Amazon would be fun but Hell would be a little annoying.... Although i guess it would be for everyone besides a hammerdin. Would a lvl 60 Hammerdin even be good? I guess it would depend on loot.
Ah, also I didn't know a weapon swap would kill the glitch - i changed weapons because it was easier than taking fireball off my left click, and i didn't want to fireball if i accidentally click enemies while running. I didn't notice any speed change so i'm assuming the thing just didn't work
Umm, i think it kills the glitch. If you equip a new item, or remove something from your character, or something loses all its durability, then the bonus is lost. But i'm not totally sure about weapon switching.
Glorious Edit: For me, it still does not look faster in the yt video, but i cut out two samples with straight-line walking, same frame amounts, and measured the distance you walked. There was a visible difference between the before-after distances, and they were approximately the same when i repeated the whole thing with my assassin. Either i'm stoopid, or you got the bonus.
i don't know if your 100% run's leveling segments were as optimised as these, which look good BTW, but your leveling speed is so marginally better by using 50 segments instead of 2.
also why didn't you get a merc, it served you well for grouping enimies together in your 100%, seems dumb to abuse that again...
fortunately i've been filling my belt with Mana Potions (as opposed to light mana potions) during all the leveling segments, so once I get teleport I should be able to get through most of A2 with them. Every little bit!
fortunately i've been filling my belt with Mana Potions (as opposed to light mana potions) during all the leveling segments, so once I get teleport I should be able to get through most of A2 with them. Every little bit!
Also, 9 chips for staffmod rolling
I'm glad my staffmod roll post is going to make such a difference that it's actually going into the run. Remember to give thanks to me in your commentary!
Seriously, I'm super psyched for your run. As bimanc said in his, once you get past the ActII leveling, this run will be done in practically no time since all you have to do is collect body parts and then teleport to act bosses. Great stuff, really.
Quote from DoctorJohn:
Wrong place for it, but a Lightning Fury/whatever Amazon build would be pretty godly. If you'd like to discuss it, make a new thread. Amazon would be fun but Hell would be a little annoying.... Although i guess it would be for everyone besides a hammerdin. Would a lvl 60 Hammerdin even be good? I guess it would depend on loot.
It's pretty exciting watching the progress on this run. I'm curious on how you decide whether a leveling segment is usable. In one segment (I think) there were no bosspacks, only the super unique beetleburst. Do you have a benchmark on how much exp you want to gain that segment and try for the fastest time, is there a exp/time ratio you're going for, or do you always try to get one or two boss packs and the segment I saw was kept for item drops (I think there was an amulet and a chipped gem in it)?
I'm looking forward to see how fast you can knock out act 3 when you don't need to do all quests.
I looked up where you can level up the fastest way (without exp penalties):
11-14 Barracks up to Catacombs 15-18 Sewers up to Viperntemple
(I'm sorry if that aren't the correct english names for the places but I think you know where they are anyway.)
After level 18 you will gain the 2 remaining levels up to act 5 anyway so it doesn't matter how you gain them. (Isn't even an exp shrine unnecessary from 18+?)
So this is where I'm doubtful... Seems to me it is perfectly possible for optimal leveling efficiency to occur somewhere where you *do* get an exp penalty... because (a) the monsters have more exp to begin with, and/or (b) the monsters are easier to kill quickly in quantity.
What are your opinions... is that exp penalty chart useful or should you pick leveling locations based on what you've found experimentally to work best? I'd go for the latter.
I looked up where you can level up the fastest way (without exp penalties):
11-14 Barracks up to Catacombs 15-18 Sewers up to Viperntemple
(I'm sorry if that aren't the correct english names for the places but I think you know where they are anyway.)
After level 18 you will gain the 2 remaining levels up to act 5 anyway so it doesn't matter how you gain them. (Isn't even an exp shrine unnecessary from 18+?)
So this is where I'm doubtful... Seems to me it is perfectly possible for optimal leveling efficiency to occur somewhere where you *do* get an exp penalty... because (a) the monsters have more exp to begin with, and/or (b) the monsters are easier to kill quickly in quantity.
What are your opinions... is that exp penalty chart useful or should you pick leveling locations based on what you've found experimentally to work best? I'd go for the latter.
