Fire Walker
- killing Diablo with Firewalls alone with no Mana Shield, and, you must
keep on moving. That means you have to keep walking in the FWs if you
want to keep Diablo in the FWs as well. Oh ya, one more thing - you have
to restart in town immediately if you die ;p
This article is dedicated
to every Ironman who have died from their partners Firewalls ;)
Make your partner read it ;p
Well, Its not
like we have a choice of what spells we get or what spell level we would
like to have in an Ironman game, however, Firewall in one form or another
is not too rare. Firewall is the most powerful offensive spell in an Ironman
game because of its massive destructive power, especially when damage
vs mana cost is concerned. Lets start with some basic info which will
give you an idea of what you can expect from your Firewall.
Basic Info:
- Magic needed to cast from Staff = 27, from Scroll = 17, from memory
= 28 mana and decreases by 2 mana every Slvl.
- Magic needed to
learn Slvl 1= 27, Slvl 2=32, Slvl 3=38
- Duration: 8 + 8
x Slvl seconds - Slvl 1 Firewall will last 16 seconds and 8 seconds more
for each Slvl.
Note: There
is a difference between Slvl 0 and Slvl1 Firewall. Firewall cast from
staff or scrolls when you dont know the spell is counted as Slvl
0, which means it will only last 8 seconds.
- Number of flames:
12 per cast and uses up 12 sprites (this number will have some significance
later on)
The central fire wall flame actually consists of two flames on top of
each other, with the result of a damage for that "flame" being
double.
- The flame will try
to hit once every 0.05 seconds for a total of 160 + 160 x Slvl times -
meaning 20 times per second for the duration.
Its interesting
to note that Firewall damage is not directly controlled by Slvl but Clvl.
So, even if your Slvl stays the same your Firewall will do more damage
per hit as you gain Clvl. If the monsters can be convinced to stay in
the Firewall, they accumulate damage for the duration of the Firewall,
which is calculated by Slvl.
Note: Firewall will always check for ToHit%
Also note that the
listed damage in your spell book is not the same as the real damage your
Firewall can do.
Listed Damage: Min Dmg: 4 + 2 x Clvl. - Max Dmg: 40 + 2 x Clvl
Real Damage: (rnd[10] + rnd[10] + Clvl + 2) / 8
Example: Avg of rnd[10]
is 5.5 @ Clvl 6 * 20 times/second. (5.5+5.5+6+2)/8 = 47.5/sec
More Examples
Clvl |
Listed Avg
Dmg |
Real Avg Dmg |
Clvl 6: |
16-52 = 34 |
47.5/sec |
Clvl 12: |
28-64 = 46 |
62.5/sec |
Clvl 18: |
40-76 = 58 |
77.5/sec |
Clvl 24: |
52-88 = 70 |
92.5/sec |
The good news is Firewall
does a lot more damage than its listed on your spell book

Coordinates
First, a clarification about Diablos coordinate system. In Diablo,
the coordinates are tilted 45 degrees to the right (clockwise) on your
screen just as the auto-map is. The four blue lines in the picture below
represent the true X and Y axes as well as the directions (E)ast and (S)outh.
In this article, when I refer to a Straight cast it means the cast is
perpendicular to the Blue axes, and a Diagonal cast is perpendicular to
the red lines. The Firewall you see at the bottom is considered as a Straight
cast, for example. In case you are wondering what all the other elements
in the picture are for youll just have to wait, well come
back to it later ;)

