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Subject: "Validity of Xinhuan's EHP concept" Archived thread - Read only
 
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tgustafs
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16-Apr-01, 02:38 AM (GMT)
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"Validity of Xinhuan's EHP concept"
 
   Hi,

Some people seem to be referring a lot to Xinhuan's EHP concept when choosing the level of Energy Shield. While pondering my own preferences I became to question its reasoning. I'd say that it shouldn't be taken as the ultimate guideline.

EHP bases on the idea that while using ES a sorc's life and mana would reduce to zero at the same time. That is, assuming that the sorc has full mana, which is seldom the case.

In my experience, more important is that you are able regenerate mana fast enough even when hit. Although high "effective life" is helpful in hardcore, a manaless sorc is a dead sorc. For example, in the city of damned and chaos sanctuary there are so many ranged attackers (damneds, abyss knights and oblivion knights) that you will be typically taking some damage and driking healing/rejuvenation potions. Because mana potions cannot be bought at shops it is crucial that your mana doesn't deplete too fast. In my experience, a high level energy shield without any vulpine items (Nightsmoke, etc.) isn't very helpful.

Nightsmoke works well with Energy Shield. It compensates all the mana loss of 20% Energy Shield (solution of 2*ES = 50%*(1-ES), where 2*ES is mana loss and 50%*(1-ES) is mana regain from Nightsmoke). Adding Howltusk (35% dmg to mana) to the equipment increases the number to 30%, which is quite nice.

In my experience, Vulpine items are essential when using Energy Shield, IF you get hit. There are great problems keeping up your mana otherwise. However, even they do not compensate all the mana loss, and therefore you may not increase ES% as high as Xinhuan's EHP concept suggests. Surprisingly, less ES is better.

EHP concept may be utilized in the decision making but the full mana of the sorc should not be used in the EHP calculations. Here is a suggestion for a rule of thumb:

For hardcore, let's divide the full mana by two and use that number in the EHP calculations. This means that you are using half of your mana to cast spells and holding the rest half for taking damage.

For softcore, let's divide the full mana by three. That is, you reserve only one third of your mana for taking occasional damage.

Using these heuristics and Xinhuan's EHP calculator for my newest lvl 45 softcore sorc (319 life, 802 mana) I got the following results:

No vulpine: Energy Shield 30%, EHP 452
With Nightsmoke: Energy Shield 40%, EHP 532
With Nightsmoke and Howltusk: Energy Shield 46%, EHP 588

To me, these numbers seem much more reasonable than the results from Xinhuan's calculator. If you like to wear a belt of colossus (+4x/5x life) instead of Nightsmoke, look at the first two EHP numbers. With this sorc, Nightsmoke's effect equals 80 life in effective hit points. On the other hand, Howltusk seems not worth wearing over a good rare helmet.

Best regards and comments welcome,

Tommi


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  Subject     Author     Message Date     ID  
Validity of Xinhuan's EHP concept [View All] tgustafs 16-Apr-01 TOP
  My Thoughts Sirian 16-Apr-01 1
     RE: My Thoughts T_hawk 16-Apr-01 3
         You Undid Your Own Argument Sirian 16-Apr-01 6
             I did? T_hawk 16-Apr-01 9
                 Yes. Now Moving On To a Slippery Slope. Sirian 16-Apr-01 13
                     RE: Yes. Now Moving On To a Slippery Slope. lemekim 17-Apr-01 16
                     on an OT note... Grokadin 17-Apr-01 19
                         Well, some people call them Javazons Occhidiangela 21-Apr-01 23
                     I'm not sliding anywhere T_hawk 17-Apr-01 21
                 Splitting hairs Vormaerin 17-Apr-01 15
                 T_Hawk... Pren 17-Apr-01 17
     RE: My Thoughts LemmingofGloryadmin 16-Apr-01 10
     RE: My Thoughts dk 16-Apr-01 11
  RE: Validity of Xinhuan's EHP concept Rashban 16-Apr-01 2
     Ahh, but there is... lemekim 16-Apr-01 8
         yes, I know... Rashban 17-Apr-01 14
  RE: Validity of Xinhuan's EHP concept whereagles 16-Apr-01 4
     RE: Validity of Xinhuan's EHP concept tgustafs 16-Apr-01 5
  ES, dueling and certain other situations lemekim 16-Apr-01 7
  You do well to point out the ES downside ... whyBish 16-Apr-01 12
  I disagree NakedBabe 17-Apr-01 18
     RE: I disagree tgustafs 17-Apr-01 20
  RE: Validity of Xinhuan's EHP concept Xinhuan 21-Apr-01 22
     Response Sirian 21-Apr-01 24
         RE: Response Xinhuan 21-Apr-01 25

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Sirian
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16-Apr-01, 06:53 AM (GMT)
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1. "My Thoughts"
In response to message #0
 
   There's another problem with Energy Shield. This is almost a fatal problem in my eyes, too, though some might disagree: it's not compatible with Tempting Fate. If you let something swing at you, your Energy Shield is instantly hit, while you step out of range of the physical attack and lose your mana for nothing.

Damage Goes to Mana items won't help you here, either, as you take no damage.

I agree with you that the EHP concept is an idealistic view of a complex real-game problem that is not so simple. Math is a wondrous tool and Xinhuan's concept is very well considered. It may even fit with his playstyle very well, but it doesn't fit mine. I do better (except when lag spikes steal my controls away from me and monsters get a free hit) when I avoid damage altogether, and I have gotten very adept at that.

D1 Mana Shield this AIN'T. Buyer beware: better to have less than enough Energy Shield, and get some benefit, than to have too much, only to turn it off and forget about it, or use it only to get killed because you keep running out of mana. That whole two for one deal is what cripples the skill, IMO. Too much cost for too little benefit.


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T_hawk
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16-Apr-01, 11:38 AM (GMT)
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3. "RE: My Thoughts"
In response to message #1
 
   IMO, 'Tempting Fate' is taking advantage of a loophole in the structure of the game engine, specifically that the animations do not allow a creature to walk while swinging. Let's turn the tables. It's irritating enough when you can't hit a fleeing storm caster or corpulent because they keep moving out of your swing space. Imagine if the monsters could do that intentionally like you can; you'd throw your CD out the window in frustration. So I'll skip the complaint about a bug in the exploitation of a loophole.

As for the issue at hand, remember that Nightsmoke and all the vulpine items only work on melee damage.

I think it would be a very fair treatment to split the concept into EHP vs Melee and EHP vs Magic. The former would use the Energy Shield percentage and take into account Nightsmoke; the latter would apply all damage directly to mana (ES does that, right?) and skip Vulpine. You could factor in Damage Reduced and Magic Damage Reduced items to these formulas, and even resistances.


---
-Erik on the old Lurker forum, now T-hawk (dash not underscore, this forum is dumb)
Co-op Clan DoH, http://disciples.clanpages.com


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Sirian
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16-Apr-01, 03:47 PM (GMT)
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6. "You Undid Your Own Argument"
In response to message #3
 
   IMO, 'Tempting Fate' is taking advantage of a loophole in the structure of the game engine, specifically that the animations do not allow a creature to walk while swinging.