The map decides a lot. Since far oasis has lots of bosspacks + exp shrine in a small vicinity, it's the best spot in a2 to level. I could get better exp per damage in the CV temple, sure, but i can't find as many guys.
The map decides a lot. Since far oasis has lots of bosspacks + exp shrine in a small vicinity, it's the best spot in a2 to level. I could get better exp per damage in the CV temple, sure, but i can't find as many guys.
makes sense. Thanks Siyko.
I do have a couple other questions.
* don't you think spending some more points on vit would decrease the risk of hit recovery related deaths so much that it actually allows you to take larger risks while running? You seemed to have some problems with hit recovery; if I understand correctly, you only go into hit recovery if an attack deals more damage than some % of your life. Or is mana the worse bottleneck? Maybe the suggestion earlier on this forum to use the weapon switch to get out of hit recovery is sufficient?
* another idea that I find interesting:
I know it's incompatible with the present run, but has a more static field oriented sorc build ever been seriously considered? I could find some discussion in the 1:20 sorc thread but that was about a single segment run. I'm talking about a segmented any% run like Siyko's doing now... My plan would be something like:
levels 1-5: use the poison shrine trick to level, save all skill points level 6: static field, frost nova, telekinesis level 7: static field, frost nova level 8: static field, frost nova (by now they would be pretty usable) level 9-16: static field level 17: fire bolt level 18: teleport level 19: fire ball (and equip Leaf) level 20+: static field or fireball
During the early game (until you get fireball) you would also use a good staff, say with +frost nova, +static field (and ideally +frozen armor). The reasoning would be as follows: when leveling, you have to attack boss packs. However, the boss himself will have more hitpoints than the minions, so for him static field will be pretty effective. By using sf all monsters will die pretty much at the same time, which is more efficient than the boss outliving his minions.
Pro: + hits tougher monsters harder, you'll mostly want to attack tough monsters anyway + accessible quite early + can put almost all skill points in relevant skills + quite safe because of frost nova + safer boss killing due to increased sf radius + acceptable mana efficiency + i think monsters tend to be less lightning resistant than they are fire resistant(?)
Con: - completely dependent on poison shrine trick for first couple of levels (that's really brilliant btw) - exploits overpoweredness of fireball and leaf staff to a lesser degree - SF is quite slow against weak enemies - perhaps more I haven't thought of...?
The third disadvantage is pretty serious, since most leveling will be done where enemies don't have that many HP. As mentioned in the other thread, SF would be much more effective if you could level on /players 8, which isn't allowed. But if the radius gets large, I'm not sure that you could not get a decent damage per second, even during the earlier levels. Your leveling strategy would have to be a bit different: instead of killing bosspacks one by one, you would have to gather larger mobs and kill them all at the same time to improve damage output per second. Tricky, but perhaps not undoable.
If you *really* felt crazy, you could even go for inferno instead of fireball! (put one point in the warmth synergy at level 17, get inferno at level 19). The leaf staff gives +3 to inferno, +3 to all fire skills, and you'd use a staff with a +3 inferno base mod, so you would jump to level 10 inferno immediately. To compare:
level 7 fireball: 51-67 damage level 10 inferno with one point in warmth: 110-125 damage per second
of course, you'd be able to fire almost three fireballs per second, but a level 10 inferno has a substantial range of 7.3 yards, it's very cheap in terms of mana, and it's unexpected and fun :-)
* don't you think spending some more points on vit would decrease the risk of hit recovery related deaths so much that it actually allows you to take larger risks while running? You seemed to have some problems with hit recovery; if I understand correctly, you only go into hit recovery if an attack deals more damage than some % of your life. Or is mana the worse bottleneck? Maybe the suggestion earlier on this forum to use the weapon switch to get out of hit recovery is sufficient?
Correct. As soon as he gets hit for more than 1/12 of his hitpoints he gets into stunlock. Faster hit recovery would be pretty nice for that.
* don't you think spending some more points on vit would decrease the risk of hit recovery related deaths so much that it actually allows you to take larger risks while running? You seemed to have some problems with hit recovery; if I understand correctly, you only go into hit recovery if an attack deals more damage than some % of your life. Or is mana the worse bottleneck? Maybe the suggestion earlier on this forum to use the weapon switch to get out of hit recovery is sufficient?
