chains and
Abyss
? Or
Blood Oath
to bolster the health and resists of your Demon(s) and physical damage transfer from you to your demon?

Perhaps even more frustrating is that Patch 3.2 introduced max health caps for demons that are demon-dependent and I don't know where you can find those values, which of course would be very helpful for planning builds and for D2R Pokemon Hunters.

Here is what I've found so far:
https://us.forums.blizzard.com/en/d2r/t ... -32/176167

Not much, and no confirmation or details on how they arrived at these values for Heph and Lister (20K life at p1, 27K at p8) and "Act 5
Valkyrie
(
Spear
maiden)" which I assume they mean Dark Lancers (13.2K at p1, 17.82K at p8). If these values are true, that would bring Dark Lancers much closer to Heph and Lister (and Urdars). But from my play experience, Dark Lancers are still noticeably more squishy than Urdar--but that may have to do with inherent resistances (??).

The question no one has asked (at least publicly), is that if these are health "caps", does that mean that the bonuses of
Blood Oath
cannot bring them above that
Cap
? I assume that is false, otherwise they may as well change the tool tip to remove % increase in health, or at least specify that it only applies to "summoned" demons. For example, our Lancer with 17.82K health would have a +1,065% life increase if you got
Blood Oath
up to Lvl 30 with a mix of hard and soft points (quite doable). That would be >207K life. I assume the skill is not working this way. But maybe?? Posts by user HOLYKNIGHT on the following thread suggest that both
Blood Oath
and BO can boost their health, so maybe the "caps" are just a snapshot of the health of the demons at time of binding and those values can be modified by
Blood Oath
, BO, Spirit of Oak, etc.
https://us.forums.blizzard.com/en/d2r/t ... e/176049/8
The effect of hard and soft points is linear, so IF there is no
Cap
on
Blood Oath
increases--not necessarily a good assumption--then there is no sweet spot in terms of health benefits for your Demon.

Blood Oath
benefit to bound demon's life: haven't the foggiest

Ok, so how about benefit to the warlock. Blue post on the patch notes says that damage transfer from warlock to demon is capped at 50%. Previously, it was capped at 43% although the tool tip was misleading. However, blue post in this forum under the
Blood Oath
skill page (also reflected in the maxroll d2planner) shows diminishing returns with % transfer hitting 25% at level 20 (previously 43%):
skills/blood-oath-t1674064.html
However, the diminishing returns scale shows that you basically reach an asymptote at 29% (still at level 56), so you'd never reach the 50%
Cap
. Who's lying here? Blizzard or Blizzard?

Blood Oath
benefit to warlock: uncertain, but presumably this effect is not "snapshot" at the start of a game and dynamically changes depending on your skill level during play (e.g., swapping out all your +demon skillers may reduce the damage transfer effect)

Then there is physical damage resistance and elemental resists to the demon. My understanding from discussions is that these resists cannot create an immunity, but the mechanism is not clear. For instance, the mechanism for affixes like Spectral Hit, which adds 20% elemental resistance, has a check and pass mechanism where it first checks Cold--is there immunity?--No?--Are there already 2 immunities?--No?--+20% resistance to Cold (no idea if say, 95% cold resistance +20% == 115% or stops at 100%)--next, fire, is there immunity?--Yes?--Here I don't know if the +20% is applied to the total, meaning 100% --> 120%--next, lightning, is there immunity?--No?--Are there already 2 immunities?--Yes?--Skip providing +20% resistance altogether. For
Blood Oath
at high level, it is providing >70% resists, yet not adding immunities to demons. Unclear whether it performs a check/skip mechanism or just adds resists up to a
Cap
. Most Hell demons have pretty decent resists on the order of 33-50% to start with, so the bonus would easily put them into immunity levels. Physical damage reduction is moderate and diminishing returns, so nothing to fret about. It is the elemental resists that we can't be sure how much is benefiting them.