Basic
Casting Instructions
We all know that a straight cast is better than a diagonal cast (right?).
When monsters are walking toward you through a diagonal Firewall, there
is a good chance they will not be damaged at all due to one of Firewalls
bugs. Yes, its a bug. The evidence is more convincing when casting
a Flamewave diagonally - every other tiles will be missed by the wave.
Go HERE for more details on the
Flamewave bug. Besides, you can see from the pic below that a diagonal
cast does not give much of a coverage. So how do you avoid a bad cast?
As a rule of thumb, your cursor should not highlite any monster when casting,
especially in a coop situation. The monster may move and your Firewall
targeting will move with it. That is the reason why so many Firewalls
are miscast when you can swear your aim was right on. The pic on the left
shows such a cast.
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If the cursor was just a few pixels to the right it would have highlited
the other toady and you would fry your partner too. In general, its
better if you stand off to the side in opposite direction of the traffic
flow as in the pics. Draw a mental line formed by the toadies (where you
expect the monsters to line up) and another line from yourself to the
South (in this case) as indicated by the blue line. Where the two lines
intersect, shown by the rejuv potion on the left pic and the cursor on
the right pic, is your targeting for a perfect straight cast.
If
you have problem imagining a perpendicular line from you to where you
want to cast the Firewall, or because its too dark to see clearly,
try to stay close to a wall and run you cursor along the wall.
Bonus
Tip: After the area is established and set as the killing zone, drop
a potion or 1 gold piece on the ground where you would aim to cast. Now
all you have to do is aim at the potion or gold piece, cant get
easier than that. :) This tip works great especially in the Caves when
the team is set behind a fence. The tricky part about fences is that the
fence posts are too narrow to take up a whole tile making it hard to judge
accurately if you are pointing at the tile that is part of the fence or
not. Or, you maybe standing too far behind so its too dark to see
clearly. A split second delay in making a decision can often result in
total disaster when you are in the caves, so just hop over the fence and
place a lousy gold piece there.