Even if I pump vit heavily, I'll still be underlevel for most of the game - and I'm a sorc. The sorc gets crap for HP for every point of vit (2?) so I don't think the difference would be worth it
Quote:
* another idea that I find interesting:
I know it's incompatible with the present run, but has a more static field oriented sorc build ever been seriously considered? I could find some discussion in the 1:20 sorc thread but that was about a single segment run. I'm talking about a segmented any% run like Siyko's doing now... My plan would be something like:
levels 1-5: use the poison shrine trick to level, save all skill points level 6: static field, frost nova, telekinesis level 7: static field, frost nova level 8: static field, frost nova (by now they would be pretty usable) level 9-16: static field level 17: fire bolt level 18: teleport level 19: fire ball (and equip Leaf) level 20+: static field or fireball
During the early game (until you get fireball) you would also use a good staff, say with +frost nova, +static field (and ideally +frozen armor). The reasoning would be as follows: when leveling, you have to attack boss packs. However, the boss himself will have more hitpoints than the minions, so for him static field will be pretty effective. By using sf all monsters will die pretty much at the same time, which is more efficient than the boss outliving his minions.
Pro: + hits tougher monsters harder, you'll mostly want to attack tough monsters anyway + accessible quite early + can put almost all skill points in relevant skills + quite safe because of frost nova + safer boss killing due to increased sf radius + acceptable mana efficiency + i think monsters tend to be less lightning resistant than they are fire resistant(?)
Con: - completely dependent on poison shrine trick for first couple of levels (that's really brilliant btw) - exploits overpoweredness of fireball and leaf staff to a lesser degree - SF is quite slow against weak enemies - perhaps more I haven't thought of...?
The third disadvantage is pretty serious, since most leveling will be done where enemies don't have that many HP. As mentioned in the other thread, SF would be much more effective if you could level on /players 8, which isn't allowed. But if the radius gets large, I'm not sure that you could not get a decent damage per second, even during the earlier levels. Your leveling strategy would have to be a bit different: instead of killing bosspacks one by one, you would have to gather larger mobs and kill them all at the same time to improve damage output per second. Tricky, but perhaps not undoable.
If you *really* felt crazy, you could even go for inferno instead of fireball! (put one point in the warmth synergy at level 17, get inferno at level 19). The leaf staff gives +3 to inferno, +3 to all fire skills, and you'd use a staff with a +3 inferno base mod, so you would jump to level 10 inferno immediately. To compare:
level 7 fireball: 51-67 damage level 10 inferno with one point in warmth: 110-125 damage per second
of course, you'd be able to fire almost three fireballs per second, but a level 10 inferno has a substantial range of 7.3 yards, it's very cheap in terms of mana, and it's unexpected and fun :-)
Is this viable?
My biggest fear with this is survival. When I have to kill folks with frost nova, I am casting it constantly and they are not dying until the end, where they all die at the same time. This means all of them are alive the whole battle - ganging up on me.
With fireball, if I have a giant crowd of enemies, I can cast fireball and kill the pack closest to me, and the next closest pack has to walk forward and then die. Basically nobody gets a chance to stay alive while right next to me, so nobody gets to hit me, so I don't have to move while casting, so my killing speed increases.
I've thought about static, but in test runs, survival was always the most difficult part.
I must admit I'm a bit concerned about hitting sub-hour.
I hit level 18 with a time of about 35 minutes. That just gives me 25 minutes to run A2, run A3, gain two levels, run A4, run A5, and do the whole baal fight.
I will do my best, and whatever time I get I get...
(also there will be two commentaries for the run, one for first viewing where we go over every little thing, and another for a second viewing with a more non-technical scope)
It's bugged, iirc, so that it only does 1/3rd the listed damage. Either it's bugged, or it's the NexDelay problem, which reduces effectiveness by a crazy amount.
I think Static Field is an interesting argument to make, but IMO it's not wise to invest so heavily in it. With the skill set-up you listed, that's slvl11 Static, which has a range of 10 yards. Your pros and cons may be right, but:
-Fireball range is larger, even as slvl1 -Static costs only one mana less than a comparable slvl Fireball -The higher the slvl of Fireball, the greater the chance to stunlock enemies nearly all the time; Static will always fail to do so after a couple casts -Investing more in Fireball makes the overpowered Leaf staff even more effective, which means -- -The stronger Fireball gets, the less you have to cast it to kill enemies. Even against an enemy with zero Lightning Resist, it takes five casts of Static to get them down to ~25% life. -And the worst of it is that Beetleburst, one of the main experience targets, has 40% Lightning Resist.
