Difference between revisions of "Necromancer"

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m (→‎Attributes: added note on Point)
m (→‎Breakpoints: added warning about unreachable breakpoints in the unmodified game)
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==Breakpoints==
 
==Breakpoints==
The tables below list minimum [[Faster Block Rate]], [[Faster Cast Rate]] and [[Faster Hit Recovery]] needed to reduce the number of frames in the respective animation and thus increase its speed. Some breakpoints differ depending on the Necromancer's form.
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The tables below list minimum [[Faster Block Rate]], [[Faster Cast Rate]] and [[Faster Hit Recovery]] needed to reduce the number of frames in the respective animation and thus increase its speed. Some breakpoints differ depending on the Necromancer's form. {{Warn|=Block rate breakpoints >140 and hit recovery breakpoints >594 are beyond reach in the unmodified game}}.
  
  
 
*Necromancer transforms into a [[Vampire]] when he equips full [[Trang-Oul's Avatar|{{Ub|=Trang-Oul's Avatar}}]].
 
*Necromancer transforms into a [[Vampire]] when he equips full [[Trang-Oul's Avatar|{{Ub|=Trang-Oul's Avatar}}]].
*Vampire has no blocking animation, so when blocking its hit recovery animation is used instead and thus FHR, not FBR, reduces its length. [http://www.mannm.org/d2library/faqtoids/stattab_eng.html#fbr]
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*Vampire has no blocking animation, so when blocking its hit recovery animation is used instead and thus FHR, not FBR, reduces animation length. [http://www.mannm.org/d2library/faqtoids/stattab_eng.html#fbr]
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*{{Warn|=Vampire cast rate breakpoints >110 are beyond reach in the unmodified game}}.
  
  
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!4
 
!4
|174||377||{{Empty}}
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|{{Warn|=174}}||377||{{Warn|=638}}
 
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!3
 
!3
|600||{{Empty}}||{{Empty}}
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|{{Warn|=600}}||{{Empty}}||{{Empty}}
 
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|-valign=top
 
|-valign=top
 
!14!!rowspan=2|3
 
!14!!rowspan=2|3
|120
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|{{Warn|=120}}
 
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!13
 
!13
|180
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|{{Warn|=180}}
 
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Revision as of 01:59, 19 September 2011

| Template:Skill tree |- |colspan=2|

  1. Skeleton Mastery
  2. Raise Skeleton
  3. Clay Golem
  4. Golem Mastery
  5. Raise Skeletal Mage
  6. Blood Golem
  7. Summon Resist
  8. Iron Golem
  9. Fire Golem
  10. Revive

|} |}

Breakpoints

The tables below list minimum Faster Block Rate, Faster Cast Rate and Faster Hit Recovery needed to reduce the number of frames in the respective animation and thus increase its speed. Some breakpoints differ depending on the Necromancer's form. Block rate breakpoints >140 and hit recovery breakpoints >594 are beyond reach in the unmodified game.


  • Necromancer transforms into a Vampire when he equips full Trang-Oul's Avatar.
  • Vampire has no blocking animation, so when blocking its hit recovery animation is used instead and thus FHR, not FBR, reduces animation length. [1]
  • Vampire cast rate breakpoints >110 are beyond reach in the unmodified game.


Block rate and hit recovery

Cast rate

0
Frames FBR FHR
Man Vamp
15 0
14 2
13 0 6
12 5 10
11 0 10 16
10 6 16 24
9 13 26 34
8 20 39 48
7 32 56 72
6 52 86 117
5 86 152 208
4 174 377 638
3 600
Man
Frames FCR
Total Action
15 8 0
14 9
13 7 18
12 30
11 6 48
10 75
9 5 125
Vampire
Frames FCR
Total Action
23 5 0
22 6
21 11
20 18
19 4 24
18 35
17 48
16 65
15 86
14 3 120
13 180

[2] [3] [4]

Attack rate


Strategy and guides


Reference