Did you play D1? Did you consider it a loophole to stand behind cover of corners and obstacles to shoot at targets who could not hit you back from that angle, thanks to the game mechanics? Or did you walk into open air in an effort to "be fair to the opponents"? Did you consider it a loophole when the monsters were under such cover and could hit you, but you couldn't hit them back?

What's good for the monsters is good for players, too. Your example undid your own argument:

Let's turn the tables. It's irritating enough when you can't hit a fleeing storm caster or corpulent because they keep moving out of your swing space. Imagine if the monsters could do that intentionally like you can

Hello? That IS intentional. Take away the game mechanic that allows monsters to tempt you, then you have an argument. There is such a thing as weapon speed involved. You opt for slow speed, you're easier to tempt. So it goes with the monsters. Some have very speedy attack animations and cannot be tempted easily or reliably. Others have slow attack animations. This too is intentional on Blizzard's part, even if it didn't occur to them that players could do it back to monsters, the way so many monsters were specifically designed to do it to players.

Speed is built in to D2. In fact, D2 is designed entirely around speed of various kinds. The walk and run options, speed from boots and skills, speed penalties from encumbrance, casting and swinging speeds, skills that circumvent the need for speed in other ways, on and on it goes.

You can't escape tempting fate, you can only choose to avoid using it intentionally. And how can you do that? Only two ways: engage to the death, or maintain large chunks of distance between yourself and all targets. ANY time you come into close proximity to opponents and continue to move around, you are tempting de facto.


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T_hawk
Charter Member
16-Apr-01, 08:25 PM (GMT)
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9. "I did?"
In response to message #6
 
   LAST EDITED ON 04-16-01 AT 08:28 PM (PDT)

>Did you play D1? Did you
>consider it a loophole to
>stand behind cover of corners
>and obstacles to shoot at
>targets who could not hit
>you back from that angle,
>thanks to the game mechanics?

I did, and avoided using that when possible. I would use it on rare emergency item-retrieval occasions if I had no other way to kill any monsters and make progress, but I never liked having to resort to what I consider a cheap game-engine tactical exploit.

>Let's turn the tables. It's irritating
>enough when you can't hit
>a fleeing storm caster or
>corpulent because they keep moving
>out of your swing space.
>Imagine if the monsters could
>do that intentionally like you
>can

>
>Hello? That IS intentional. Take away
>the game mechanic that allows
>monsters to tempt you, then
>you have an argument.

IMHO, it isn't an intentional game mechanic, it's a side effect of the AI routines that involve monsters fleeing. Certainly no monster ever moves out of your swing-target location for the sole purpose of avoiding the attack, which is what you're doing to the monsters.

> There
>is such a thing as
>weapon speed involved. You opt
>for slow speed, you're easier
>to tempt.

Hm, I did overlook that angle, and the weapon reach factor that goes with it. Still, though, no monster ever makes a tactical decision that takes into account your weapon speed/reach, right?

I could also bring in real-world physics and point out that taking one step back is not going to cause someone swinging a sword to automatically miss you, but attempts to apply real world physics to D2 usually fall rather flat anyway

You also have the very presence of the ES bug you mentioned (of which I must admit I had no idea until you just posted about it.) To me, that looks like reasonable evidence that a swing, once begun, is supposed to make a to-hit and damage roll.

>Speed is built in to D2. In fact, D2 is designed entirely around >speed of various kinds. The walk and run options, speed from
>boots and skills, speed penalties from encumbrance, casting and
>swinging speeds, skills that circumvent the need for speed in
>other ways, on and on it goes.

You see D2 that way (which is a perfectly valid philosophy.) I prefer to treat speed as a luxury to be acquired after my characters' other needs such as resists (see other thread on boots) and defense (shield blocking and armor DR) are met. I'd rather have my characters' combat abilities based more on their skills and stats than my arcade-reflexes micromanagement in combat. If I wanted to micromanage, I'd go play Starcraft. You may certainly differ, and it's a tribute to how well designed this game is that it can be played in so many different ways.

I also think that skills that circumvent the need for speed come more from careless programming and working with the animations than from design plans. Double Swing is the prime example; there's definitely no reason why holding a weapon in your left hand lets you swing in your right hand any weapon from a cutlass to a battle hammer at the same speed. It just ignores speed to make the animations much easier. Same deal with your favorite spell , (Chain) Lightning - it's unaffected by casting rate to accommodate the animation. (To be fair, ignoring weapon speed is certainly logical for some skills, like Impale and Charge, and Teleport is obviously designed to let the sorceress get around foot speed limitations.)

>You can't escape tempting fate, you
>can only choose to avoid
>using it intentionally. And how
>can you do that? Only
>two ways: engage to the
>death, or maintain large chunks
>of distance between yourself and
>all targets. ANY time you
>come into close proximity to
>opponents and continue to move
>around, you are tempting de
>facto.

That is true, although I won't move solely to avoid a swing-in-progress. I will move for tactical reasons such as simply attacking a more dangerous monster, or to avoid getting surrounded, or to get a good Piercing line. De facto tempting does happen unintentionally, and I won't curtail my maneuvering because it might happen, but neither will I intentionally invoke it.

(I treat the same way the loophole where LBOD misses targets in melee range in Hell. There's no way I can see that being an intentional design. When meleeing Diablo, I can't help but be in the LBOD-safe zone, but I'll never take a shorter range weapon on purpose to stay in the safe zone.)

BTW, I do really like your ability to debate intellectually without flaming, and hope you think the same of me

edit - silly thing thought the square brackets around (Chain) was a tag or something, changed to parens

---
-Erik on the old Lurker forum, now T-hawk (dash not underscore, this forum is dumb)
Co-op Clan DoH, http://disciples.clanpages.com


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Sirian
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16-Apr-01, 11:59 PM (GMT)
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13. "Yes. Now Moving On To a Slippery Slope."
In response to message #9
 
   I would use it on rare emergency item-retrieval occasions if I had no other way to kill any monsters and make progress, but I never liked having to resort to what I consider a cheap game-engine tactical exploit.

Would you consider forking a tactical exploit? Pinning? Discovered check? (I trust you know to what I refer).

Once the rules of a game are laid out, you play it. If some unexpected or unintended option turns up, how do you decide what to do with it? The very term "exploit" defines unsporting play, the action of working around the rules of a game instead of within them. That's a strong word. Are you sure it's the one you want to be using?

I consider duping and twinking to be exploits, but there is no comparable activity going on with the opposition. Monsters do not have items, do not level up, blah blah blah. So that does not compare to Tempting Fate. Monsters DO tempt players, all the time, and intended or not, I don't see how you could call this an exploit. If the opponents do it to you, that's fair game for you to turn the tables and do it back to them. Are you now going to call the monsters cheap and exploitative? Or does the fact they are mindless excuse them yet somehow lay a burden on us? Do you realize that you'd break this game if you gave priority to weapon swings, the way it was done in D1?

You mention physics, but I don't see the application even in concept. In D1, until you arrived at the next tile, you were "in" the current tile, even if you were moving away. As such, there was true stunlock: even a single monster, whose attack was faster than your tile movement rate, could lock you in place and prevent you from doing anything at all, much less moving away. How was that realistic? Then add in D1 blocking, which, AFTER you were yanked back to the center of the tile, you miraculously (and without fail, with high enough Dex) managed to block this magnetic attack? Yeah, that's physically sound.

