User talk:DarkMasterMan

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Welcome...

to this wiki. And happy improving! Naturelover (talk) 07:10, 13 March 2025 (EDT)

- Thanks Naturelover! Not sure how to properly format a reply in a user talk section but oh well. :p I was finally able to log in to AB on my PC this morning, so I can finally do some proper editing instead of dinking around on a tiny mobile screen haha. -DarkMaster

Fire Gollum ;)

Howdy!

I was under the impression that sunder charms do not work in PvP. So fire absorb in PvP is still redundant, even in d2r. Confirm/deny?! ;) Naturelover (talk) 17:24, 26 April 2025 (EDT)

In case you're not watching my talk page: You add 4 tildes after your message when on a discussion page, like this: Naturelover (talk) 13:09, 27 April 2025 (EDT) ;)

Grim Ward

Trang Oul actually added the D2R Find Potion synergy on 21 June 2024, I just removed |SS=None since this had put it in Category: Pages using duplicate arguments in template calls (now empty). Since I've no plans to buy and play Diablo II: Resurrected, I'm unlikely to add any D2R information myself, so any contributions are likely to be limited to patrolling edits and things like this (form rather than substance). Onderduiker (talk) 17:36, 5 August 2025 (EDT)

Ah, I gotcha. DarkMasterMan (talk) 18:50, 5 August 2025 (EDT)

Blaze and fire damage per second

Thanks for your recent work on the Blaze page! I'll see if I can shed some light on the comments in your edit summary, particularly calculating damage formulae and fire duration.

Mana cost = 10+slvl was an error based on applying manashift 7 (27/28 = 128/256 = 0.5) from Skills.txt to mana 22 (11), but inexplicably not doing so to lvlmana 1. So Mana cost = 10.5 + (0.5*slvl), and corresponds to that displayed. Thanks for the correction!

Also from Skills.txt, where Blaze has HitShift 4 and EType fire:

EMin EMinLev1 EMinLev2 EMinLev3 EMinLev4 EMinLev5 EMax EMaxLev1 EMaxLev2 EMaxLev3 EMaxLev4 EMaxLev5
4 2 3 4 6 9 8 2 3 4 6 9

If damage is expressed as 1/28 = 1/256 (formerly referred to as bit damage), then multiply by 2 HitShift = 2 4 = 16:

Level(s) 1 2-8 9-16 17-22 23-28 > 28
EMin 64 32 48 64 96 144
EMax 128 32 48 64 96 144

So EMin levels 1-8 = 64 + (32*(slvl-1)) = 64 + (32*slvl) - 32 = (32*slvl) + 32.

Level 1 8 16 22 28 > 28
EMin total 64 64 + (32*7) = 288 288 + (48*8) = 672 672 + (64*7) = 1120 1120 + (96*6) = 1696 1696 + (144*(slvl-28))
EMax total 128 128 + (32*7) = 352 352 + (48*8) = 736 736 + (64*7) = 1184 1184 + (96*6) = 1760 1760 + (144*(slvl-28))

So EMin levels 9-16 = 288 + (48*(slvl-8)) = 288 + (48*slvl) - 384 = (48*slvl) - 96, and so on. Back in the day, I think I had a spreadsheet set up to calculate these values based on EMin and EMax values input.

Fire duration = 90 + (25*slvl) frames, or (90 + (25*slvl))/25 seconds, corresponds to that displayed, and is derived from Range 90 and LevRange 25 for blaze in Missiles.txt. However, although I cannot confirm it right now, you should definitely consider the possibility that the displayed values are actually wrong: as far as I remember, LevRange = frames at level 1, and LevRange is what's added with each additional skill level (so level 1 = 90 frames, level 2 = 90 + 25 = 115, and so on). This could be easily tested by modifying LevRange (to say, 90), and seeing if it has any effect on actual fire duration for level 1 Blaze.

The reason the previous formula was 64 + (25*slvl), not 90 + (25*(slvl-1)) simplified to 65 + (25*slvl), is because fire collision damage isn't inflicted in a missile's first frame of existence. This should already have been applied to all skills displaying fire damage per second. Onderduiker (talk) 18:55, 23 October 2025 (EDT)