testing grounds
#4
Heiho,

some other bits which don't fit elsewhere

4) Fire Golem's splash damage
I've permission to translate the testing I've referred to in the golem thread.

Modifications:

Levels.txt

in Bloodmoor let only zombie1 spawn


MonStats.txt

- zombie1 has 1000 to 1001 hitpoints, Idle AI, noratio=1, spawns in groups of 5 to 6; mLvl=90
- firegolem does 1-2 punching damage


Skills.txt

- stripped off Fire Golem's Holy Fire Aura and his fire punching damage, Mana Cost constantly 1, max sLvl=50
- Golem Mastery gives +100% life per point
- Blood Golem gives +20% life per hard point
- sLvl1 Poison Dagger does 40 poison damage per second


Testings

#1
- zombie1 is 100% resistant (just immune) to everything
- Fire Golem sLvl=20 (ca.680 life), GM 1, BG 1

Necro runs into Blood Moor, meets zombie1, casts FG, nothing happens


#2
- zombie1 physical resistance set to 0%, other immunities stay intact

Necro runs into Blood Moor, meets zombie1, casts FG, needs about 11 to 13 casts until zombie1 keels over


#3
- zombie1 physical resistance set to 100%, fire resistance set to 0%, other immunities stay intact

Necro runs into Blood Moor, meets zombie1, casts FG, needs about 11 to 13 casts until zombie1 keels over


#4
same as #3
GM sLvl=20 -> FG about 1800 life
no significant difference


#5
same as #4
BG sLvl=20 -> FG about 3600 life
no significant difference


#6
same as #5
FG sLvl=49
no significant difference


#7
same as #6
additional Amplify Damage casting changes physical immunity to 80% resistance

needs about 7 to 8 casts until zombie1 keels over


#8
Fire Golem sLvl20, GM 1, BG 1; FG has 95% Critical Hit instead of 5%

needs about 7 to 8 casts until zombie1 keels over


#9
same as #8 but with AD support like #7

needs about 5 to 6 casts until zombie1 keels over


Add-On
zombie1 poison resistance set to 0% for countertesting approximately with Poison Dagger the 1000 life, checked


conclusio:

death splash (it only splashes on death, not on conjuring) is composed of partly physical and fire damage, both kinds of damage to the same amount, about 80 to 100 points. There's no influence of Golem's sLvl or life. Critical Hit may double this damage similar like with other monsters and their kinds of damage.

Measured by eye the splash radius is about 3yd.


Appendix
There was a rumor about Fire Golem does a Corpse Explosion similar to the Necromancer's skill thus maybe Necromancer's CE sLvl figures in.

Some more testings with the same settings like above described and continually increasing sLvl of CE up to 20 showed no influence

<edit>
Nefarius over at the Keep spoke evidence that the base life of an unit is always responsible for explosions on death. This is the reason why the Fire Golem's death splash does more damage in Nightmare and Hell difficulties, since his base life is higher then.
</edit>

______________________________________


5) Amazon's Evasive skills again - animation speed

There are two concurring opinions about what will increase Evasives' animation speed, some say it's attackrate (in nonmodding words 'skill attack speed') others say other_animrate.

I did a lot of fiddling, but since I don't get the Evasive animation to actually display I can't tell you. But I still want to add if you equip your Zon with focus on Evasive speed you should consider playing another class. Neither Fend nor Strafe nor Impale, which are those skills suffering most from whiffles due to Evasives, will work better if you manage to decrease animation duration from default eight frames to at best six frames. And this is only achievable if the attackrate opinion is correct, if the other one is true there's nothing you can do about it. Notabene: Vigor speeds up velocitypercent and does nothing to Evasives AFAICT (this is a third opinion rumoring around).

!!! An Amazon should never be played to get hit !!!


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6) Sanctuary's bugginess

Sanctuary assigns the boni to damage and attack rating versus undead in the wrong fields in Skills.txt, they're listed in aurastat fields but belong into passivestat fields.
Now in a recent AB thread a concept of Sanctuary in combination with Conversion was discussed, with the goal to bring your enemies the boost, convert undead and let those Converted being whacked away by the enemies.

Modifications

MonStats.txt
- zombie1 has 500 to 501 hitpoints, noratio=1, spawns in groups of 3 to 4

Levels.txt
- zombie1 and brute1 spawn in Blood Moor

Skills.txt
- Sanctuary magic damage 1-2
- Conversion has 100% chance to convert

Testpaladin set out into Blood Moor, meet both monsters, converted some zombie1 and activated Sanctuary. Unconverted zombie1 is knocked back, unconverted brute1 couldn't damage converted zombie1.

conclusio:
Sanctuary's aurafilter defines that enemy undead are affected. But the missiles emitted by Sanctuary ('sanctuarybolt') will knock back undead enemies. brute1 aren't undead, so they don't gain the wrongly assigned aurastat boni. zombie1 may gain the boni, but since they're undead, they're constantly pushed away as long as the aura is active, so they have no opportunity to whack the converted undead.
This will also happen with allied Necroskeletons or 'reanimate as: Returned' semi-allied ones. Both are undead, but count as allies, so they aren't affected by Sanctuary due to the aurafilter; allies and semi-allies aren't affected by sanctuarybolts' Knockback


____________________________________


7) well another failed test, maybe I sometimes get an idea how to make it better
Assassin's Weapon Block
It is not fully explored against what this skill works. The only summary about that topic I'm aware of is listed at dii.net, and this one is incomplete and, to be honest, a mess to read.
I've tried to assign claw block to zombie1, but to no avail yet (yes, I did remove claw dependancies in Skills.txt). Most probably, since passive skills with item dependancies have some fancies, this can only be tested against an Assassin enemy, and I don't have two computers ready to do a modded multiplayer testing.


____________________________________

That's it for today, but don't expect me to keep that testing frequency ;-)
And thanks for the thanks, good to know some people still have an eye open here :-)
so long ...
librarian

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current status: re-thinking about HoB
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Messages In This Thread
testing grounds - by librarian - 05-09-2007, 09:46 PM
testing grounds - by ShadowHM - 05-10-2007, 01:35 PM
testing grounds - by Baajikiil - 05-15-2007, 02:27 PM
testing grounds - by librarian - 05-16-2007, 09:48 PM

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