It's either that, or this. You give priority to the attack, or to the dodge. More complex solutions can be theorized, but this game's code does not rise past that level. So, with those two options, do you prefer the current one, or the D1 version? I can give you my answer: if they took out Tempting Fate and gave priority to attack swings, it would become very easy to pin fleeing monsters, but they would have a very easy time pinning you like you cannot imagine. Just think "D1, no armor, autohit, blocklock with fallible block (or none), no escape" and picture Hephasto on the business end of the attack. Yeah, people would love that. Blizzard would get so much adoring praise and fanmail for clearing up that cheap tactical exploitation, they would be swimming in a physically manfested aura of adoration.

Cheap is in the eye of the beholder.

There is honor and fair play, then there is false chivalry, the laying out of some arbitrary heirarchy of politically correct options. Roland put forth a similar position, arguing that trapping the butcher in the stairs was tantamount to cheating. Ridiculous. The game is adversarial. If you wish to forsake tactical advantages to increase the challenge and enjoyment, that's fine. But the way I see it, you have a brain, you ought to use it. Once you lay out the word "cheap" and start crossing out potential tactics, you venture down a slippery slope that can only end in ruination if you follow it to its logical conclusion.

The game is limited. "Artificial Intelligence" is a dreadful oxymoron. "Projected Situation-Specific Stimulus Response" is closer to the mark. There is no intelligence in a computer program, there is only the illusion of intelligence, and only within very specified parameters. Several times you refer to the concept of "if monsters intended" -- monsters have no intent, they are mindless opponents. That's no basis for reasoning. They have no sense of fair play, no intent for good or evil. It is only a game, offering you opponents of limited ability.

If you don't understand "Slippery Slope", I'll try to be more clear. If you take the same reasoning you apply to this tactic and apply it to other similar parts of the game, removing all options that fit your logical criteria of "cheap", there won't be a game left. Thus, your reasoning is misapplied.

By your line of thought, calling this "cheap", if you were consistent, you would similarly believe that stunlocking enemies in D1 was a tactical exploit. After all, it was only a side effect of the tile based system, not specifically intended to be there. It certainly wasn't sound physics. You hit a fleeing monster and they get yanked back into place? Ridiculous. Can't exploit that! It's not fair. (Doesn't matter that they do it to you). The only fair thing of all, in both games, would be if anything that tried to flee got away but still took the hit. Now that would be some sound physics, finally. But until that day comes, we should work to refrain from using tactical exploits.

Is using resistance "cheap"? Yes. Not all monsters have resistance. Why should you? Is standing behind cover and using guided arrows, hydras or bone spirits "cheap"? You bet it is. Just imagine (using your line of thought) if monsters used such tactical exploits on you INTENTIONALLY! Oh no! Very cheap indeed. Is using a bottleneck a tactical exploit? HAS to be! Why, the monsters are completely pathetic compared to your character! It's only "fair" to them if you stand out in the open and let them gang up on you, to use their numbers to balance out your singular might. We can't have people using tactical exploits such as bottlenecks, that is just too cheap. And then of course, the granddaddy of them all: retreat. That is the cheapest, most cowardly, manipulative tactic of all. No true knight of chivalry would ever retreat. The game has monsters that retreat, but they don't INTEND to retreat, they are just programmed like that, so it's OK. The bulk of the monsters, they chase you hard, perhaps with some variation in their movement patterns and speed. Retreating from them is the most vile form of tactical exploit imaginable. Choosing your own ground for a fight, setting the conditions, turning the enemy's strengths against him, and exploiting his weakness to earn a cheap victory... well, that isn't worth anybody's time, is it?

How far down this slope would you like to go?


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lemekim
Member since 17-Jan-03
17-Apr-01, 08:41 AM (GMT)
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16. "RE: Yes. Now Moving On To a Slippery Slope."
In response to message #13
 
   "Cheap is in the eye of the beholder."

I'm glad you agree on the twinking issue there

But personally I feel that T_Hawk is right - I feel that exploiting inbuilt bugs is cheating - it's borders too close to some more serious bug exploits cough*duping*cough.

You went on to describe, what would happen if the bug was reversed - yet you did not say about other ways to solve this problem. Knowing Blizzard, I am quite sure that there is a better solution, but due to any number of reasons it was not made.

I understand that this is your opinion, and even though I might disagree with it, I respect it.

Just my 2 uneducated cents.


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Grokadin
Charter Member
17-Apr-01, 10:52 AM (GMT)
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19. "on an OT note..."
In response to message #13
 
   This bit that you've written is a perfect description of the mindset behind the Bravado variant. I know your characters on your page are quite hardy and have managed to extricate themselves from the most incredibly mind-boggling situations, so you're used to staying alive and actively trying to do so. But maybe you should try playing a Bravado sometime just for a drastic change of pace -- not in hardcore, of course.

---------------------------------
Why, the monsters are completely pathetic compared to your character! It's only "fair" to them if you stand out in the open and let them gang up on you, to use their numbers to balance out your singular might. We can't have people using tactical exploits such as bottlenecks, that is just too cheap. And then of course, the granddaddy of them all: retreat. That is the cheapest, most cowardly, manipulative tactic of all. No true knight of chivalry would ever retreat. The game has monsters that retreat, but they don't INTEND to retreat, they are just programmed like that, so it's OK. The bulk of the monsters, they chase you hard, perhaps with some variation in their movement patterns and speed. Retreating from them is the most vile form of tactical exploit imaginable.
---------------------------------

And now, OT from this OT:
I think that charged strike does not work as you described if you are using a spear-class weapon. My spear amazon on realms used charged strike quite a lot on the way to getting lightning strike (I was looking for an underpowered variant... and yes, I found one with LS. Eeek.) and every time I used it, the bolts would fan out behind the monster. I never saw all multiple bolts hitting the target I was actually attacking. I don't know if this is an artifact of realms play as such, since I haven't tried doing it in single player. Have you tried using CS and a 2-handed spear with your character just for testing purposes? In any case, your discovery is good news for aspiring melee 1-handed spear amazons. I don't think they have a catchy shortened name for those yet so I'll avoid making your head explode by inventing one.


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Occhidiangela
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21-Apr-01, 10:09 AM (GMT)
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23. "Well, some people call them Javazons"
In response to message #19
 
And some call them Jabazons.

I call them "Amazonians" since the use of all different weapons styles is required for that variant.

Ciao
Occhi

"Dadburn Revenooers!"


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T_hawk
Charter Member
17-Apr-01, 11:17 PM (GMT)
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21. "I'm not sliding anywhere"
In response to message #13
 
   >Would you consider forking a tactical exploit? Pinning?
>Discovered check? (I trust you know to what I refer).

Not at all, as they're intended features of the 'game engine'. But can you move your rook while a bishop is en route during its move to capture it?

