09-04-2003, 02:25 PM
(This post was last modified: 09-04-2003, 04:33 PM by Crystalion.)
You might think, by visiting the d2data website or reading the mpq that charges of Sacrifice (on Paly scepters) are skill level 10 with 30 charges and a level requirement of 7. This would be wrong.
Instead we can have no level requirement (odd--perhaps due to Sacrifice being level 1 or the fact that example was a cube made one?) with variable number of charges and variable skill level, apparently based on the ilvl (which is set from clvl).
For example, a level 99 character can buy a grand scepter from Drognan in nm with 71 charges of level *11* sacrifice.
While I'm seeing level reqs as expected for other skills (e.g. Firestorm, which is also a level 1 skill but has the "expected" req of clvl 7).
Sacrifice is a great skill in normal, because with few leech resistant monsters it is easy to wear enough leech to offset the -8% (life tap like) leech penalty at low clvls (e.g. Cathan's rings). Shopping for sacrifice weapons with a high level character potentially gets a weapon a low level character can use that is psuedo-Cruel.
But even better is if you can get a max (level 10ish) Firestorm (spiked or plain) club for your lowbie. They'll just cakewalk through act 1 and 2 with it. (Unfortunately Ort rune repair didn't restore charges in my test, so they'll need a bunch of cash--circa $461 a charge, iirc).
Other charges, like curses, telekinesis, and teleport, have well known utility. I hadn't seen anyone comment on Sacrifice (v1.10) and Firestorm.
Does any one have a pointer to better technical info on how the #charges/level is rolled? For twinking one problem is that in nightmare some of the lower base items aren't sold afaik (plain club, plain scepter) making the reqs a bit higher. Clubs, at least, can be gambled.
edit: being high enough level to gamble with max out level of skill on a charged weenie base item means you're going to see more of the exceptional version than the normal version you want (for your twink-ee). I've run a few hundred gambles of clubs/spiked clubs and seen two with Firestorm, both of which were exceptional. Based on MadScientist's gambling thread (most recent on the topic of chances exc/eli) and the affix calculator it looks like I'm a 1 in 1000 shot or worse to get nice firestorm twink club (trying for reqlvl of 7). In battle.net terms: this is a project where, assuming I had the high level char to gamble with, I'd still have to plan to burn though potentially 100 million gold to get results. For perspective, however, getting a particular *normal* set or unique is somewhere between "harder" and five times as hard (and the exc/eli ones are way way harder). That's a lot of clicking.
Instead we can have no level requirement (odd--perhaps due to Sacrifice being level 1 or the fact that example was a cube made one?) with variable number of charges and variable skill level, apparently based on the ilvl (which is set from clvl).
For example, a level 99 character can buy a grand scepter from Drognan in nm with 71 charges of level *11* sacrifice.
While I'm seeing level reqs as expected for other skills (e.g. Firestorm, which is also a level 1 skill but has the "expected" req of clvl 7).
Sacrifice is a great skill in normal, because with few leech resistant monsters it is easy to wear enough leech to offset the -8% (life tap like) leech penalty at low clvls (e.g. Cathan's rings). Shopping for sacrifice weapons with a high level character potentially gets a weapon a low level character can use that is psuedo-Cruel.
But even better is if you can get a max (level 10ish) Firestorm (spiked or plain) club for your lowbie. They'll just cakewalk through act 1 and 2 with it. (Unfortunately Ort rune repair didn't restore charges in my test, so they'll need a bunch of cash--circa $461 a charge, iirc).
Other charges, like curses, telekinesis, and teleport, have well known utility. I hadn't seen anyone comment on Sacrifice (v1.10) and Firestorm.
Does any one have a pointer to better technical info on how the #charges/level is rolled? For twinking one problem is that in nightmare some of the lower base items aren't sold afaik (plain club, plain scepter) making the reqs a bit higher. Clubs, at least, can be gambled.
edit: being high enough level to gamble with max out level of skill on a charged weenie base item means you're going to see more of the exceptional version than the normal version you want (for your twink-ee). I've run a few hundred gambles of clubs/spiked clubs and seen two with Firestorm, both of which were exceptional. Based on MadScientist's gambling thread (most recent on the topic of chances exc/eli) and the affix calculator it looks like I'm a 1 in 1000 shot or worse to get nice firestorm twink club (trying for reqlvl of 7). In battle.net terms: this is a project where, assuming I had the high level char to gamble with, I'd still have to plan to burn though potentially 100 million gold to get results. For perspective, however, getting a particular *normal* set or unique is somewhere between "harder" and five times as hard (and the exc/eli ones are way way harder). That's a lot of clicking.
"He's got demons? Cool!" -- Gonzo, Muppet Treasure Island
"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits
"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits