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描述: > Set's Guide to 1.12a Editing, From Basic to Advanced 1.12a Editing

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描述: D:\松旭工作室官網20170502\public_html\xfile\ShadowDiablo Forums 暗黑人物改法.files\icon12.gif描述: postFeb 18 2008, 02:48 PM

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Links

Physical Immunity & Mana Values

Life Values & Regeneration

Attack/speed, Damages and Defence

Other

Advanced and How to Test
- added how to test section. July 18th, 2008

NV States
- added -Bob-Frisk's Complete NV State list. July 13th, 2008

Set

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描述: postFeb 18 2008, 02:50 PM

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Physical Immunity

What is Physical Immunity (PI for short)? PI is were you take no damage from any source. Now only monster/bosses in the game can have true physical immunity, but as players we can create two kinds of PI, Funky PI and Mock PI. Both use Energy Shield and Telekineses synergy's of the Sorceress class to reduce or negate damage going to you life. At this point I will be only talking about Mock PI and will be describing Funky PI and Smite/Dodge later in the guide.

Mock PI

Mock PI is created using energy shield and telekineses to transfer your opponents damage to your mana, with up-to 95% of the damage to your mana pool and the remaining 5% to your life at level 99 energy shield. The main attributes and relational order of PI are as follows:

Energy Shield (or ES for short) + Telekinesis Level (or tkl for short) + Mana pool + Mana Regeneration + Damage to Mana% (or DTM% for short)

Energy Shield & Telekinesis Synergy Ratios

The synergy created by ES and tkl at higher levels creates a invisible roll-point in the game. The roll-points are positive to negative mana (or the Funky "Zero"), negative to positive mana (real 0). Because of the tkl ratios your mana pool cna be thought of as a kind of "Damage Reduction or Absorption" vs differnent forms of damage. Tkl shown below allow your mana pool to absorb more damage as you increase the tkl level.

With just base ES with a level of 99 and no tkl for every 1 point of damage transfered to your mana pool by ES you lose 2 points of mana. So your mana pool can absorb a maximum of 4194304 damage. At a tkl of 16 for every 1 point damage taken you lose 1 mana point with a maximum absorbtion of 8388607 points of damage. With 30 tkl for every 8 points of damage taken you lose 1 point of mana, meaning this level is a 8 times ratio. At this level your mana is broken into eight 1048576 blocks of four positive and four negative mana blocks or ranges. At level 31 or higher tkl for every 16 points of damage taken you lose 1 point of mana, meaning this level is a 16 times ratio. The mana at this level is broken into 524288 blocks of 8 positive and negative mana blocks or ranges. Positive mana ranges absorb damage to life, and negative mana ranges GIVE damage to life. Because of this if you have negative mana range you will die in a few hits.

Myth of Hidden Mana

For a few years now there has been a theory of hidden mana, because of the idea the ES/tkl synergy multiplied mana. But from the creater of the game say that the synergy bonus from ES/tkl gives a damage absorbtion abililty to your mana pool. Because of this there is no hidden mana and no mana multiplication.

Mana

Mana is use to power your energy shield and the mana pool allows you to transfer 95% of damage taken to mana instead of life. To increase your base mana pool you use Mana+ and Mana% found in under the stats area in ZoneFire.

There are to kinds of Mana within a positive mana range, and they are:

Low Mana

Low mana allow you to absorb high auras. But die to low auras and capped thorn and/ or shiver damage. Typically low mana is from 1.04 million mana to 1.4 million mana.

High Mana

High mana allows you to absorb low auras and survive capped thorns and/or shiver damage. But dies to high auras. High mana typically has a range of 1.4 million mana to 1.572 million mana.

Mana Ranges

Mana Range/30tkl:
30tkl has four positive and four negative mana ranges of 1048576.

0 to 1048575 positive range
1048576 to 2097151 negative range
2097152 to 3145727 positive range
3145728 to 4194303 negative range
4194304 to 5242879 positive range
5242880 to 6291455 negative range
6291456 to 7340031 positive range
7340032 to 8388607 negative range

Mana Range/31tkl:
31tkl has eight positive and eight negative mana ranges of 524288.