Blood Oath
benefit to Demon resists: unclear

With all of this uncertainty, is it better to just go 1 point in
Blood Oath
and let soft points add what they can? Or is there still a sweet spot before diminishing return curves flatten?
*Resists: elemental resists to demon; PDR: Physical Damage Reduction to demon; PDD: Player Damage to Demon; PDD?: Physical Damage to Demon according to patch notes, which probably isn't correct

The benefit of synergies like
Miasma Bolt
is straightforward. They provide a linear increase in damage per hard point.
One caveat with
Blood Oath
, though. During my
Bind Demon
testing with
Blood Moor
Fallen
, I noticed a survivability trend in the bound
Fallen
depending on whether they were BOUND with level 1
Blood Oath
or
Blood Oath
buffed by items/skill points, and that was before starting a new game. Possible that
Blood Oath
has an effect at the time of binding (??). But this was inconclusive, as I burned my only Token to do this (I'm not too rich). A better experiment would be to Bind at 1 hard point vs. 20 hard points in the same game to assess survivability, but also to bind at 1 hard point and start a new game fully skilled up (>lvl 40) vs. binding at 20 hard points and starting a game naked. Or perhaps even "titrating up"
Blood Oath
skill points to see how survivability scales. That is more tokens and time than I'm worth, unfortunately.

Conclusion: very unclear what the "optimal" level of investment in
Blood Oath
may be, but I am inclined to think that going 1 hard point in
Blood Oath
and stacking as much +demon skills as possible at time of binding and game start may be the most helpful, freeing up points for something else like a Chaos tree or Eldrich tree synergy. If you are
Blood Boil
, you want
Blood Oath
hard points anyway.

Anyone else have thoughts/data/opinions?
Description by FerociousTerrier
5

Can be used to make Runewords:

7
tl;dr:
Blood Oath
is hard to pinpoint what level is best to target with hard + soft points.

Whilst we know more about the mechanics of
Bind Demon
and
Demonic Mastery
(multiple prior posts in the forumverse and my simpleton testing show that the bound demon's damage is set at the beginning of each game based on the skill level of both at the very start of the game), the
Blood Oath
skill remains a bit mysterious. The uncertainty around the passive benefits to you and your demon can be quite vexing when planning a build that is heavy on demons.

Let's take an example of a mixed build in Chaos and Demon:
20
Abyss

20 Miasma Chains
20
Bind Demon

20
Demonic Mastery

Pre-reqs
1 Sigil: Lethargy
1
Blood Oath


That leaves precisely 20 points at level 99. Do you invest in
Miasma Bolt
to increase the damage of your Miasma Chains and
Abyss
? Or
Blood Oath
to bolster the health and resists of your Demon(s) and physical damage transfer from you to your demon?

Perhaps even more frustrating is that Patch 3.2 introduced max health caps for demons that are demon-dependent and I don't know where you can find those values, which of course would be very helpful for planning builds and for D2R Pokemon Hunters.

Here is what I've found so far:
https://us.forums.blizzard.com/en/d2r/t ... -32/176167

Not much, and no confirmation or details on how they arrived at these values for Heph and Lister (20K life at p1, 27K at p8) and "Act 5
Valkyrie
(
Spear
maiden)" which I assume they mean Dark Lancers (13.2K at p1, 17.82K at p8). If these values are true, that would bring Dark Lancers much closer to Heph and Lister (and Urdars). But from my play experience, Dark Lancers are still noticeably more squishy than Urdar--but that may have to do with inherent resistances (??).

The question no one has asked (at least publicly), is that if these are health "caps", does that mean that the bonuses of
Blood Oath
cannot bring them above that
Cap
? I assume that is false, otherwise they may as well change the tool tip to remove % increase in health, or at least specify that it only applies to "summoned" demons. For example, our Lancer with 17.82K health would have a +1,065% life increase if you got
Blood Oath
up to Lvl 30 with a mix of hard and soft points (quite doable). That would be >207K life. I assume the skill is not working this way. But maybe?? Posts by user HOLYKNIGHT on the following thread suggest that both
Blood Oath
and BO can boost their health, so maybe the "caps" are just a snapshot of the health of the demons at time of binding and those values can be modified by
Blood Oath
, BO, Spirit of Oak, etc.
https://us.forums.blizzard.com/en/d2r/t ... e/176049/8
The effect of hard and soft points is linear, so IF there is no
Cap
on
Blood Oath
increases--not necessarily a good assumption--then there is no sweet spot in terms of health benefits for your Demon.

Blood Oath
benefit to bound demon's life: haven't the foggiest

Ok, so how about benefit to the warlock. Blue post on the patch notes says that damage transfer from warlock to demon is capped at 50%. Previously, it was capped at 43% although the tool tip was misleading. However, blue post in this forum under the
Blood Oath
skill page (also reflected in the maxroll d2planner) shows diminishing returns with % transfer hitting 25% at level 20 (previously 43%):
skills/blood-oath-t1674064.html
However, the diminishing returns scale shows that you basically reach an asymptote at 29% (still at level 56), so you'd never reach the 50%
Cap
. Who's lying here? Blizzard or Blizzard?

