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Specific
examples and recommendation list
for Warriors, Rogues
and various Mage types
There seem to be divergent
opinions on the utility of Harmony (now that it works, v1.07) as well
as Fast Block for Artillery and Tank Mages, so I did some calculations
that account for differences in style, level, AC and DEX to find some
recommendations. The basis and results are shown first, followed by a
recommendation list, specific examples, and some of the relevant data.
In particular, Warriors and those who have "tried it once and it
didn't work for me" should find some interesting results.
Enjoy!
BASIS
For equispaced
attacks when surrounded by a mob, the number you can face before a high
DEX character gets his autoblock broken is:
n = (Monster swingtime) / (Monster's HitRate vs Character)/(Speed-of-Block)
Formula for stunlock:
once block broken through, with how many creatures will stunlock occur?
n = (Monster swingtime) / (Monster's HitRate vs Character) / (Speed-of-Recovery)
Where Speed of block
= 0.10 sec for Warriors & Fast Block, 0.20 sec Rogues, 0.30 Sorc.
Speed of Recovery = 0.30 sec (W), 0.35 (R), 0.40 (S), with -0.15 Harmony,
-0.10 Stability,
-0.05 Balance, and must add in time for the attempted 'escape', whether
a swing with a sword of haste (0.35/0.45/0.50 for W/R/S), walk-away 0.40
sec, or spell cast, 0.40 (S)
If the monster doesn't do >= clvl damage (after mana shield reduction),
no stun can occur.
Calculations are for warriors, melee rogues (Sword&Shield) and muscle
mages looking to stay and swing, for Battle Mages looking to cast, and
Arty Mages looking to flee.
RESULTS
I) Monster
hits Player 100% of the time (pre-block, using base To-Hit, bonus and
player AC)
Class Benefit of Harmony? Benefit of Fast Block (FB)?
W: Doubles #monsters can face before stunlock. No use -- automatic for
warrior.
R: 75% increase in #mon can face before stunlock. Doubles #monsters can
face before
Also allows walkaway from one lone attacker autoblock is broken
S-MM: 60% increase in #mon can face before stunlock Triples #monsters
before block broken
S-Arty Even with harmony will die to stunlock Hope you can beat him up,
FB no help
S-Tank Shouldn't be getting hit 100% :-) Rely on AC, not FB, to get away
* when Warrior hit
only 75% instead of 100 %, harmony will keep him from having to run to
a corner to avoid stunlock. At 75%, most hits are blocked by W/R/S, even
in a crowd
II) Monster hits Player
50% of the time
Class Benefit of Harmony? Benefit of Fast Block (FB)?
W: Doubles #monsters can face before stunlock. No use -- automatic for
warrior.
But with good block, only relevant if surrounded
R: 75% increase in #mon can face before stunlock. Doubles #monsters can
face before
Also allows walkaway from *two* attackers autoblock is broken; hit unlikely
S-MM: 60% increase in #mon can face before stunlock Triples #monsters
before block broken
Like War&Rog, very few actual hits
S-Arty Can escape a lone attacker w/ or w/o harmony No- running, hoping
next swing misses
S-Tank Can escape a lone attacker w/ or w/o harmony May allow spell cast
after block
* when Rogue hit only
38% instead of 50 %, harmony will keep him from getting stunlocked even
when surrounded.
* when Sorcerer hit 30%, harmony will avoid almost all stunblock, even
teleporting into a pack
III) Monster hits
at the Autohit level (15% usually, up to 25% or so in deepest hell)
W: No problems with stun, harmony not needed Auto FB
R: At this low hit rate, harmony & FB only help the rogue dish out
damage with less time interrupted, neither is critical anymore
S-MM: Harmony will still help avoid damage FB not crucial when hit this
infrequently
S-Arty You're no arty if only hit by autohit! Not useful
S-Tank Will still help when surrounded by >=5 Better uses for a shield
than FB here
CONCLUSIONS
1) Warrior
If hit >= 75% of the time, harmony very useful Auto FB, no special
shield needed
2) Rogue
If hit >=38% of the time, very useful Hit >=38% very useful, hit
<22% not necessary; hit 22-38%, difference between immune/non-immune
3) Muscle Mage
If hit >= 30% of the time, very useful Hit >=30% very useful, hit
<22% not necessary; hit 22-30% is important only when really surrounded
4) Artillery and Tank Mage
If hit>80%, no help; 60-80% allows escape; Hit very often or infrequently,
not 40-60%: harmony is some help, 15-40% it will helpful, Hit 33-75%,
will reduce damg increase #monsters you can walk away from and allow more
spell casts
SPECIFIC EXAMPLES
Table of
AC's required for 40th level character giving monsters various ToHit chances...
Location Autohit 50% 75% 100%
NM/H 230 195 170 145 DEX for 100% block = 220 - 2*clvl
H/cave(IW) 191 156 131 106 So block% is DEX + 2*clvl - 120 (max 100)
H/H 295 260 235 210
Ex.1. 40th
lvl Arty Mage with AC 85, and 90 DEX, will be hit 100% but block 50%
Will get almost no help from harmony or fast block and will be slain by
an undetected illusion weaver
Ex.2. 35th
lvl melee Rogue with AC 275, and 200 DEX, will be hit 45% but block 100%
Will find harmony and fast block to be very helpful, but not as necessary
in 5 lvls or with 20 more AC
Ex.3 30th lvl
Tank Mage with AC 225, 100 DEX, worried about Azure Drakes and Illusion
Weavers. Hit about 100% and 15% respectively. Hit too often by Drake for
either Harmony or Fast Block to help much, and too little to bother with
them against Hiddens
Ex.4 49th lvl
Muscle Mage, Charles wonders if it's time to try harmony or Fast block.