0 to 524287 positive range
524288 to 1048575 negative range
1048576 to 1572863 positive range
1572864 to 2097151 negative range
2097152 to 2621439 positive range
2621440 to 3145727 negative range
3145728 to 3670015 positive range
3670016 to 4194303 negative range
4194304 to 4718591 positive range
4718592 to 5242879 negative range
5242880 to 5767167 positive range
5767168 to 6291455 negative range
6291456 to 6815743 positive range
6815744 to 7340031 negative range
7340032 to 7864319 positive range
7864320 to 8388607 negative range

Mana Regeneration

Mana regeneration refills your mana pool so your energy shield stays up. For fast mana regeneration you add regenerate mana plus%. To find out the right amount of mana regeneration % use the formula below:

A = 8388607
B = Mana Amount
C = 3000
D = 100
ManaRegen = Total mana regeneration.

ManaRegen = ( A / B ) * C - D

Please note that if you wish to use Warmth skill on the skill tree it counts approximately as 1206% at level 99.

For example you want to cap mana regen for 1048576 mana. Use this:

8388607 / 1048576 = 7.99999904632568359375

7.99999904632568359375 x 3000 - 100 = 23899.99713897705078125

Round that number down you get 23899. Now you want to spread that number over your gear:

23899 / 255 = 93.721568627450980392156862745098 or 93

93 x 255 = 23715

23899 - 23715 = 174

Now that you've done that you need to use 255% mana regen on 93 pieces of gear / ith jewels / charms, and one 174% mana regen on 1 piece of gear for capped mana regen on 1048576 mana points.

Damage to Mana%

DTM% is useful in the amount that works best for your character it all depends on the rest of your build and how does it work when you receive smite damage and smite damage only it adds the % * damage received to life to your mana and if you would go above your max amount of mana then you do for only a 1/25th of a second then you go back to your max mana. Use the formula below to calculate your DTM% amount:

DmgCap = 8388607 (Damage Cap/Roll-point)
PvP = 0.17 (Player-vs-Player Penality)
ES = 0.05 (damage to life)
ESAbs = .95 (damage to mana pool)
DR+ = Total dr+ on character
DR% = 0.5 (Cap for Damage Reduce%)
CapSmite = Capped Smite
FinalDmg = Final phsycal damage to life
ManaDmg = Mana damage
TKRatio16 = Tkl synergy ratio of 16 for tkl of 31+
TKRatio8 = Tkl synergy ratio of 8 for tkl of 30
ManaDmgRegen = Total damage to mana needed to be regenerated
FinalDTM = Final DTM% amount

CapSmite = DmgCap * PvP
FinalDmg = CapSmite * ES - DR+ * DR%
ManaDmg = CapSmite * ESAbs
ManaDmgRegen = ManaDmg / TKRatio16 (or TKRatio8)
FinalDTM = (ManaDmgRegen / FinalDmg) * 100

Damage Reduce

There are two ways to reduce damage in D2. The first is use Damage Reduce%(or DR% for short) and the second is Damage Reduce+ (or DR+ for short). DR% is needed to reduce ALL forms of damage by 50%, which is also the cap. DR+ is also use to reduce the damage you take. Normally you would stack the attribute on your charms and gear with ith jewels. If you use the maximum amount of DR+ 63 and stack it on everything you can reduce a total of 11214 points of damage.

NV Dodge/Evade/Avoid

Also so known as NV D/E/A for short. NV D/E/A allows you to dodge almost every kind of attack, you can be hit only by smite, thorns, and holy auras. To add NV D/E/A you add non-visible passive dodge, non-visible passive evade, and non-visible passive avoid under the Non-Visible section in ZoneFire.

Resists and Absorbs

Resists allow you to reduce elemental damage for auras. It is recommended that you have 75% on-screen resists on your character and a total of 45961% (or 59 times 779 BOCL) resists off-screen because the most stacked Peirce you can stack is 45390%. To add resists to your character add cold, fire, lightning resists BOCL under the by level section in ZoneFire.

Absorbs allow you to heal off elemental attacks. After your resists have reduced the elemental damage your absobs then clean up any damage that gets through and adds it to life to heal.

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描述: postFeb 18 2008, 02:51 PM

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Life

Life values that are commonly use are 6 million to 7.8 million. The higher the life value the greater you will be able to absorb to heal your life.
To add life to a character use life+ and life%. You can also use Oaksage aura (aura # 298) and stack it like other auras.

Life Regeneration

There are two ways to regenerate life:

1. By using replenish life attribute.
2. Or by using the aura #99 Prayer. Use as much as 5000 level of prayer stacked on all your gear, ith jewels, and on charms. When you place them on charms ONLY use prayer aura because if you stack auras together the are both reduced by 50%. Then place non-class prayer aura on your right hand side. Use either level 1 or 99 it's your choice.

