|
|
The Armory
Diablo II Strategy and Tactics
The forum for strategy questions and answers, strategy guides, and tactics discussion for Diablo II.
Questions? Read the Forum FAQ and please obey the Forum Rules.
|
Ruvanal
Charter Member
|
25-Nov-02, 11:22 PM (GMT) |
|
2. "RE: Let him participate in combat"
In response to message #1
|
The Jab chance is not fixed and increase as the mercs level increases. Since the Jab chance increases the other two action end up decreasing in the likelyhood that they will be done. The holy freeze merc has a low percentage chance to activate the aura in the first place.At level 55+ the HF merc has the folling for chances. default 30 (this is a normal attack) Jab 192+3/level after 55 aura 10 (stops to activate aura, even if it is already active) The chance for any one of these is chance/(total chances). At level 55 the chance to active the aura would then be 10/(30+192+10)=4.3% (and it will get worse at higher levels) And this will only be checked as Epi noted, when the merc is in melee range and attacking. |
|
|
Printer-friendly page | Top |
|
|
|
|
|
Gnollguy
Member since 11-Jan-03
|
25-Nov-02, 11:43 PM (GMT) |
|
3. "RE: Act II Merc's Aura activation problems"
In response to message #0
|
I alway take off their weapon and then let them go beat on monsters while I stand back until the aura goes up. Even really big mercs will take a few swings to take out a zombie. So you can go back to Act I and just let him get it up, then go on your merry way. I always thought they AI would turn the aura on if would be more beneficial for the merc, though the numbers posted by Ruvanal above seem to not really agree with that. But it just seems that my healing mercs never turn the aura on unless they are hurt, the defense ones, never seem to turn it on until they get hit, etc. The Might mercs seem to turn it on as soon as they do any attack. I used to take the armor off as well to get them hit, but it didn't really seem to help, and the formulas seem to bear that out as well. So the only thing removing the weapon does is ensures they will stay engaged longer if you aren't attacking stuff. As for a merc not getting an aura up for a long time. The longest I timed was 24 minutes for a prayer merc. Of course this merc was on a zookeeper necro who teams with my wife's thorns paladin, the merc died, but I still had a full army of skels and mages so the merc really didn't engage much at all. I was just about to un-summon everything, because without him around skeletons are useless, with him around you only have to raise them up when you fighting specials (the heal between the fights is tremendous for skels, with a L30+ thorns around and amp damage, even in hell, things kill themselves quite fast). But depending on circumstances, it can take forever to get them to activate the aura. I always thought they auras should be on permanently now that they only have the one aura type, but that just isn't the way it works. ---------- That's it there is nothing more to see here. |
|
|
Printer-friendly page | Top |
|
|
|
|
|
|
|