>Once the rules of a game
>are laid out, you play
>it. If some unexpected or
>unintended option turns up, how
>do you decide what to
>do with it? The very
>term "exploit" defines unsporting play,
>the action of working around
>the rules of a game
>instead of within them. That's
>a strong word. Are you
>sure it's the one you
>want to be using?

Yes. In my opinion, being able to tempt is not an intentional part of the game, and only happens because of how the engine was coded. Can you name any pen-and-paper RPG system where the player can dodge any melee attack he chooses to by simply saying "I dodge"?

The game already has plenty of systems for your character to avoid getting hit: Defense Rating, the level difference component of the to-hit formula, shield blocking, and the Dodge and Avoid skills. Why would all that even be in the game, when you can simply step away from a monster to not get hit?

>Monsters DO tempt players, all the time,

Only as a side effect of the AI "run away" state. They never move solely to dodge a blow. They do it as an unintended consequence of the AI routines, and that's what I will do to them as well.

>Do you
>realize that you'd break this
>game if you gave priority
>to weapon swings, the way
>it was done in D1?

It sure didn't break D1, why would it D2?

>You mention physics, but I don't
>see the application even in
>concept. In D1, until you
>arrived at the next tile,
>you were "in" the current
>tile, even if you were
>moving away. As such, there
>was true stunlock: even a
>single monster, whose attack was
>faster than your tile movement
>rate, could lock you in
>place and prevent you from
>doing anything at all, much
>less moving away. How was
>that realistic?

It's more realistic IMO than the swinger of a sword being unable to advance one foot during the swing to make the blow connect. Ever watch a fencing match? Does anyone keep his feet rooted in place during every single attack? Footwork is an important part of swordplay. The Diablo (1 and 2) animation system has to leave it out. If you think of invisible footwork occurring as it would realistically, the D1 system makes quite a bit of sense (the snapback being the best they could do in the tile-based system) and D2's doesn't.

>So, with those two options,
>do you prefer the current
>one, or the D1 version?
>I can give you my
>answer: if they took out
>Tempting Fate and gave priority
>to attack swings, it would
>become very easy to pin
>fleeing monsters, but they would
>have a very easy time
>pinning you like you cannot
>imagine.

Exactly. And if the monsters have the statistical ability to pin you (enough monsters, hit percentage, and damage to keep you in stunlock), why should moving back one step be enough to stop them from doing it? In D1 a character had to be strong enough to stand up to the monsters.

Take Ember as an example. She had no shield, paper armor, and no defensive skills, as you mentioned several times in the writeup. Yet she could activate the equivalent of 80% or so shield blocking (depending on your reflexes) anytime she wished. With ZERO investment into defensive equipment and skills. That's not right IMO.

>Just think "D1, no
>armor, autohit, blocklock with fallible
>block (or none), no escape"
>and picture Hephasto on the
>business end of the attack.
>Yeah, people would love that.
>Blizzard would get so much
>adoring praise and fanmail for
>clearing up that cheap tactical
>exploitation, they would be swimming
>in a physically manfested aura
>of adoration.

Hey, I'd thank them Seriously, though, what about the autohit-when-running and 4xAR kludges? The former is obviously a hack to counter tempting to the extent that they could, and both are to counter players getting hit less often than they should for game balance. Take out those along with tempting, and I think it would come out fairly well balanced, with proper adjustments to Shout/Iron Skin/Defiance/cold armors.

>The only fair thing of
>all, in both games, would
>be if anything that tried
>to flee got away but
>still took the hit. Now
>that would be some sound
>physics, finally.

Duh. But Blizzard isn't near that intelligent.

>Is using resistance "cheap"? Yes. Not
>all monsters have resistance. Why
>should you? Is standing behind
>cover and using guided arrows,
>hydras or bone spirits "cheap"?

They're in the spirit of the game mechanics, while tempting is not, IMO. 'Cheap' was a bad word, yes. What I meant was unintentional side effect of the game engine, so I would still call it an exploit.

>How far down this slope would
>you like to go?

Exactly as far as what I think is not an intentional part of the game. Your opinion may differ, of course.

To Vormaerin: I generally don't do intentional dodging of missiles. What happens accidentally while moving around will happen, same as the monsters do, but I don't intentionally sidestep missiles. The exception is the LBOD if I'm using a character where it's dodge or instant death. I will use as an absolute last resort exploits like the D1 can't-hit-around-corner thing, tempting (really doesn't come to this in practice) and missile dodging, but I don't like having to do it, and will certainly never base a character around it like Ember to some extent was.

---
-Erik on the old Lurker forum, now T-hawk (dash not underscore, this forum is dumb)
Co-op Clan DoH, http://disciples.clanpages.com


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Vormaerin
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17-Apr-01, 02:45 AM (GMT)
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15. "Splitting hairs"
In response to message #9
 
   Well, Sirian took the reductio ad absurdum approach, but I have a simpler question.

Why do you consider Tempting Fate to be different from dodging missiles? I assume you do maneuver to avoid ranged attacks, right? Monsters don't. No more than they get out of Firewalls or change tactics when hit by IM curses.

Btw, retreating *IS* a valid means of avoiding blows in hand to hand. Real people do it all the time. Maybe its too easy (against some foes) in D2, but its hardly unrealistic.

Aloha
Vormaerin


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Pren
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17-Apr-01, 09:35 AM (GMT)
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17. "T_Hawk..."
In response to message #9
 
   Listen. When using ES, you're surrounded by an invisible globe. Anything that comes in contact with the globe registers as a hit and causes you to take damage.

A fireball that misses you by 2 yards will hit you if you have ES up.

When tempting fate, the monster is still doing an attack. I wouldn't be surprised if ES registered the monster's swing (which didn't hit you, but is still being done close to you) as damage, and caused you to take damage.

If that's the case, it's not because 'the tohit/dam calculation is being made', it's because ES is a crappy skill that's more dangerous than useful, and very poorly designed.


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LemmingofGloryadmin
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16-Apr-01, 08:41 PM (GMT)
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10. "RE: My Thoughts"
In response to message #1
 
   >If you let something swing
>at you, your Energy Shield
>is instantly hit, while you
>step out of range of
>the physical attack and lose
>your mana for nothing.

I didn't know Energy Shield had that problem. My PD nec ran into this very often with Bone Armor. It was rather annoying to lose his Bone Armor for no reason other than it was hit though *he* was technically out of range. This also translates to losing mana for nothing as it often requires a re-casting of Bone Armor.

[o: *LEMMING*


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dk
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16-Apr-01, 10:09 PM (GMT)
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11. "RE: My Thoughts"
In response to message #1
 
   Until the last couple of nights of play, I would not have agreed with you. The other night, I was in CS trying to recover a foolishly lost Amazon body while the Infector was loose. I learned that he had to stop to swing and as long as I just kept going, he missed. The next night, I was doing similar tricks with a Sorc and finally noticed that I was not renewing ES, since I didn't really need it. So I'm fast enough to avoid getting hit, even on the Realms (maybe a T1 helps . I also encountered a group of 4 amazons that had screwed up and had Fangskin and pack waiting at the door on level 3. All the ES in the world made no difference, I stayed in stunlock until the end. I finally got two of them to go in first, giving me enough time to teleport to the Altar and provide a target away from the stairs. A useful learning experience, not to be repeated.