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描述: postFeb 18 2008, 02:54 PM

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Attack and Speed

Attack Rating

We use negative AR (Attack Rating) to hit negative DR (Defense Rating). To set this up you need to use a dexterity score of 1-3. This will set your AR to -45.

Target Defense

TD% (or Target Defense%) lowers your opponents DR so you can hit them. Use 400-500% of TD% and you will be able to hit someone with negative DR. I use 1200% or 4000% TD% myself but you don't need that much. It's just my personal preference to use that much.

Speeds

The different speeds we use in D2 are very important. We use negative speeds in the game because they use less file space. Here is a full list of each and what they do and some common spreads:

Increase Attack Speed

Increase attack speed (or IAS) is used to time your attack speed. Most people also like to use the non-visible attack speed to help fine-tune their attacks. The common spreads used are -121, -159 with 25 NV Attack Speed, and -164.

Faster Hit Recovery

Faster hit recovery (or FHR) is used to time how fast you recover from being hit. With some people using low sStun% with smite you should use -36 for FHR because it will help slow down sStun.

Faster Cast Rate

Faster Cast Rate (or FCR) is used to time your caster rate for skills. Two common spreads are -121 and -164.

Faster Run Walk

Faster Run Walk (or FRW) is used to time your run/walk speed. To get the "Warp-speed" run & walk use -164.

Delerium Change and NV Dopplezon

With the correct skills and NV States you can have your character to attack up to 12 time per second. To set this up use the monster skill 350 Delerium Change)** level 59 on attack and hit, and use the NV State Dopplezon.

Damages

Smite

Smite is the main form of attack that all the different builds use. Smite allows you to attack and hit NV D/E/A and hits 95% of the time. Smite caps at 714k damage after DR% and PvP Penalty. To incease your base smite damage use Damage+, Enhanced Min Damage, and NV Damage% attributes in ZoneFire.

sStun

You can use the sStun Glitch to deal out more physical damage from smite. To add the sStun glitch use the following:

1. Add skill #139 stun on attack.
2. Use level 10 and a 10% chance.
3. Add skill #139 stun on hit.
4. Use level 10 and a 10% chance.

This will give you a low sStun glitch on your mock pi sorc and you will deal more damage, but note you will also take more return damage and will die faster as a result. To use the High sStun glitch just use a % chance of 90% but only use it on a sStun/Funky because you'll die instanly to todays thorners.

Thorns & Attacker Takes Damage

Thorns aura (aura# 103) and Barbs aura (aura# 296) are used to return your opponents smite damage back to them. The physical damage cap for thorns/barbs is 714k the same as smite. Todays thorners are commonly known as Prayer/thorners or P/T's for short. They stack thorns/barbs levels above 4000 level and have prayer levels close to 5500. They can shread low manas fast with capped smite and low sStun.

Pure Thorners

Pure thorners use level 5500 thorns and no prayer on the character and a level 99 non-class thorns on the right mouse button. To heal you need to stack your absorbs BOCL to 120k and use a -100 res setup to heal from aura damage. If you go up aganst a P/T you will die because you have no prayer and no aura to regenerate life.

Attacker Takes Damage

Next we have Attacker Takes Damage attributes, (ATD for short), ATD, ATD by time, and ATD BOCL, to return you opponents physical damge from smite. It works just like thorns/barbs but it allows you to return damage over the normal 714k thorns damage cap because it stacks seportly from thorns. A big plus to any P/T!

At this point Im going to quote XxTan_ObR for his work on Thorns...

QUOTE (XxTan_ObR)

The problem is that the tests are made in game, meaning that those %'s are only accurate when using exactly the same setups as he did. Setups as in, attacker and returner having same es%, dr%, dr63 and smite damage that his test characters had. And the effect of the barbs are lowered by half when stacked with another aura.
Thorns and Barbs can be calculated the same way, only difference is that if the Barbs aura is stacked with other auras, then its effect is reduced by half.

Opponents smite hits you:

8388607(real smite cap) * 0.17(pvp damage penalty) = 1426063.19
1426063.19 * 0.05(amount that hits life, 5%) = 71303.1595
71303.1595 - 0(dr63 is inserted here) = 71303.1595
71303.1595 * 0.5(dr%) = 35651.57975

Now thats the final smite damage that hits your life, when not using dr63.