Blood Oath
benefit to warlock: uncertain, but presumably this effect is not "snapshot" at the start of a game and dynamically changes depending on your skill level during play (e.g., swapping out all your +demon skillers may reduce the damage transfer effect)

Then there is physical damage resistance and elemental resists to the demon. My understanding from discussions is that these resists cannot create an immunity, but the mechanism is not clear. For instance, the mechanism for affixes like Spectral Hit, which adds 20% elemental resistance, has a check and pass mechanism where it first checks Cold--is there immunity?--No?--Are there already 2 immunities?--No?--+20% resistance to Cold (no idea if say, 95% cold resistance +20% == 115% or stops at 100%)--next, fire, is there immunity?--Yes?--Here I don't know if the +20% is applied to the total, meaning 100% --> 120%--next, lightning, is there immunity?--No?--Are there already 2 immunities?--Yes?--Skip providing +20% resistance altogether. For
Blood Oath
at high level, it is providing >70% resists, yet not adding immunities to demons. Unclear whether it performs a check/skip mechanism or just adds resists up to a
Cap
. Most Hell demons have pretty decent resists on the order of 33-50% to start with, so the bonus would easily put them into immunity levels. Physical damage reduction is moderate and diminishing returns, so nothing to fret about. It is the elemental resists that we can't be sure how much is benefiting them.

Blood Oath
benefit to Demon resists: unclear

With all of this uncertainty, is it better to just go 1 point in
Blood Oath
and let soft points add what they can? Or is there still a sweet spot before diminishing return curves flatten?
*Resists: elemental resists to demon; PDR: Physical Damage Reduction to demon; PDD: Player Damage to Demon; PDD?: Physical Damage to Demon according to patch notes, which probably isn't correct

The benefit of synergies like
Miasma Bolt
is straightforward. They provide a linear increase in damage per hard point.
One caveat with
Blood Oath
, though. During my
Bind Demon
testing with
Blood Moor
Fallen
, I noticed a survivability trend in the bound
Fallen
depending on whether they were BOUND with level 1
Blood Oath
or
Blood Oath
buffed by items/skill points, and that was before starting a new game. Possible that
Blood Oath
has an effect at the time of binding (??). But this was inconclusive, as I burned my only Token to do this (I'm not too rich). A better experiment would be to Bind at 1 hard point vs. 20 hard points in the same game to assess survivability, but also to bind at 1 hard point and start a new game fully skilled up (>lvl 40) vs. binding at 20 hard points and starting a game naked. Or perhaps even "titrating up"
Blood Oath
skill points to see how survivability scales. That is more tokens and time than I'm worth, unfortunately.

Conclusion: very unclear what the "optimal" level of investment in
Blood Oath
may be, but I am inclined to think that going 1 hard point in
Blood Oath
and stacking as much +demon skills as possible at time of binding and game start may be the most helpful, freeing up points for something else like a Chaos tree or Eldrich tree synergy. If you are
Blood Boil
, you want
Blood Oath
hard points anyway.

Anyone else have thoughts/data/opinions?
7
User avatar

ShadowHeart 6227Moderator

RotW Paladin Europe PC Playstation
FerociousTerrier wrote: 1 hour ago
Perhaps even more frustrating is that Patch 3.2 introduced max health caps for demons that are demon-dependent and I don't know where you can find those values, which of course would be very helpful for planning builds and for D2R Pokemon Hunters.
The maxhp values/formula are found in the monpet.txt file. If you haven't extracted the game files yourself, you can find a copy of this file on GitHub (for example here: https://github.com/pinkufairy/D2R-Excel ... monpet.txt). Like all other internal txt files, it's tab-separated, and there's a column named "BoundStat1" which always seem to contain "maxhp" (where applicable), and the corresponding "BoundCalc1" column defines the maxhp formula.

For example, for Hephasto (who for some obscure reason, to me anyway, is named "The Feature Creep" in the internal game files), the maxhp formula is:

((pcl5>20000)?(min(pcl5,20000+(1000*(stat('monster_playercount'.accr)-1)))):pcl5)

I'm not sure what all of this means, but it looks like his max HP will be 20000 on p1, and 27000 on p8 (I could also be misinterpreting). The formula looks very similar for other monsters, it's just different numbers.

(you can find all the other internal txt files on the same GitHub, monster data is separated into multiple files)

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