Given that you have played several Sorcs without ES and my experience above, I think I'll spend the "ES points & Req" elsewhere in the next Sorc, such as a good Offensive skill. I'm pretty sure (now) that the mana lost in ES would be better spent in more spellcasting and that using Vulpine items costs more in lost options (i.e. I never have enough mana, Lenymo makes a difference, as does a double pskull helm). Making full rejuvs is trivial, plenty of mana on Outer Steppes and plenty of gems in the Cow Level (I usually pop in to help a first timer and collect all the gems). Happy Feet forever

BTW. Thanks for the website, I have learned a lot from reading your reports. It paid off in many grins while Blazing an Extra Fast boss, while a BH paly was constantly being overrun, for example.


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Rashban
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16-Apr-01, 08:13 AM (GMT)
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2. "RE: Validity of Xinhuan's EHP concept"
In response to message #0
 
   While not 100% accurate, it serves well as a guideline as to how much energy shield you should get. Also, the EHP is critical against one-hit-killers that you are prepared for, such as Duriel, Hephaesto and other bosses. When you enter Duriel's chamber, you usually have full mana, right? Even if you bring a mercenary to take the first charge, there is a chance that you will be charged instead, and at those times it is important to be able to survive that charge = have high EHP.

I just wish there was a way to make a custom "energy shield script"(similar to BG2's Contingency and chain contingency, if you have played that game) like "turn of when mana is less than 10%". That way you would always have enough mana to teleport away from the danger, or use your last mana to kill the attacker.

/Rashban


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lemekim
Member since 17-Jan-03
16-Apr-01, 07:49 PM (GMT)
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8. "Ahh, but there is..."
In response to message #2
 
   When you get hit, while your mana is depleted, your energy shield dissapears, allowing you to teleport or whatever. =) I personally don't like it, but o well...


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Rashban
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17-Apr-01, 02:17 AM (GMT)
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14. "yes, I know..."
In response to message #8
 
   But there's a little problem with that.
When you get hit, while your mana is depleted
That's what I don't want to happen. I don't want my mana to be depleted before the energy disappears. I want to have enough mana left to teleport away without having to wait for Warmth to regenerate the mana for me (even though it only takes about 0.2 seconds to get enough mana for a teleport).


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whereagles
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16-Apr-01, 12:16 PM (GMT)
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4. "RE: Validity of Xinhuan's EHP concept"
In response to message #0
 
   LAST EDITED ON 04-16-01 AT 12:18 PM (PDT)

The EHP is, IN MY HUMBLE OPINION (I'd like to stress this ), an academic (mis)conception.

That means: EHP is great in theory, but worthless in practice EHEH Why?

'Cos... Nightsmoke/Howltusk will help keeping your energy shield up, thus indeed increasing your life. But the thing is, if you get into a situation where you are getting hit for so much damage that your energy shield goes down, you are in deep DEEP trouble already; a trouble you shouldn't have got into in the 1st place.

And... when you are in such deep sh!t, it's not the mana that will save you, but FAST HIT RECOVERY


I say get a FHR belt with resist/life and leave Nightsmoke for characters who can profit more from the vulpine ability. (Read: a WW barbarian with low max mana )


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tgustafs
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16-Apr-01, 01:03 PM (GMT)
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5. "RE: Validity of Xinhuan's EHP concept"
In response to message #4
 
   Umm... how something can be *great* in theory, if there is no evidence that it works? Greatness of a theory is always backed by practical evidence.

About the ES and getting hit: When I am getting hit, I usually drink healing potions, which keep me high on life. The problem is that I can't drink also mana potions at the same rate, because I cannot replenish my supply of them at the shop.

People may say that I should evade hits, but I find it hard to dodge lightning rays of a dozen burning souls or several bone spirits sent after me by a pack of oblivion knights. Survival from these attacks does not require Fastest Hit Recovery items, just life - and mana if you are using ES. In any case, if you wouldn't get hit in any occasion, there would be no dead characters. Some hits just land on you. And when they do, I like that my characters do well in such situations. Perhaps it is just my playing style to get hit now and then, and Nightsmoke seems to support it well.

As another poster noted, there is ONE occassion in which the normal EHP concept is useful. It is when Duriel charges at you and hits you, when you enter his chamber. However, I think that this is a situation which should have never happened in the first place. Making character design decisions on the basis of such a rare event is not very recommendable. It is like designing a character that beats Duriel with a double chance but that has double trouble with every other creature in the game.

Using Nightsmoke with a barbarian sounds like a good idea.

Regards,

Tommi


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lemekim
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16-Apr-01, 07:46 PM (GMT)
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7. "ES, dueling and certain other situations"
In response to message #0
 
   While in general play this might be a good concept, in ceretain cases you want HIGHER ES.

Examples:

Dueling - you want high level ES. If you get hit, you can always teleport away to regenerate mana, but you practically cannot regenerate life. Thus you want to absorb as much damage itno mana as possible, without seriously harming your mana supply. Thus sometimes sorceresses use vulpine items to regain mana in case a blow will deplete their whole mana supply.

Lag spikes - a good sorceress rarely gets hit, except in lag =P. It's in this lag, that higher level ES might be of better use. Since enemies don't really kill you in 1 blow, the mana will regenerate somewhat between blows, thus allowing you to have a higher level ES. Vulpine items can take this even further.

Also, at very high levels, mana regeneration rate comes into play - for example (a bit absurd, but whatnot), a sorceress with 2000 mana and 2000 hitpoints will be able to regenerate mana almost as fast as she gets hit, thus allowing her to have much higher ES, even though her life is equal to her mana. This, in smaller scale, is also true of almost any mana in excess of 1000 - the high mana regeneration rate allows to have higher ES level.

So I think that an average sorceress is probably beter off following the ES rules, but in dueling, hardcore, or very high levels, a sorceress might be better off adding a few more points into ES.


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whyBish
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16-Apr-01, 11:48 PM (GMT)
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12. "You do well to point out the ES downside ..."
In response to message #0
 
   Personally for HC I have two 'all-vit' sorcs and they wont touch ES. They have around 500 life and about 150 mana (lvl 35 or so HC USWest) Generally their mana is half full or less so ES would not be much use. High lag means I don't use teleport, so ES would also cost 5 points just to get lvl 1. Due to needing good resists I have no +Skill items hence even more points would be wasted. My answer two low EHP is increasing life, rather than virtual life.


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NakedBabe
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17-Apr-01, 10:13 AM (GMT)
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18. "I disagree"
In response to message #0
 
   Is that Xin's base assumptions were really pretty accurate. When my hardcore sorcs die, they tend to die all at once. Typically, the total elapsed time from "everything's fine" to "your deeds" is less than 2 seconds. Given that as a basic assumption, then his formulas really work out quite well. I had toyed around with ideas similar to your suggestions about "using half your mana for defense and half for offense." What I found out, though, was that when you are dieing, you really want to use ALL YOUR MANA and ALL YOUR HP to not die. When you're not dieing, it's a non-issue anyway as there's plenty to go around.