Now you return that damage, now lets say your opponent uses the same setup as you, 95% Es, 50% DR and no DR63.
Then you need level 4701 thorns to return fully, which is 188250% return. If you want to calculate Barbs aura this way, then just find the return % for your barbs level, and just use it instead of "188250%".

Thorns: at level 1 = 250%, then increases 40% per level
Barbs: at level 1 = 50%, then increases 20% per level. Divide result with 2, if the barbs aura is stacked with other auras.

And its returned:

188250% / 100 = 1882.5
35651.57975(final smite damage that hits your life) * 1882.5 = 67114098.879375

Now that is the amount that leaves your character. Then the pvp damage penalty, and some other penalty.

67114098.879375 * 0.17(pvp damage penalty) = 11409396.80949375
11409396.80949375 / 8(some other penalty) = 1426174.60118671875

Now that is the amount that arrives to the opponent.

1426174.60118671875 * 0.95(amount that hits opponents mana, 95%) = 1354865.8711273828125 Final Damage amount that hits the opponents Mana.

1426174.60118671875 * 0.05(amount that hits opponents life, 5%) = 71308.7300593359375
71308.7300593359375 - 0(dr63 is inserted here) = 71308.7300593359375
71308.7300593359375 * 0.5(dr%) = 35654.36502966796875 Final Damage amount that hits the opponents Life.


Or if we just use the thorns return %, and not put damage into the equation, which should make it look more simple.

Thorns level 4701 = 188250%

188250% * 0.17(pvp damage penalty) = 32002,5%

32002,5% / 8(some other penalty) = 4000,3125%

4000,3125% * 0.05(5% that goes to life) = 200,015625%

(dr63 not included here, because there is a damage amount needed, to add dr63 into the equation)

200,015625 * 0.5(damage reduce%) = 100,0078125%



To cap your thorns aura use the following set-up:
620 level thorns/ barbs aura on helm, shield, rings and amulet. 465 level thorns/barbs aura on armor, with 186 level thorns aura on gloves and boots, and 44 level thorns aura on the belt. For a total of 3981 level of thorns and 3100 level of barbs with DR+ level of 2520. This will return 714k damage which is the cap for thorns. If you add even 1 level of thorns/barbs more it will roll the return damage meaning NO DAMAGE.

Auras

Holy auras are used to ping your opponents life with elemental damage. There are three main damage spreads with holy auras: Low (used to hit 1.20 million to 1.40 million mana), High (used to hit 1.40 million to 1.572 million mana), and Very High (used to hit -100 res 1.572 million manas). The main idea of an aura is to push your opponents mana as close to a moving "Zero" as possible with not much dmg getting to life where it can be used to heal. Low mana's heal off high auras because there is an exese of dmg needed to make low mana's hit the moving "Zero" and the excess dmg goes to life where it will be absorbed to heal off of.

Moving "Zero" / Double-Hit

After smite and/or aura hits you, it knocks you into a mana of 0 (the Funky "Zero", 1048576 mana) and thus you take lots more dmg after the on-screen Mana hits the "Zero", which is also called the moving "Zero". Then the mana pool cannot absorb any more damage sending 100% damage to life.

The moving "Zero" is the same as a double-hit, but people only call it a double-hit, when the moving "Zero" is to their favor.

There are three holy auras:

Holy Shock

Holy shock aura is a wide spread aura that can be used to hit larger mana ranges then fire and freeze. This should be the aura you start with because it can be easyer to work with and get results when you are first starting out. The damage spread is very wide going from approx. hundreds of thousands to several million points of damage.

Holy Freeze

Holy Freeze is most likely the best aura out of the three because its more stable and can be used with shiver to hit low mana's very hard. The damage spread for holy freeze is very close, a few of tens thousands, you can use it to target a opponents mana range better then holy shock because of how close the damage spread is.

Holy Fire

Holy Fire is the most challenging aura to create. But it can be the most powerfull because it can be used to pin your opponents mana down allowing for more double hits. The damage spread on a holy fire aura is just a few thousand points of damage. It works just as well as a holy freeze aura in targeting your opponents mana range.

Defense Rating

Next we have Defense Rating (or DR). We use a negative DR in the game because it act like a limited form of Smite / Doudge. Because of the negative DR smite can't hit you if the person dosent have the right amount of TD%. The common negative DR is -110.

The full range of neg. DR is -1 to 2.14 billion for an 1.09.