Doors
- Light My Fire
Now, you come upon a door into a new room and you are sweating beads.
This is where you usually test you partners reaction time by setting
a Firewall on him, right? you have heard people tell you cast on
the step. You have heard people say point just inside the
room, you have heard... never mind, you are getting inconsistent
results and still casting Firewalls on the wrong side of the wall. So
whats the deal?
Actually,
both ways of targeting are correct. You just have to know which one to
use, and when. You see, Diablo is full of wonderful little bugs. This
particular bug that killed many an Ironman has something to do with directions,
more precisely, which side of the door the caster is on.
The first
pic suggests casting on the step and it would work every time IF you are
facing West (and South).
The
second pic suggests casting just inside the step IF you are facing North
(and East). If you were to cast on the step when facing North and East,
the Firewall will be laid on your side of the room and B-B-Q your partners
guarding the door. Trust me on this one ;p You can still cast a Firewall
inside the other room (by targeting the step) when you are facing North
and East, if you stand right up against the door. Since you cant
cast Firewall on yourself, it will be forced to go over the wall.
So why
not just cast inside the room all the time? This take us back to the Basic
Casting Instructions at the beginning - Most likely, there are monsters
right at the door that will misguide your targeting. Ironman cannot afford
to waste resources if they can help it. So how do you avoid casting diagonals
when you have to point inside the room and highlite a monster? We will
come back to this later in the Margin for Errors section. Lets look at
some ways to use Firewall for now.
Firewalls-R-US
First of all, do not use Firewall just because you can. You need to conserve
resources and use it when it counts: (1) A roomful of monsters, your Firewall
can kill tons of monsters instead of a few. (2) The monster mix is too
much for your partner(s) to handle. Besides, if you overkill, your warrior
may become too weak due to the lack of exp points. A weak warrior cant
hold the monsters at the Firewall.
It is very inefficient
to cast Firewalls hoping the monsters will walk through them to get to
you. They will only get hit once or twice and sometimes not at all. The
idea is to cast Firewalls just in front of the warrior (or whoever the
shield happens to be at that time. Yourself if solo), the monsters will
line up to take in the full damaging effect - 20 times a second for the
duration of the spell. Have Heal Other readied after the FW is set, look
after your Shield and make sure hes in good health.
Casting
into a room with door is one of the most frequently used techniques. One
method is to have the Shield open and plug the door while
the mage cast a Firewall on the first row of tiles inside the room. This
is a good formation to use when you expect range attackers, and especially
when mage has no Mana Shield. Another variation, the mage shotgun with
warrior and rogue on each side of the door, is to have the mage open the
door, and close the door after the cast if necessary. This method works
great when the monsters are too tough for the warrior to handle, as well
as facing off with Black Deaths. The Mage-Shotgun also has the advantage
of plugging the door so no liquid monsters can sneak pass
the door and create chaos.
When
approaching a room with an open arch - Warrior peek around the corner, hugging
the outside wall (Cat walk), making
sure its safe for the mage to advance just around the corner to cast
a Firewall. This time the FW cuts into the room with the warrior standing
by the column to hold off the horde. After the first wave of monsters, the
warrior will then go up and down along the Firewall inviting more monsters
to the roast.
Laz Chamber
need not be feared if you know where the monsters are. The pic shows where
everyone is when undisturbed. Note that there are always 4 doormen in
Lazs chamber and the first one on the right is on the first row
immediately inside the chamber, second one on the right is on the third
row. The first one on the left is on the second row, and the second one
on the left is on the fourth row.
You can approach the chamber opening from as far South as the layout allows,
then stop at 3 tiles away without activating anyone. Now, just lay four
rows of Firewalls inside the room where the Advocates are. Listen for
the sound of Advocates roasting and dying, recast if necessary. Although
I would not recommend it (there are better ways to activate them one at
a time), you can also fry and activate the 2 unique witches while the
Advocs are roasting. Still standing at the same spot, you can see the
top of the cool design (four pointed star) on the extremely top left-hand
corner of your screen. Casting a Firewall there will activate both witches.
The preferred spot to kill Diablo is at one of the corner of the two-lever
room. That corner spot offers many advantages, 3 of them being: (1) Its
easier to control where Diablo will stand. (2) Player(s) dont get
knocked back and therefore keeps Diablo in the fire. (3) Mage (and the
rogue) standing around the corner will not be attacked by Diablos
Apoc. When the warrior and Diablo is set at the corner, the mage can cast
the Firewalls on big ugly and still out of his line of sight and attacks.
The mage and rogue can now move into the sniper position to give the warrior
a hand.
Another big advantage
of using the corner is that you can stack more Firewalls than the normal
sprite limit would allow. Normally, this translate to 10 Firewalls to
be cast (12 flames x 10 = 120, close enough). But not every Firewall uses
up 12 flames/spirit, when casting around the corner it will only allow
9 flames for each Firewall so you can stack almost 14 Firewalls. And.
if the party feel confident enough to have the mage standing next to the
warrior at the corner, the flame count per Firewall would go down to 7
letting you stack the Firewalls 18 deep - thats virtually doubling
the damage or half the time needed to kill when comparing to a full spread
Firewall. This may sound obvious but for the sake of those who doesnt
know already - stacking Firewalls (placing FWs on the same spot) multiplies
the damage done by the amount of Firewalls stacked.
Bonus Tips -
Hidden AI
So you are a low level character with low Slvl Firewall (in comparison
to the Mlvl).
You
see a room full of Hidden type monsters and cast a Firewall in front of
you. You have just wasted some precious mana because your Firewall is
not doing enough damage. The Hiddens run away from the stun and your Firewall
is (almost) dead by the time they return. You can waste more mana and
repeat a few times or you can exploit the Hidden AI. Cast another Firewall
behind them to cut off their escape route as seen in the picture. The
Hiddens dont even have a chance to ping pong back and forth the
Firewalls; they will be locked in perpetual stun until they die. :)

Margin for Errors
I forgot to mention that you can only cast Firewall in 8 directions, but
you probably know this already ;p
So, unless you cast
exactly in any of the 8 directions, the game would have to decide for
you which of the 8 directions to lay the Firewall. Take a close look at
the picture - Note that the potions are laid out in eight distinct directions
radiated from the caster. What this shows, graphically, is the margin
for errors - how the game decides which direction your Firewall should
face. In other words, if your cursor is within the piles of red potions,
your Firewall will be cast diagonally. Likewise, if you place the cursor
within the piles of blue or yellow potions, youll have a straight
Firewall..