Looking specifically at the issue of mana consumption while being nickled and dimed, who cares? You use the city of the damned and the chaos sanctuary as examples of areas high in ranged attackers. Your assumption is that those ranged attackers are going to consume your mana with their attacks. In my experience, I normally have way more mana pots than I need and consuming a few in areas like this really costs me nothing. So why should I care if my energy shield is eating a bit of mana?

Finally, I hold up NakedBabe as an example. Surely, playing a n00d sorceress is going to be the crucible which exposes flaws in a theory like EHP. Here's what I observed with NakedBabe. The EHP formulas were dead accurate and reliable for high exposure confrontations like Duriel (LOL - and had I thought of it, the encounter which ended NakedBabe_I's life). During normal combat, I chose to not use any energy shield at all because her mana pool was sooo constrained that I'd prefer to use purchasable health pots than any mana. This was a "greed" decision that eventually got her killed. NakedBabe relied on frozen armor (or whatever that level 1 armor is) as her defense mechanism. Actually, a learning that I could take away from NakedBabe_I is that I should've been employing the energy shield regularly when I ventured into Nightmare. I had been carrying over my mana efficiency policies of normal mode even in nightmare. But, by then two things had happened. The first is that she had a lot more mana. Secondly, the enemies hit a lot harder.

All in all, I've given this a fair amount of thought while running my naked sorc around. In the end, I came to the conclusion that Xin's formulas are really very good.


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tgustafs
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17-Apr-01, 12:16 PM (GMT)
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20. "RE: I disagree"
In response to message #18
 
   Hi,

Indeed there are two different cases, which people are preparing with ES:

1) One hit kills (Duriel, Hephasto)
2) Normal combat (Hell Act IV)

Not to start a useless argue, we have to note that you are worried about the case one, while I am worried about the case two. Xin's concept PERFECTLY fits in the first case. But I wouldn't be writing this, if it worked as well in the second case too. There just isn't enough mana to go around.

In my view, the problem is that Energy Shield takes twice as much mana as it absorbs damage. That is, it wastes twice as much valuable resources (life/mana) than it would be the case without ES. The result of a high level ES is most likely that the mana of a sorc depletes too fast, if she is taking damage.

Therefore, I think that to prevent the an unnecessary high waste of resources, it would wiser to leave ES at a reasonable level (e.g. 35% or 40%). This claim is solely based on my experience and is naturally affected by my playing style: I like to cast SFs and FOs even while I'm taking some hits from ranged attackers.

Drinking mana potions is a good habit, but it is not a sustainable basis for a sorc, because mana potions cannot be bought at shops. Personally, I dislike having a inventory full of potions. I like to reserve room for valuable items I pick up.

It has been enlightening to read what other people think about ES. I hope that this thread converged to novel ideas about using Energy Shield.

Best regards,

Tommi


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Xinhuan
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21-Apr-01, 10:00 AM (GMT)
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22. "RE: Validity of Xinhuan's EHP concept"
In response to message #0
 
   I will consolidate all my response into one post, instead of answering something like 8 different posts making 8 in the process. I will also be quoting the relevant parts I'm replying to. It also appears the top half of the thread has gone off topic regarding Tempting Fate.

Oh yeah, noticed I used "James the Sorceress" in my EHP concept article. The name came from "James the Barbarian", which happen to be NakedBabe's nickname on the Diabloii.net forums. I.e, my EHP concept was initially inspired and sparked off by a post of his while he built his first HC sorc and first N00d sorc which asked about HP/mana balance issues.

You might find my tone a bit too defensive but replying to a week's worth of post is pretty stressful across over 5 seperate forum boards.


========================
To tgustafs:

>.... Xinhuan's EHP concept when ....
>choosing the level of Energy Shield. While pondering my own
>preferences I became to question its reasoning. I'd say that it
>shouldn't be taken as the ultimate guideline.

Yep, make your own decisions. It's a guide after all. Just a guideline, but I'll be defending my guideline of course.


>EHP bases on the idea that while using ES a sorc's life and mana would
>reduce to zero at the same time. That is, assuming that the sorc has
>full mana, which is seldom the case.

I didn't assume that the sorc had full mana. I'll quote this from my guide: "Now suppose he was soloing and fighting monsters, his hp is still full, but his mana orb is about half full and he suffers a timeout... ... However, his mana orb isn't always half full, it could be full when he suffers a disconnect! Thus his ideal ES% is still 56.3%. When his mana orb is half full, whether his ES% is 56.3% or 39.2%, his EHP is still 510."

What that means if you didn't get it was that if you had a higher than Ideal ES%, it didn't matter as your EHP is the same, but if you had a lower than Ideal ES% based on using half mana calculations, your EHP would be compromised when you disconnect with a FULL mana orb. (Remember my HC guide is to provide maximal survival odds?)


>In my experience, more important is that you are able regenerate mana
>fast enough even when hit. Although high "effective life" is helpful
>in hardcore, a manaless sorc is a dead sorc. For example, in the city
>of damned and chaos sanctuary there are so many ranged attackers
>(damneds, abyss knights and oblivion knights) that you will be
>typically taking some damage and driking healing/rejuvenation potions.

Quote: "The flaw in all the above is that it does not take into account mana regeneration. I assume all the damage is dealt to you in ONE hit or over a extremely short period of time. This is realistic (from playing experience as well) as the only damage that really matters happens in very short intervals. If I was dying slowly, I would drink a potion and teleport/TP away. Dying quickly, by definition happens very abruptly. Such events include being hit by Hephaesto or Might enchanted monsters, waves of MSLE bolts and more. Hence time and mana regeneration is irrelevant in these cases."

If I was typically in City and Chaos taking damage and drinking healing/reju potions like you said, my hp and mana would be somewhat near full all the time.


>Because mana potions cannot be bought at shops it is crucial that your
>mana doesn't deplete too fast.

I advocated maxing warmth. I can quote, but it will lengthen the post further. Higher warmth = more mana = kill faster/more EHP.

>In my experience, a high level energy
>shield without any vulpine items (Nightsmoke, etc.) isn't very
>helpful.

This is a result of the fact your EHP is higher, you live longer and die less often. Also, since your mana depletes at a slower speed, you can kill more efficiently with less mana potions.


>In my experience, Vulpine items are essential when using Energy
>Shield, IF you get hit. There are great problems keeping up your mana
>otherwise. However, even they do not compensate all the mana loss, and
>therefore you may not increase ES% as high as Xinhuan's EHP concept
>suggests. Surprisingly, less ES is better.

Your idea was that you don't want your mana to deplete too fast. Neither do I: "What if you have already brought your ES% to a level way beyond your ideal ES%? ... ... I'll rather hp and mana both hit zero at the same time, than mana hitting zero before hp, so that in whatever short amount of time I have when I get swarmed, I may still have enough mana to teleport out. And when I do manage to teleport out, I'll want my ES to be still active, because mana is regenerating, and I do not wish to spend that half second recasting ES."

However, our difference was that you want Vulpine to completely or nearly be what ES consumes for mana so it works like D1's Mana shield. That my Ideal ES% doesn't achieve that and "wastes mana" and is then "too high". While this may be your case, my guide is for hardcore play. We want to maximise our EHP. Using the case where your vulpine just cancels out ES's mana use, EHP is not maximised at all.