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描述: postFeb 20 2008, 06:24 PM

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Other

Creating Ith Jewels

An ith jewel, is a jewel with a rune word. When you have an Ith jewel, you can add magic, and rune magic to the item giving double the effect.

To make an ITH Jewel follow these steps.

1. Add a jewel to picked up
2. Go to specific editing functions
3. Then find item is given a rune word under basic1
4. Hit true, then safe the jewel

Using Sets

Sets are very important to use today. Why? Because you will get additional magic known as set magic. Remember this ONLY works on your EQUIP ("gear.")

The set every one uses, is called Sigons. The reason you use sigons, is because its the only set that gets ALL 5 SET MAGICS.

To make your equip set do the following

1. Right click on the desired piece of gear
2. Go to change items quality, then part of a set
3. Find the first piece of sigons and select it, then hit save

Now do this for all of your gear, but with a different part of the sigon set on each.

Once you've done it right you should have these prefixes on any equip item,(NOT CHARMS) (it doesn't matter which one its on, as long as you have them all)

1. Sigons Gague
2. Sigons Visor
3. Sigons Shelter
4. Sigons Sabot
5. Sigons Wrap
6. Sigons Guard

After this is done, you can edit set magic 1-5 on each equip. (found in specific editing functions)

Funky PI and Smite/Dodge

Smite/Dodge

Smite/Dodge is different game attributes that allow you to dodge smite. To create Smite/Dodge use the following game attributes: hexed monster-skill Submerge to enter Smite/Dodge, hexed monster-skill maggot Down to enter Smite/Dodge, NV State Player Body (you can't attack or be attacked, also will crash a game when entering), NV State invis, hexed monster-skill Emerge to exit Smite/Dodge. Also note that you can still take return damage from thorns/barbs auras and ATD+/ATD BOCL.

Funky PI

Funky PI is when you use the right mana value and tkl to get a off-screen value of -8388608. The most common Funky mana is 1048576 with a tkl of 30.

Grief PI

Grief PI is a normal Funky PI with Red Smite on the left side. Because the Grief PI have "Zero" mana the smite attack looks like a normal punch animation on your screen but it will look like normal smite on other people's screens. You need to cap your mana regen because the Grief character will take damage from thorns. When you use red smite you use mana and this will move the mana away from the funky "Zero" for a split second. This is when you will take return damage from thorns.

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描述: postFeb 20 2008, 07:12 PM

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Advanced

Roll-points

Damage/Range Roll-points (1.09D and 1.11 patches):
1 to 8388607 Positive Range/Damage (off-screen damage/range is the same as on-screen damage *)
8388608 to 16777214 Negative or Null Damage/Range (off-screen damage/range is -8388608 to -1 *)
16777215 to 25165821 Positive Range/Damage (off-screen damage/range is 0 to 8388607*)
25165822 to 33554428 Negative or Null Damage/Range (off-screen damage/range is -8388608 to -1 *)
33554429 to 41943035 Positive Range/Damage (off-screen damage/range is 0 to 8388607*)
etc...
*In 1.09D patch positive damages will kill 1/3 Physical Absorbs (PA for short) and negative damages will kill 0/2 PA. For PA use negative ranges for abs to create the best blocking abs.
In 1.11 patch negative damage/ranges become null damage/range. For damage they do nil/no damage and for Physical Immunity (PI for short) they create a imperfect funky where damage return moves the mana into a greater negative value resulting in a instant death.

Mana-Lock

You take a normal mock mana level and on shield switch to change your mana to a negiative value. The off screen mana value on the mock side is 8388606 and you add 1 energy point on the lock side that chanages your off screen mana to -8388608 which is a perfect funky mana value. Now one thing that people make a mistake with is they think you can only get a perfect funky lock if they use 1048576 mana with a TK level of 30. But you can get 4 mana locks with that TK level. One thing to remember about mana is that's it is made up of a number of roll-points like anything else in the game. The positive range for roll-points in D2 are 0 to 8388607 and the negative range is -8388608 to -1. Below is the funky mana ranges for use with 30 TK:

Funky roll-points/30tkl:
1048576*
2097152#
3145728*
4194304#
5242880*
6291456#
7340032*
*Equals -8388608 off-screen mana / perfect funky mana value, can be used for perfect mana-lock. For a imperfect mana-lock use a number range from 1-1000 above perfect funky "Zero".
#Equals 0 off-screen mana / non-funky / Real "Zero", can't be used for mana-lock.

