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Description

Description by FerociousTerrier
5

Can be used to make Runewords:

7
OP
departure wrote: 10 hours ago
FerociousTerrier wrote: 11 hours ago
I am working on an experimental design, generously funded by @kerph as my patron of
Token of Absolution
for respeccing in and out of
Blood Oath
. The objectives are as follows:
1. Determine when
Blood Oath
is applied to a bound demon: at binding, at game start, or dynamically during play
2. Determine if all benefits of
Blood Oath
(including warlock benefit of damage transfer) are applied at the same time
3. Use these determinations to identify optimal allocation of skill points and soft points for
Blood Oath
use in mixed demon builds

Ancillary objectives:
Explore the interaction of the HealthCap and
Blood Oath
.

Aim 1. Determine when
Blood Oath
is applied to a bound demon.
- I will again be using bound
Fallen
to test the hypothesis that
Blood Oath
is applied and snapshot at time of binding, or alternatively, at time of spawning at the start of a game. The null hypothesis is that it does neither of these and adjusts Life, Resists, Physical Resists and Warlock Damage Transfer at any point in time depending on present skill level.

Methods:
1. Reset skills. Put one point in
Demonic Mastery
and one point in
Bind Demon
(and pre-reqs).
2. Bind a
Fallen
in P1.
3. Take
Fallen
to Jails and find a closed cell with archers or, alternatively,
Teleport
into a closed cell with archers on the outside. Estimate number of missiles required to kill the
Fallen
(or damage the
Fallen
to X% if unkillable).
4. Repeat steps 2-3 for each
Blood Oath
condition detailed below.

image.png

For the exploratory aim of understanding how/when the health
Cap
takes effect, I will only test in Players 8 (this ought to be fun in online SCNL...) doing essentially the same thing but selecting skill levels that theoretically minimize or max out the health caps:

image.png

In principal, Level 11
Blood Oath
in P8 should perform exactly the same as Level 30
Blood Oath
in P8. However, if we find that Lvl 30 is much more durable than Lvl 11, it may mean that
Blood Oath
ignores the health caps, and it is only the base demon health that gets capped. Note: the difference between Lvl 11 and Lvl 30 damage reduction to demon is 3% (8% and 11%, respectively). I don't think that will account for a 2.5 fold difference in health, so it should be noticable if they have equivalent hp.

Happy to take any critiques, comments or suggestions before starting! Cheers!
Can I recommend that you do this offline? Build yourself a good character on maxroll and export it to offline so you have all the gear you need. Enable respec so that you can respec at will, and you can set player count at will. If you wanted to get really crazy, you could even lock your map seed.
That would be excellent, and I would encourage anyone able to do so to jump up and validate anythinf I do (repetition!). I don't know if you can do that when playing on GeForceNow, but I will look i to it. I'm pretty sure I won't be ablw to access the saved character files since I donyhave the game actually installed on my Mac.
7
OP
Already running into some flaws in this design. As opposed to the previous experiment looking at demon damage, where I wanted differences, here the
Bind Demon
and Demon Mastery level is a hindrance. The bound
Fallen
is too strong and kills everything. Sure, it can die when surrounded, but this makes it difficult to count how many hits it takes.

Also, I can't just do a naked bind, because it would be an unfair comparison when testing higher
Blood Oath
levels--the higher ones will have Spectral Hit, and thus more resists.

So far, the only place I've found where archers can consistently hit the
Fallen
is Palace Cellar lvl 3, but those archers have electric
Arrows
. Lvl 2 archers shoot poison... and to top it off, if they hit me with my Obession, it triggers Weakess.

I am considering instead throwing him in front of Diablo and simply recording time of survival, but that also has the issue of variance from different attacks, meaning more replicates... Any ideas?
7
User avatar

kerph 126

RotW Americas PC
FerociousTerrier wrote: 4 hours ago
I am considering instead throwing him in front of Diablo and simply recording time of survival, but that also has the issue of variance from different attacks, meaning more replicates... Any ideas?
Maybe u could try to see vs
Uber Duriel
? Her phys damage is v high and it's easy to tell when she hits. You can bind one of the subtypes that's immune to cold so there's no variance from her
Holy Freeze
. I'd be happy to open portals to test

♥♥♥ SC ladder & non-ladder ♥♥♥
Cure for sale starting at
Ist
*
trade
Sorry if i'm slow to respond here or on battle.net sometimes! you can always message me on discord @kerph for a quick response 😊
7
departure wrote: 10 hours ago
Can I recommend that you do this offline? Build yourself a good character on maxroll and export it to offline so you have all the gear you need. Enable respec so that you can respec at will, and you can set player count at will. If you wanted to get really crazy, you could even lock your map seed.
On top of that, you can even modify the game so it's easier to test the mechanics (say, make monsters have 10k HP, deal 1000 damage and have 0 resists and block).
Of course, this assumes the game works the same offline and online, which may or may not be the case (for poison damage it isn't).
FerociousTerrier wrote: 4 hours ago
So far, the only place I've found where archers can consistently hit the
Fallen
is Palace Cellar lvl 3, but those archers have electric
Arrows
. Lvl 2 archers shoot poison... and to top it off, if they hit me with my Obession, it triggers Weakess.
Replace Obsession with
Mang Song's Lesson
, and remove one skiller (or another item with +1 skills) to offset the upgrade from +4 to +5.
And maybe some A5 guest monsters would be more suitable (like Quill Rats in
Bloody Foothills
)?
7
OP
kerph wrote: 3 hours ago
FerociousTerrier wrote: 4 hours ago
I am considering instead throwing him in front of Diablo and simply recording time of survival, but that also has the issue of variance from different attacks, meaning more replicates... Any ideas?
Maybe u could try to see vs
Uber Duriel
? Her phys damage is v high and it's easy to tell when she hits. You can bind one of the subtypes that's immune to cold so there's no variance from her
Holy Freeze
. I'd be happy to open portals to test
Diablo as a target is not panning out too well. I clear Chaos and just leave Diablo there in the middle, TP way out to the side. Go to Act 1, bind a
Fallen
and bring him to Diablo. So far all variations of binds with/without
Blood Oath
are dying rather quickly. I think
Uber Duriel
would possibly be worse.
What isn't making sense to me is the bind at level 30
Blood Oath
and keeping my gear on. At that level, the
Fallen
should have a health range between 8982 and 12000 (healthcap). Diablo's lightning attack should be doing up to 589 damage per second if Gemini is correct (8.3 damage ticks per second, 38-48 lightning + 21-23 physical per tick). But the
Fallen
doesn't make it past 2 seconds of lightning hose and generally takes 1 fire + 1-2 physical strikes.