>EHP concept may be utilized in the decision making but the full mana
>of the sorc should not be used in the EHP calculations. Here is a
>suggestion for a rule of thumb:

The full mana should always be used for hardcore because disconnects can happen anytime and that moment could be when you have full mana. 100 EHP matters and is well worth the use of one or two more skill points.

Perhaps I should add a little note to my guide that for typical Softcore play, the full mana of the sorc shouldn't be used? The focus of softcore play isn't for survival, but more for efficient killing.

I read another post earlier on:
Softcore: Kill monsters, try not to die in the process.
Hardcore: Don't die, try to kill monsters in the process.
Very nice statements, basically I am implementing the "Don't die" part while your use-half-mana for calculations part was more based on "Kill monsters" as the priority.


>For hardcore, let's divide the full mana by two and use that number in
>the EHP calculations... ...For softcore, let's divide the full mana by
>three.

For HC, concentrate on surviving. Use full mana, disconnects occur randomly. Ok, even if you don't ever disconnect, lag spikes happen.


>.....With
>this sorc, Nightsmoke's effect equals 80 life in effective hit points.
>On the other hand, Howltusk seems not worth wearing over a good rare
>helmet.

I advocated Nightsmoke and a rare helm for the conclusion part of my Equipment section.


Indeed there are two different cases, which people are preparing with ES:
1) One hit kills (Duriel, Hephasto)
2) Normal combat (Hell Act IV).... and the rest of this post

Quote: "The EHP concept relies on the basis that damage that comes slowly does not matter; you'll drink a potion. Damage that comes quickly over an extremely short amount of time is the one that matters, thus EHP is the thing to maximise in HC."

It is the occasional huge damage I'm targetting, such as a TeleHeph, Duriel, PKing S/S barb, a stair trap, etc. You have agreed with me that my concept fits case 1.

You have also said that my theory does not fit case 2. In fact I didn't claim it does. Red potions solve all the problems of the occasional hit anyway during Normal Combat (Hell Act IV) or any other area. The EHP concept doesn't apply at all in normal combat UNTIL you suffer a disconnect or a huge lagspike. The possibility of disconnecting with a full mana orb is always there.

"The one case where time becomes a factor is during a timeout, a disconnect. Mana would regenarate over the course of the timeout... ...In the above example, James ideal ES% is 56.3%, in order to compensate for mana regeneration in a timeout, I would add a few more % to this value, maybe to at most 60%."

You also mentioned that too high an ES% is no good. I've adequately explained why for both cases 1. No vulpine (because mana depletes too fast, and you wasted skill points on ES for the same EHP) and 2. with Vulpine (because it lowers your EHP with ES% higher than the Ideal ES%) in my concept anyway.

======================================
To Sirian:

There's another problem with Energy Shield. This is almost a fatal problem in my eyes, too, though some might disagree: it's not compatible with Tempting Fate. If you let something swing at you, your Energy Shield is instantly hit, while you step out of range of the physical attack and lose your mana for nothing.

I wasn't aware of this. Probably because I don't get hit often in the first place. I will note it down and add it in the guide. Still a sorc shouldn't get in melee range for no reason and this negative effect isn't probably very important as compared to potentially increasing your EHP by over 200 at high amounts of HP and mana.

If you're talking about the low levels in which I have little mana, I used a level 2 (+1 = 3) ES all the way till level 50+. If I had it any higher I would have mana problems for killing monsters. Yeah it's a trade off, but this really isn't an issue when you reach the upper level 70s.

...the EHP concept is an idealistic view of a complex real-game problem that is not so simple... ... It may even fit with his playstyle very well, but it doesn't fit mine. I do better when I avoid damage altogether, and I have gotten very adept at that.

Neither do I get hit often either. Red potions solve all the problems of the occasional hit anyway. It is the occasional huge damage I'm targetting, such as a TeleHeph, Duriel, PKing S/S barb, a stair trap, etc.

Quote: "The EHP concept relies on the basis that damage that comes slowly does not matter; you'll drink a potion. Damage that comes quickly over an extremely short amount of time is the one that matters, thus EHP is the thing to maximise in HC."

=================
To dk:

I think I'll spend the "ES points & Req" elsewhere in the next Sorc, such as a good Offensive skill. I'm pretty sure (now) that the mana lost in ES would be better spent in more spellcasting and that using Vulpine items costs more in lost options...

That's perfectly possible (I assume you play softcore). Not recommended in hardcore unless you want a real heck of a challenge to survive.

=================
To Rashban

While not 100% accurate, it serves well as a guideline as to how much energy shield you should get. Also, the EHP is critical against one-hit-killers that you are prepared for, such as Duriel, Hephaesto and other bosses. When you enter Duriel's chamber, you usually have full mana, right? Even if you bring a mercenary to take the first charge, there is a chance that you will be charged instead, and at those times it is important to be able to survive that charge = have high EHP.

You hit the nail right on the head! The EHP concept was designed on large damages dealt over a short period of time. Any other damage doesn't matter as potions are available, except during a timeout. In a timeout case, I assume you have the possibility of disconnecting at full mana and health, so I calculate the highest minimum ES% you require to maintain maximal EHP.

But there's a little problem with that.
>When you get hit, while your mana is depleted
That's what I don't want to happen. I don't want my mana to be depleted before the energy disappears. I want to have enough mana left to teleport away without having to wait for Warmth to regenerate the mana for me (even though it only takes about 0.2 seconds to get enough mana for a teleport).

Just a repeated point already in my guide quoted above. Thanks for bringing it up.

==================
To Whereagles:

Nightsmoke/Howltusk will help keeping your energy shield up, thus indeed increasing your life. But the thing is, if you get into a situation where you are getting hit for so much damage that your energy shield goes down, you are in deep DEEP trouble already; a trouble you shouldn't have got into in the 1st place. And... when you are in such deep sh!t, it's not the mana that will save you, but FAST HIT RECOVERY

You're right. That's why my EHP concept doesn't apply to normal combat. Because in normal combat you would never get into such a deep #####. You only get into such deep ##### when the damage you are taking comes so suddenly over a short period of time. I also advocated at least one equipment gave HR in the conclusion of Equipment section.

===================
To Lemekim:

While in general play this might be a good concept, in ceretain cases you want HIGHER ES.

Duelling - ......

Lag spikes - a good sorceress rarely gets hit, except in lag =P. It's in this lag, that higher level ES might be of better use. Since enemies don't really kill you in 1 blow, the mana will regenerate somewhat between blows, thus allowing you to have a higher level ES. Vulpine items can take this even further.

Also, at very high levels, mana regeneration rate comes into play ... ... will be able to regenerate mana almost as fast as she gets hit, thus allowing her to have much higher ES... ...

Duelling isn't covered by my guide (I assumed the sorc was designed for leveling - average sorc). I agree that ES is probably one of the more important skills to max for duellers. Lag Spikes and timeouts covered already and that ES% should be slightly higher than Ideal ES% because of this.

In hardcore, you probably won't reach anywhere above 1000 mana until you are into the late 70s with equipment concentrating on mana and stats concentrated on Energy. Hence I didn't cover this although I thought about it.

