Hey, good discussion, Crystalion. Now for my turn! :D
> Bowazon and Necro team
Now THAT would be a big, bloody mess. Throw in the fact that they both have as many tanks between them as they'd ever need and you've got a near-perfect two-man team. Egad.
> 1.10 state of affairs
Yes, CE at 50/50 fire/physical does get more powerful without the 50% global physical resist. But the Zon and her cute little 100% physical arrows gets more powerful, too. The arrows do more damage proportionally than CE in terms of resistances, but of course the scaling of CE makes up for it because of the increased monster HPs. I think you'd have to make the call on which gets the bigger boost from monster changes by testing. Good point though.
> You forget that a necro's kill rate is not proportional to a monster's total HPs
Yeah, true, and another very good point. I was thinking more in terms of solo, single difficulty, but you're absolutely right.
>I'm being silly, then you really ought to try a Necro in one of the HOMM games
HOMM is a great series, and that's true in that game. In D2 I don't think it's possible for that to happen since after you get a dozen or two revives, you end up facing massive economies of scale, as further revives just trip over each other, slow down other would-be killers, and the fact that melee revives have a finite cap on how many can even get at an enemy. I haven't played a zoomancer in quite a while, but I don't imagine there's much functional difference in terms of kill rate between having 30 (mostly melee) summons and 300. Now FPS, that's a different matter. :blink:
>But certainly it means you should refer to "peak theoretical" or "under normal conditions" when you cite your damage/sec. calculations.
True, but you can't talk about "sub peak theoretical" and "under weird conditions" as easily. I just assumed that everyone would assume that that's what I'm talking about. At least, I assume they'd assume what I assumed. :P
>On the contrary, damage/sec is much much harder to make a "real" number.
Well, sure, it's impossible. But dmg / second I can calculate in a couple minutes at work. Plus, it's easy repeatable and precise, unlike different people doing different "real world" kill rate checks. That, and using a voice recorder and calling out kills will give my roommates material to work with for the rest of my days. Besides, do YOU want to go into the cow level and call out to a voice recorder every time you make a beef pizza?
>such as overkill
Yes, another good point. But if you can come up with a good way to account for that, then you're a better man than I.
>This begs the question, if charges are expensive, whether the new Rune repair recipe repairs them
The AS says that it does indeed repair charges. Heck, I'll say it: I LOVE the new
Ort repair recipe. But I think they need the same recipe with, say, Hel or a mid-level rune to repair ethereal items. Now THAT would be cool.
> Bowazon and Necro team
Now THAT would be a big, bloody mess. Throw in the fact that they both have as many tanks between them as they'd ever need and you've got a near-perfect two-man team. Egad.
> 1.10 state of affairs
Yes, CE at 50/50 fire/physical does get more powerful without the 50% global physical resist. But the Zon and her cute little 100% physical arrows gets more powerful, too. The arrows do more damage proportionally than CE in terms of resistances, but of course the scaling of CE makes up for it because of the increased monster HPs. I think you'd have to make the call on which gets the bigger boost from monster changes by testing. Good point though.
> You forget that a necro's kill rate is not proportional to a monster's total HPs
Yeah, true, and another very good point. I was thinking more in terms of solo, single difficulty, but you're absolutely right.
>I'm being silly, then you really ought to try a Necro in one of the HOMM games
HOMM is a great series, and that's true in that game. In D2 I don't think it's possible for that to happen since after you get a dozen or two revives, you end up facing massive economies of scale, as further revives just trip over each other, slow down other would-be killers, and the fact that melee revives have a finite cap on how many can even get at an enemy. I haven't played a zoomancer in quite a while, but I don't imagine there's much functional difference in terms of kill rate between having 30 (mostly melee) summons and 300. Now FPS, that's a different matter. :blink:
>But certainly it means you should refer to "peak theoretical" or "under normal conditions" when you cite your damage/sec. calculations.
True, but you can't talk about "sub peak theoretical" and "under weird conditions" as easily. I just assumed that everyone would assume that that's what I'm talking about. At least, I assume they'd assume what I assumed. :P
>On the contrary, damage/sec is much much harder to make a "real" number.
Well, sure, it's impossible. But dmg / second I can calculate in a couple minutes at work. Plus, it's easy repeatable and precise, unlike different people doing different "real world" kill rate checks. That, and using a voice recorder and calling out kills will give my roommates material to work with for the rest of my days. Besides, do YOU want to go into the cow level and call out to a voice recorder every time you make a beef pizza?
>such as overkill
Yes, another good point. But if you can come up with a good way to account for that, then you're a better man than I.
>This begs the question, if charges are expensive, whether the new Rune repair recipe repairs them
The AS says that it does indeed repair charges. Heck, I'll say it: I LOVE the new
Ort repair recipe. But I think they need the same recipe with, say, Hel or a mid-level rune to repair ethereal items. Now THAT would be cool.