An
Analysis of Osmosis and Pain
- Charis
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This discussion focuses on 'key monsters' which are common and provide problems which -dfe can address. Looked at are illusion weavers (IW), lava maws and maelstroms (nasty fast attackers), azure drakes and BK's, and the toughest witches, Soul Burners. Average Damage Table
With -6 dfe:
Some monsters have a wide range of dmg, like 1-35 for soulies, which make the avg dmg calculation a bit complicated for large -dfe. Let's define EHP as effective hit points, an equivalent number of hit points to compare to 100 hp with no -dfe. EHP for -6 dfe per 100hp:
Significant in low difficulties, but nothing major. Things get more interesting when you wear multiple -dfe items, as shown in this table.
(These assume you have resistance to magic for the soulie numbers.) So how many HP is -dfe worth? More extensive calculations along these lines were used for several typical cases, and some generalizations. Warrior with 500hp, DSC, HD+Gotter+DSC, and HD+Gotter+Carapace, Rogue with 250-300 hp wondering whether to use Stormshield or Holy Defender, a Rogue SNOB, and Sorcerer with 750 mana using Scavenger's Carapace.
(Of course, a dragon
of 60 mana here is for MS defense only.)
What about stun prevention? Whether or not a character goes into hit recovery (stun) depends on whether the damage is greater than or equal to the character lvl (and less than the current number of hp). The following looked at min and max dmg for each monster, and saw when dfe took dmg below clvl. What percents of hits become non-stuns due to -dfe?
Conclusions for Osmosis and Stunning: Clvls below 24 facing
Illusion Weavers on Norm benefit from dfe Unique Items providing -dfe: -1dfe: Torn Flesh
of Souls, Wisdom Wrap Regular items: Shield: up to Absorption
-3, with Obsidian. Rare but possible. Maximum dfe setups: -30 dfe: Carapace,
Osmosis helm, Protector, and 2 ROEs. Practical setups: Warrior, low to mid lvl (or mid lvl rogue) DSC, Godly Crown Osmosis, Holy Defender for -14 dfe Warrior, hi lvl AFPDeflection, Godly Osmosis, Obs Sh Abs for -13 dfe Warrior, SNOB ScavCarap, Gotter, Holy Defender, 2 ROE for -25 dfe Rogue, mid to hi lvl or SNOB ScavCarap, Gotter, HD for -21 dfe Sorcerer, Arty ScavCarap, HD (DF,TC) for -17 dfe Sorcerer, Battle AFPDeflection, Obs Sh Abs for -7 dfe (-13 with Osmosis hat) Slight twists on 'traditional' setups High AC Warrior - Godly Osmosis vs Whale Equal in NM, Whale in H/H, Osmo in Norm/Hell High AC Warrior - AFPDefl+ObsAbs vs AFPLion+ObsTiger Equal in NM, LionTiger better in H/H High lvl Melee Rogue - SS vs HD Difference is slight (Eagle) in H/H Equal to extra tiger in NM, but SS+10 str gets the nod if str is needed to wear full plate. Arty Mage - SC+HD vs NLP+Brill 150 defense mana vs spell lvl and +30 mana, +20% resist, but also you get fast block and you're free from 25% of maw stuns around clvl 35-40 Arty Mage - Obs Absorption vs Jade Brill vs Holy Def Jade Brill - up to 30% resist all, +30 mana Obs Absorp - up to 40% res all, and defense equivalent to 180/60/30 mana on Norm/NM/Hell hell Holy Def - fast block, 20% res fire, -2dfe worth 120/40/20 As it turns out conventional wisdom is fairly sound, but it's not black and white. Osmosis is roughly equivalent to other options in NM, a clear cut winner in normal diff, and playable although not as strong in Hell difficulty. Around clvl 45 it re-emerges as an anti-stun device against maws and maelstroms, or in massive doses, against illusion weavers. I hope this is helpful. Feedback, corrections, game-based observations, are all welcome. Send to Charisena@insightbb.com
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