How to Test

A very important part in learning about D2 is how to test out your ideas to make sure they work. In the following sections I'm going to show you how to test your aura dmgs, thorns/barb aura return dmgs, and smite dmg. You need to find out how to use these tests to make your character is as deadly as possible!

Aura Cap Damage Test

As I've shown through out my guide Diablo 2 uses a roll-point of 8388607. This roll-point is the same for everything in the game, doesn't matter if its smite dmg, mock pi, shiver dmg, thorns/barbs, or holy auras. They all use the same dmg cap of 8388607!

To setup this test you need a aura dummie setup as I've shown below:

描述: D:\松旭工作室官網20170502\public_html\xfile\ShadowDiablo Forums 暗黑人物改法.files\AuraTest3Setup.jpg

For your aura dummie use the following stats:

Mana: 0
Life: 4194303
On-screen Res: 75%
Abs %: 127%

描述: D:\松旭工作室官網20170502\public_html\xfile\ShadowDiablo Forums 暗黑人物改法.files\AuraTest3Results.jpg

Now bring in your character who's aura you are testing. Next place the aura dummie outside of town and hostile the dummie with your test character and step out of town. If your aura is capped you will life ping the dummies life down to 75% in one ping and will die after the second ping. If it take more then two pings you need to add more levels/or masteries to your character then retest. If you got it to work congats you just now have a capped aura and you now know from this test what the aura cap looks like in game!

Now for the details behind the test. Using a simple math formula and a understanding of the games roll-points will tell you how to do your tests and set-up your dummie.

Roll-point = 8388607
Resists = .75
Life = Final life value for test.
CapAuraDmg = Roll-point
FinalAuraDmg = Final Aura Dmg per cycle/ping
FinalLifePing = Total aura dmg to life.

Life = Roll-point / 2
FinalAuraDmg = CapAuraDmg - (CapAuraDmg * Resists)
FinalLifePing = Life - FinalAuraDmg

So using the formula you get the following:

To get the life value: 8388607 / 2 = 4194303.5

Next you need to find the amount of aura dmg on-screen resists remove: 8388607 * .75 = 6291455.25

Then find the final aura dmg by subtracting the roll-point from the dmg removed by resists: 8388607 - 6291455.25 = 2097151.75

Next subtract your life from the final aura dmg: 4194303.5 - 2097151.75 = 2097151.75

End result the aura dummie should be ping twice to die, and thats what happended. So you know your theory works because it matches the with the test result.

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描述: postJun 25 2008, 01:03 PM

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NV States

#:1
Name:Freeze
Effect:Blue body

#:2
Name:Poison
Effect:Green body

#:3
Name:Resist Fire
Effect:Orange/red Aura by the feet.

#:4
Name:Resist Cold
Effect:Blue Aura by the feet.

#:5
Name:Resist Lightning
Effect:White Aura by the feet.

#:6
Name:Resist Magic
Effect:Nothing

#:7
Name:Player Body
Effect:Nothing

#:8
Name:Resist All
Effect:Rainbow Aura on the feet

#:9
Name:Amplify Damage
Effect:Orange Curse (head)

#:10
Name:Frozen Armor
Effect:Blue Sparkles (body)

#:11
Name:Cold
Effect:Blue body

#:12
Name:Inferno
Effect:Nothing

#:13
Name:Blaze
Effect:As you walk, fire spawns under your feet.

#:14
Name:Bone Armor
Effect:Nothing

#:15
Name:Concentrate
Effect:Nothing

#:16
Name:Enchant
Effect:Makes you Weapon Red

#:17
Name:Inner Sight
Effect:White Sparkles

#:18
Name:Skill Move
Effect:Nothing

#:19
Name:Weaken
Effect:Yellow Swirls (head)

#:20
Name:Chilling Armor
Effect:Blue Sparkles (body)

#:21
Name:Stunned
Effect:White Swirls (head)

#:22
Name:Spider Lay
Effect:Spider Web Trail

#:23
Name:Dim Vision
Effect:Orange Ball (head)

#:24
Name:Slowed
Effect:Nothing

#:25
Name:Fetish Aura
Effect:Orange Sparks (body)

#:26
Name:Shout
Effect:Red/Orange Aura

#:27
Name:Taunt
Effect:Purple/Green Balls (head)

#:28
Name:Conviction
Effect:Green Aura under/on your feet.

#:29
Name:Convicted
Effect:Green Aura under/on your feet.