Something not quite right here.
7
OP
Trang Oul wrote: 2 hours ago
departure wrote: 10 hours ago
Can I recommend that you do this offline? Build yourself a good character on maxroll and export it to offline so you have all the gear you need. Enable respec so that you can respec at will, and you can set player count at will. If you wanted to get really crazy, you could even lock your map seed.
On top of that, you can even modify the game so it's easier to test the mechanics (say, make monsters have 10k HP, deal 1000 damage and have 0 resists and block).
Of course, this assumes the game works the same offline and online, which may or may not be the case (for poison damage it isn't).
FerociousTerrier wrote: 4 hours ago
So far, the only place I've found where archers can consistently hit the
Fallen
is Palace Cellar lvl 3, but those archers have electric
Arrows
. Lvl 2 archers shoot poison... and to top it off, if they hit me with my Obession, it triggers Weakess.
Replace Obsession with
Mang Song's Lesson
, and remove one skiller (or another item with +1 skills) to offset the upgrade from +4 to +5.
And maybe some A5 guest monsters would be more suitable (like Quill Rats in
Bloody Foothills
)?
It's a good idea, but I don't have Mang and probably cannot afford one. But even with Mang, I'd have to come up with about 70 resists or run a higher risk of getting killed. I currently let my merc die so I'd just have the one demon bound, which makes me a sitting duck. Worse comes to worse, I
Abyss
everything to oblivion, but then I don't have the carefully selected monsters for attacking my demon. ¯\_(ツ)_/¯
7
User avatar

kerph 126

RotW Americas PC
FerociousTerrier wrote: 1 hour ago
Diablo as a target is not panning out too well. I clear Chaos and just leave Diablo there in the middle, TP way out to the side. Go to Act 1, bind a
Fallen
and bring him to Diablo. So far all variations of binds with/without
Blood Oath
are dying rather quickly. I think
Uber Duriel
would possibly be worse.

What isn't making sense to me is the bind at level 30
Blood Oath
and keeping my gear on. At that level, the
Fallen
should have a health range between 8982 and 12000 (healthcap). Diablo's lightning attack should be doing up to 589 damage per second if Gemini is correct (8.3 damage ticks per second, 38-48 lightning + 21-23 physical per tick). But the
Fallen
doesn't make it past 2 seconds of lightning hose and generally takes 1 fire + 1-2 physical strikes.

Something not quite right here.
I believe bosses do 6x damage to summons? Maybe that's why?

Would u like to try
Uber Duriel
? Her phys attack does up to 500 damage and just once, rather than per sec. There should be a lot less variance w regen and abilities since she just has
Holy Freeze
and attack. It can't hurt to try ^^

♥♥♥ SC ladder & non-ladder ♥♥♥
Cure for sale starting at
Ist
*
trade
Sorry if i'm slow to respond here or on battle.net sometimes! you can always message me on discord @kerph for a quick response 😊
7
OP
kerph wrote: 1 hour ago
FerociousTerrier wrote: 1 hour ago
Diablo as a target is not panning out too well. I clear Chaos and just leave Diablo there in the middle, TP way out to the side. Go to Act 1, bind a
Fallen
and bring him to Diablo. So far all variations of binds with/without
Blood Oath
are dying rather quickly. I think
Uber Duriel
would possibly be worse.

What isn't making sense to me is the bind at level 30
Blood Oath
and keeping my gear on. At that level, the
Fallen
should have a health range between 8982 and 12000 (healthcap). Diablo's lightning attack should be doing up to 589 damage per second if Gemini is correct (8.3 damage ticks per second, 38-48 lightning + 21-23 physical per tick). But the
Fallen
doesn't make it past 2 seconds of lightning hose and generally takes 1 fire + 1-2 physical strikes.

Something not quite right here.
I believe bosses do 6x damage to summons? Maybe that's why?

Would u like to try
Uber Duriel
? Her phys attack does up to 500 damage and just once, rather than per sec. There should be a lot less variance w regen and abilities since she just has
Holy Freeze
and attack. It can't hurt to try ^^
We can give it a try. I just posted another reply to Trang suggesting
Baal
's Minions. The ones in
Bloody Foothills
are cold immune, so that may help as well. I will bind one in P1 and then invite you into the game.
9

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