AFP Precision gives great AC and DEX. Too late in life to be off value.
But at lvl 33, with AC 240 and good block skills, would have found it
indispensible.
Ex.5 Cathrin[BWO]'s
35th lvl Ultra Pure rogue wears Stormshield and moderately good equipment.
100% block but only 240 AC. She finds an Emerald Shield of the Tiger and
a Jade Amulet of Harmony. Running H/H, can she ditch SS? Replace Obs./Stars
Amulet? Table shows she will be hit up to 80%, recommending fast block
is crucial (keep SS), and harmony worth investigating. Why? The harmony
would allow her to face almost four instead of two opponents before being
stunlocked.
What about earlier levels of hell, against lava maws, which hit 75% less
than Blood Knights? Basically, this is in autohit range, so 15%. So if
Maws and Witches instead of Knights, swap out Harmony and swap in Emerald
Shield :-)
KNOW YOUR HARMONY
ZONE
Since the
need for harmony is SO dependent on class, stats, ToHit, AC and opponents,
there can be no universal answer as to whether it's needed. So for *your*
character with their favorite setup, look at your AC and for each of your
favorite 'hunting zone' (ie NM/H, Hell/Cave)... check the tables above
to see if harmony is of benefit there. Double check to see what creatures
have fast swing rates and if they even do enough damage to stun you, and
you now know your 'harmony levels' for that character. For mages it could
be a large part of the dungeon :-)
IMPLEMENTATION
So if your
characters' current class, lvl, opponents and gear suggest that harmony
and/or fast block is helpful, how do you get it? Fast block is obvious,
as it mustgo on the shield. Chances are that will displace a suffix of
+all, +stat, or +hp. But what about harmony? Choices are: jewelry, armor,
or helm. Now since the best helms are uniques (no harmony), and jewelry
can go up to zodiac while armor can go up to stars, the armor is the logical
spot for harmony. It's benefit, when indicated, should offset the hp or
stat bonus. In practice, however, there are problems.
For low level characters, you take what you get, so if you find harmony
on a nice base item with a prefix to boot, go for it. High level characters
are likely to want to wear Awesome Full Plate. The chances for AFP Harmony
are pretty low, but consider Glorious FP Harm and Blessed FP Harm (buyable
at Wirt) as the item to swap in when you want harmony. More likely you
will buy highest AC plain AFP you can, and will consider swapping in a
Harmony jewel for a +all. How does Harmony compare with Stars, Heavens
and Zodiac? For a warrior, +10 to all would give +10 mana, +20 hp, +10
Dex, +2 AC and +5 ToHit. The warrior wants harmony when he's getting hit
75% of the time, so being in stunlock half as much is worth (IMHO) the
extra hp and to hit advantage. For the rogue, dex is high enough that
to hit and blocking won't suffer, so unless that jewel made the difference
in whether armor could be worn or not, it should be swapped in when on
'harmony levels'. For sorcerers, each +10 to all would equate to +20 mana,
+10 dex, +10 str, +2AC. But for them it's more binary: no trouble or stunlock-death-candidate.
Learn what enemies are in your harmony zone, and swap a jewel (or armor)
into your setup on those dungeon levels.
Well, that was long,
my thanks if you made it through. I hope this was helpful, and I look
forward to comments/corrections/anecdotes :)
.... Appendix -- Swing Rate table from Jarulf's Guide... Monster Speeds
Monster type
Walk speed Hit recov SwingSpd Hit time
Zombies
1.20 0.30
0.60 0.40
Fallen Ones-spear 0.55
0.55 0.65
0.35
Fallen Ones-sword 0.60
0.55 0.65
0.40
Skeletons 0.40
0.30 0.65
0.40
Skeleton Archers 0.40
0.25 0.80
0.60
Skeleton Captains 0.40
0.35 0.60
0.40
Scavengers 0.40
0.30 0.60
0.35
Winged Fiends 0.65
0.45 0.50
0.25
The Hiddens 0.40
0.40 0.60
0.40
Goat Men 0.40
0.30 0.60
0.40
Goat Men Archers 0.40
0.30 0.80
0.65
Overlords 0.50
0.30 0.75
0.40
Gargoyles 0.70
0.50 0.70
0.35
Magma Demons 0.50
0.35 0.70
0.20
Horned Demons 0.40
0.30 0.70
0.35
Spitting Terrors 0.40
0.40 0.60
0.40
Lightning Demons 0.40
0.20 0.90
0.25
Balrogs
0.35 0.05
0.70 0.40
Vipers
0.55 0.25
0.65 0.40
Succubi
0.40 0.35
0.80 0.50
Knights
0.40 0.20
0.80 0.40
Mages
0.05 0.30
1.00 0.40
The Butcher 0.40
0.30 0.60
0.40
Skeleton King 0.30
0.30 0.80
0.40
Diablo (Diablo) 0.30
0.30 0.80
0.20
Short Swing speed
times, or multiple attacks within one swing cycle are what to watch out
for, to see if you're stunlock bait.
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