#:30
Name:Energy Shield
Effect:Gold ball (head)

#:31
Name:Venom Claws
Effect:Makes your Weapon Green

#:32
Name:Battle Orders
Effect:Blue Aura

#:33
Name:Might
Effect:Might Aura

#:34
Name:Prayer
Effect:Blue Aura

#:35
Name:Holy Fire
Effect:Orange Aura

#:36
Name:Thorns
Effect:Thorns (yellow/gold spike arua)

#:37
Name:Defiance
Effect:Blue/Green Aura

#:38
Name:Thunderstorm
Effect:Thunderstorm Aura

#:39
Name:Lightning Bolt
Effect:Nothing

#:40
Name:Blessed Aim
Effect:Red Aura on/under your feet

#:41
Name:Stamina
Effect:Orange/Red/Yellow Ball Aura

#:42
Name:Concentration
Effect:Blue/White Aura

#:43
Name:Holy Wind
Effect:Blue/White (freeze) Aura

#:44
Name:Holy Wind Cold
Effect:Blue

#:45
Name:Cleansing
Effect:White Ball Aura

#:46
Name:Holy Shock
Effect:White Lightning Aura

#:47
Name:Sanctuary
Effect:White Star Aura

#:48
Name:Meditation
Effect:Smoke (feet) Blue Sparkles (body)

#:49
Name:Fanaticism
Effect:Orange/Red Aura

#:50
Name:Redemption
Effect:Red Swirl Aura

#:51
Name:Battle Command
Effect:Yellow Aura

#:52
Name:Prevent Heal
Effect:Nothing

#:53
Name:Conversion
Effect:Blue/White Swirl (face)

#:54
Name:Uninterruptable
Effect:Can't Move (DON'T USE!!)

#:55
Name:Iron Maiden
Effect:Orange/Red Sparks (head)

#:56
Name:Terror
Effect:Green Sparks (head)


#:57
Name:Attract
Effect:Orange Swirl (head)


#:58
Name:Life Tap
Effect:Red Sparks (head)

#:59
Name:Confuse
Effect:Purple/Green Balls (head)


#:60
Name:Decrepify
Effect:Blue Cloud (head)

#:61
Name:Lower Resists
Effect:Purple Sparks (head)

#:62
Name:Open Wounds
Effect:Nothing

#:63
Name:DoppleZon
Effect:Zon (makes you look like a amazon)

#:64
Name:Critical Strike
Effect:Nothing

#:65
Name:Dodge
Effect:Nothing

#:66
Name:Avoid
Effect:Nothing

#:67
Name:Penetrate
Effect:Nothing

#:68
Name:Evade
Effect:Nothing

#:69
Name:Pierce
Effect:Nothing

#:70
Name:Warmth
Effect:Nothing

#:71
Name:Fire Mastery
Effect:Nothing

#:72
Name:Lightning Mastery
Effect:Nothing

#:73
Name:Cold Mastery
EffectLNothing

#:74
Name:Sword Mastery
Effect:Nothing

#:75
Name:Axe Mastery
Effect:Nothing

#:76
Name:Mace Mastery
Effect:Nothing

#:77
Name:Polearm Mastery
Effect:Nothing

#:78
Name:Throwing Mastery
Effect:Nothing

#:79
Name:Spear Mastery
Effect:Nothing

#:80
Name:Increase Stamina
Effect:Nothing

#:81
Name:Iron Skin
Effect:Nothing

#82
Name:Increase Speed
Effect:Nothing

#:83
Name:Natural Resistance
Effect:Nothing

#:84
Name:Finger Mage Curse
Effect:Red/Pink Swirl (body)

#:85
Name:Non Mana Regeneration
Effect:Nothing


#:86
Name:Just Hit
Effect:Nothing

#:87
Name:Slows Missiles
Effect:White Sparkles (body)

#:88
Name:Shiver Armor
Effect:Blue Sparkles (body)

#:89
Name:Battle Cry
EffectLRed Orange Ball (head)

:#90
Name:Blue
Effect:Blue (only on things where you don't have armor)

#:91
Name:Red
Effect:Red

#:92
Name:Death Delay
Effect:Nothing

#:93
Name:Valkyrie
Effect:Zon with Valkyrie Aura

#:94
Name:Frenzy
Effect:White Swirl (body)

#:95
Name:Berserk
Effect:White/Blue Swirl (head)