As you said, it's not a horrible idea in a /p8 game. I just don't see focusing on Static to be the most wise skill to beef up in this situation.
Yes, Static is one of the best Sorceress skills evar. But it's just as effective at slvl1 as it is slvl30, except that maneuverability is more of a must
It's bugged, iirc, so that it only does 1/3rd the listed damage. Either it's bugged, or it's the NexDelay problem, which reduces effectiveness by a crazy amount.
Yes, just after I posted I googled a bit and I found out about the Inferno bug. Such a shame!
Quote from SkratMan:
I think Static Field is an interesting argument to make, but IMO it's not wise to invest so heavily in it. With the skill set-up you listed, that's slvl11 Static, which has a range of 10 yards. Your pros and cons may be right, but:
-Fireball range is larger, even as slvl1 -Static costs only one mana less than a comparable slvl Fireball -The higher the slvl of Fireball, the greater the chance to stunlock enemies nearly all the time; Static will always fail to do so after a couple casts -Investing more in Fireball makes the overpowered Leaf staff even more effective, which means -- -The stronger Fireball gets, the less you have to cast it to kill enemies. Even against an enemy with zero Lightning Resist, it takes five casts of Static to get them down to ~25% life. -And the worst of it is that Beetleburst, one of the main experience targets, has 40% Lightning Resist.
I guess you're right about these problems :-\. To be fair, fireball's area of effect is only one foot.
Quote from SkratMan:
As you said, it's not a horrible idea in a /p8 game. I just don't see focusing on Static to be the most wise skill to beef up in this situation. Yes, Static is one of the best Sorceress skills evar. But it's just as effective at slvl1 as it is slvl30, except that maneuverability is more of a must
Well, against a single target SF is as effective at slvl 1 as it is at slvl 30, as a boss killer it's a one point wonder. But the whole point of this build would be to try to actually use it as a mob killing spell. With a large radius it will do a lot more damage per cast. I was hoping this would be feasible, precisely because it cannot be used for that purpose in ordinary games due to the 25% and 50% health cap in nightmare and hell difficulty. Also, remember that in my proposed build you actually do end up with a reasonably decent fire ball too.
But I am afraid I have to accept the point made by both you and Siyko, which is that it will give you a horrible survivability, because you would have to gather large mobs who would subsequently not be prone to stunlock.
It seems to me that the problem is not so much that this build is bad, it's more that (a) we happen not to do /players 8 and (b) the fireball+leaf combination is simply more effective than it has a right to be I can't wait to see what Siyko does with it.
(also there will be two commentaries for the run, one for first viewing where we go over every little thing, and another for a second viewing with a more non-technical scope)
\o/ Oh how you spoil us!
I guess by 'we' you mean yourself and Mark (don't know his handle/nick)? I hope so, you worked really well together in the commentary for your 100% run, 4 hours without a dull moment is impressive.
you should be able to beat it, and that timing isn't official. at 35 mins in he was lvl 19 or 20, and halfway through act 3, i think you'll be fine as long as you make your chaos sactuary segment that of a non-pussy
you should be able to beat it, and that timing isn't official. at 35 mins in he was lvl 19 or 20, and halfway through act 3, i think you'll be fine as long as you make your chaos sactuary segment that of a non-pussy
I want to just toss some numbers out in an estimate...
Get the cube, 1 minute Get the staff, 1 minute Get the CV amulet, 1 minute Get through palace, arcane, canyon, and tomb: 2 minutes Kill duriel (and get to act 3) 30 seconds Town segment (and manip segments to buy and put together leaf staff) - ~1 minute Get eye - 1.5 minutes Get brain - 1.5 minutes Get heart - 1.5 minutes (and level to 20 in the two above segments) Get flail and kill Mephisto - 1.5 minutes Teleport to River WP (plus izual) - 1 minute Chaos Sanctuary - 3 minutes? Teleport to ancients - 2 minutes Ancients + get to Durance 2 - 1.5 minutes? Baal - 5 minutes
Wow.. that is.. exactly 25 minutes.
I can probably shave some time off that (looking at baal and CS) but I don't know how accurate my estimates are.