==================
To Whybish:

Personally for HC I have two 'all-vit' sorcs and they wont touch ES. They have around 500 life and about 150 mana (lvl 35 or so HC USWest) Generally their mana is half full or less so ES would not be much use. High lag means I don't use teleport, so ES would also cost 5 points just to get lvl 1. Due to needing good resists I have no +Skill items hence even more points would be wasted. My answer two low EHP is increasing life, rather than virtual life.

You said you have mana problems thus you don't plan to use ES right? This is because you have spent too little in Energy in your 'all-vit' sorcs. If you instead spent some points into Energy, not only would you solve your mana shortage, you would also be able to utilise ES and increase your lifespan with increased EHP. With a good amount of mana, a good sorc can play-off-the-top of his mana orb, maintaining a near full orb all the time especially for your laggy connection you have mentioned to maximise EHP. For no reason should a sorc cast spells until he has less than 1/2 mana full anyway, at which point if the sorc did reach 1/2 mana, he should drink a mana potion. Not enough mana? Cast more static and less orb.

Typically the best sorcs have mana about 1.2 to 1.4 times that of the hp. Go ask around the hp/mana of the high level HC sorcs if you don't believe. I'll use my own experiences and relate them here as well:

My very first (means started off completely untwinked) HC sorc (on USWest) was also based on the 'all-vit' theory. At level 70, she had 860 hp and 600 mana or so with 60 in Energy only and 260 in Vit (approximate figures, was last October). She constantly ran out of mana. By level 74, she switched out a ring for SoJ and placed the next 4 levels into Ene increasing it to 80. This resulted to 830 hp and 830 mana and could kill a lot faster with more mana and had more EHP. Besides, the SoJ added mana regeneration as well. Sadly she died in Normal difficulty cow level in a timeout while helping a friend (wasn't using twitch/nightsmoke, if I did I wouldn't have died as later tests with my new sorcs at around the same level showed.).

Now my sorcs have roughly 900 mana and 700 hp.

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To NakedBabe/James the Barbarian:

Xin's base assumptions were really pretty accurate. When my hardcore sorcs die, they tend to die all at once. Typically, the total elapsed time from "everything's fine" to "your deeds" is less than 2 seconds. Given that as a basic assumption, then his formulas really work out quite well.

I had toyed around with ideas similar to your suggestions about "using half your mana for defense and half for offense." What I found out, though, was that when you are dieing, you really want to use ALL YOUR MANA and ALL YOUR HP to not die. When you're not dieing, it's a non-issue anyway as there's plenty to go around.

Looking specifically at the issue of mana consumption while being nickled and dimed, who cares? You use the city of the damned and the chaos sanctuary as examples of areas high in ranged attackers. Your assumption is that those ranged attackers are going to consume your mana with their attacks. In my experience, I normally have way more mana pots than I need and consuming a few in areas like this really costs me nothing. So why should I care if my energy shield is eating a bit of mana?


Seems like Nakedbabe has summarised my entire mass reply way before I even read this thread.

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Xinhuan (Xinhuan_M)
USWest, Channel "D2 Singapore"

Xinhuan's Hardcore Sorceress Guide
Http://home2.pacific.net.sg/~xinhuan/hcsorc/index.html

Coming Soon: Xinhuan's Hardcore Necromancer Guide


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Sirian
Charter Member
21-Apr-01, 01:20 PM (GMT)
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24. "Response"
In response to message #22
 
   Xinhuan: your guide is a great resource, covering a specific build in great depth with lots of useful advice. For the goal of surviving on HC Realms, this build is highly effective (as you've shown, by surviving with it).

However... this is not the only way to play a sorceress, and not everyone shares your goals. For example, your response to Whybish. "Cast more static and less orb"? You're obviously unaware of what Whybish is doing with his character and why. Understandable, in your circumstance. Whybish isn't following your guide or advice, though. He's playing a variant. And the concept of EHP almost certainly means something very different to his build than it does to yours.

I urge you to keep two points in mind with this thread:

1) No one here is criticizing the EHP concept in the specific context in which you intended it.

2) There are other builds out there, and Energy Shield may function very differently for them. The divide does NOT fall strictly along HC/SC lines, either. IE, it is not true that every HC sorcie should be constructed as you have laid out. There's more than one way to skin a Prime Evil, and there are those not motivated toward unending long-term survival, who add specific levels of increased risk or decreased offense for a different flavor of challenge.

"Cast more static and less orb" only makes sense if you have those skills. On the other hand, if your Hardcore sorcie is fire tree only, with no static, no orb, no teleport, and no energy shield, you're going to have to fight opponents at full speed, and they WILL get much closer to you in the process. If you are playing lightning tree only, you would have static and teleport, but you would still be fighting everything at full speed, with ineffective finishers, and that COMPLETELY changes the balance of power between you and the monsters. In that situation, you're going to end up tempting -- if not by choice or design, then automatically as a function of retreat -- and you're going to be in that situation often. The costs of running energy shield there rise considerably, as near misses sap your energy shield over and over and over, crippling you when you most need mana at your disposal. The risks can exceed the rewards.

I understand that you'd never play a one-tree sorcie. Doesn't fit your goals or style. However, there is something to be said for those who opt out of the safer path and then somehow manage to survive anyway. Whybish may or may not 3dot his char, but he's having fun pursuing his own challenges.

Thus, people are examining your EHP concept as it may apply to other builds and situations. You've bent everything to surviving those occasional catastrophic moments, which pose the greatest threat to long term HC survival when played conservatively, as you laid out in your guide. It's a testament to your idea that people are looking at it in other contexts.


As for the "best sorcs", that's the same bone I had to pick with you when you first published your guide. There are no best characters or players. There is no way to compare in Diablo 2 that applies across the board. This is not chess.


Sirian's Diablo II Page


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Xinhuan
Charter Member
21-Apr-01, 02:23 PM (GMT)
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25. "RE: Response"
In response to message #24
 
   I understand your point that everyone is unique, that everyone has his own play style, his own agenda, objectives and goals. To that, I apologise if my post has inadvertently caused any misunderstandings, that my post has also implied that my suggested build is "better".

A HP-only variant sounds interesting, I'll be keen to see how such a variant can handle the low mana problem in the lower levels.

I accept that my EHP concept is meant to apply to characters who aim for maximal survivalbility, but for those who wish to sacrifice a little defense for more offense, feel free to alter the formulas as you wish to suit your own needs, such as the half-mana calculations


>As for the "best sorcs", that's the same bone I had to pick with you
>when you first published your guide. There are no best characters or
>players. There is no way to compare in Diablo 2 that applies across
>the board. This is not chess.

Hey I still have an archived copy of your "What game are you playing?" editorial on my webpage (link from a main page news item). Kinda surprised LL took it off after a week. I find it quite relevant to prevent all these HC vs SC arguments etc. :p


Xinhuan (Xinhuan_M)
USWest, Channel "D2 Singapore"

Xinhuan's Hardcore Sorceress Guide
Http://home2.pacific.net.sg/~xinhuan/hcsorc/index.html

Coming Soon: Xinhuan's Hardcore Necromancer Guide



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