The faint
blue lines eastward are there to help demonstrate an interesting point.
The diagonal patterns in which the margins (potions) expand outward from
the caster are not the same as the straight patterns. The diagonals take
on a saw-tooth pattern while the straights take on a step like pattern.
This behavior requires you to be quite accurate when you want to cast
a straight Firewall at close range - there is no margin for error, relatively
speaking.
Which takes us back
to So how do you avoid casting diagonals when you have to target
inside the room (or anywhere for that matter) and highlite a monster?
Simple,
stand as far back from the door as possible and have your partner open
the door. The further you are from the target, the greater the margin
for errors youll have. And, you can even stand off to the side if
the situation requires. You are probably thinking no way I can cast a
Firewall into that room, and a straight one at that - I was clearly standing
at a 45 degree angle from the door! Well, this only works when you are
casting over a wall. Which in turn takes us to another point of interest
- Line of Sight (LoS), and possibly another program bug.
Line
of Sight
First, a couple pictures of the same room to demonstrate what is and isnt
considered LoS.
The first picture with the caster standing to the right has LoS, you can
draw a straight line from the caster through the door into the room. So,
Firewalls can be cast inside the room.
The
second picture with the caster standing to the left of the same room does
not have LoS. Apparently, you need to see at least a full tile(?) before
its considered LoS.
Angle
= From the caster to the door to the cursor.
As long as you have LOS into the room (not the same as just being able
to see whats over the wall), Firewalls are cast as if you were standing
centered to the door (with some *adjustments*). Casting behind a wall
corrects your angle of casts. Even when casting at an acute angle your
Firewalls will be straight if the angle, bends toward the side of the
door you are standing on.
Adjustment differs
slightly from room to room. It may works to your advantage when you just
want a Firewall up against the wall, because you can be off by 2-3 tiles
further inward. Generally, youll need to place your cursor 2 rows
further than the row you want the Firewall to be on, if you are 2 tiles
off to the side, and 3 rows further if 3 tiles off to the side etc. Also
note that the center of the first Firewall is shifted to the left, and
more so on the second Firewall.
Warning: Dont
try this in an Ironman game without practice.
I do not recommend standing too far off to the side (as shown in the picture)
as it requires a lot of practices to get consistent results. For example,
youll get better results when you are no further than 2 tiles off
to the side if you are 4 tiles away from the door.

Addendum
Firewall bug explained
First a pop quiz - What is different in the two pictures below? What is
the significance?

The map
as we now know is tilted 45 degrees clockwise and the game uses this system.
In other words, walking up/downward on the screen is walking diagonally.

The illustration
shows walking up/down is walking diagonally according to the game. To
prove this, I will also clear up one common misunderstanding when people
claim if you walk diagonally across a Firewall you don't get hurt. This
is only true in one condition, also the answer to the pop quiz. Pretend
the yellow colored tiles is a Firewall. The warrior in the picture will
get hit if he walks downward. But wait, since the game treats SW to NE
as diagonal that would mean... If the warrior's original location was
1,0 and
walks downward, his steps will be 1,0 to 2,1 to 3,2 - the yellow line.
No wonder he doesn't get hit. (That, btw, is the answer to the pop quiz.
You can walk downward across the Firewall without getting hurt in the
first picture) That is the only way to walk across a Firewall without
getting hurt, not "diagonally" as misunderstood. If the Firewall
is laid along the X or Y axes, you will get hurt no matter how you walk
across it because you would have to step into a flamed tile. This also
explains why Flamewave would miss every other tiles when cast diagonally.
Theres yet another
game bug that will allow one to walk across the Firewall without getting
hurt. Player walking left to right and vice versa, from 0,4 to 4,0 for
example, are immune to attacks and not just Firewall either. Indeed, one
can walk across a roomful of Firewall without a hit ;)

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