#:96
Name:Revive
Effect:Black

#:97
Name:Skeleton Mastery
Effect:Nothing

#:98
Name:Source Unit
Effect:Nothing

#:99
Name:Redeemed
Effect:Invisible (irreversible)

#:100
Name:Heath Potion
Effect:Nothing

#:101
Name:Holy Shield
Effect:Invisible Shield (non Pally)

#:102
Name:Just Portaled
Effect:Nothing

#:103
Name:Monster Frenzy
Effect:White Swirls (body)

#:104
Name:Corpse No Draw
Effect:Nothing

#:105
Name:Alignment
Effect:Nothing

#:106
Name:Mana Potion
Effect:Nothing

#:107
Name:Shatter
Effect:Nothing


#:108
Name:Sync Warped
Effect:Nothing

#:109
Name:Conversion Save
Effect:Nothing

#:110
Name:Pregnant
Effect:Orange/Pink Aura (One of my personal favorites)

#:111
Name:Golem Mastery
Effect:Nothing

:#112
Name:Rabies
Effect:Red Cloud (body)

#:113
Name:Defense Curse
Effect:Orange/Red/Yellow Sparks (head)

#:114
Name:Blood Mana
Effect:Red/Yellow Swirl (head) (WILL CRASH!!!)

:#115
Name:Burning
Effect:Fire (feet)

#:116
Name:Dragon Flight
Effect:Nothing

#:117
Name:Maul
Effect:Nothing

#:118
Name:Corpse No Select
Effect:Nothing

#:119
Name:Shadow Warrior
Effect:Sassy

#:120
Name:Feral Rage
Effect:Nothing

#:121
Name:Skill Delay
Effect:Nothing

#:122
Name:Progressive Damage
Effect:Nothing

#:123
Name:Progressive Steal
Effect::Nothing

#124
Name:Progressive Other
Effect:Nothing

:#125
Name:Progressive Fire
Effect:Nothing

#126
Name:Progressive Cold
Effect:Nothing

:#127
Name:Progressive Lightning
Effect:Nothing

:#128
Name:Shrine Armor
Effect:Armor Shine

#:129
Name:Shrine Combat
Effect:Combat Shine

#:130
Name:Shrine Lightning Resist
Effect:Lightning Resist Shrine

#:131
Name:Shrine Fire Resist
Effect:Fire Resist Shrine

#:132
Name:Shrine Resist Cold
Effect:Resist Cold Shrine

#:133
Name:Shrine Resist Poison
Effect:Resist Poison Shrine

#:134
Name:Shrine Skill
Effect:Skill Shrine

:#135
Name:Shrine Mana Regeneration
Effect:Regenerate Mana Shrine

#:136
Name:Shrine Stamina
Effect:Stamina Shrine

#:137
Name:Shrine Experience
Effect:Experience Shrine

#:138
Name:Fenris Rage
Effect:White Stars (body)

#:139
Name:Wolf
Effect:Wolf (druids wolf)

#:140
Name:Bear
Effect:Bear (druids wearbear)

#:141
Name:Blood Lust
Effect:Red Swirl Aura on/uner feet

#:142
Name:Change Class
Effect:Nothing

#:143
Name:Attached
Effect:Nothing

#:144
Name:Hurricane
Effect:Nothing

#145
Name:Armageddon
Effect:Nothing

#:146
Name:Invis
Effect:Invisible (reversible)

#:147
Name:Barbs
Effect:Rainbow Star Aura

#:148
Name:Wolverine
Effect:Red Aura

#:149
Name:Oak Sage
Effect:Orange Ball Aura on/under feet

#:150
Name:Vine Beast
Effect:Invisible with Shadow (irreversible)

#:151
Name:Cyclone Armor
Effect:Cyclone Armor / White strings go around your body

#:152
Name:Claw Mastery
Effect:Nothing

#:153
Name:Cloak of Shadows
Effect:Nothing (sound)

#:154
Name:Recycled
Effect:Nothing

#:155
Name:Weapon Block
Effect:Nothing

#:156
Name:Cloaked
Effect:White Smoke (head)

#:157
Name:Quickness
Effect:Grey/white Aura

#:158
Name:Blade Shield
Effect:Blade Shield ( Spinning blades go around your body )

#:159
Name:Fade
Effect:Yellow/Orange Aura (your faded a little bit "darker")

#:160
Name:Summon Resist
Effect:Nothing

#L:161
Name:Oak Sage Control
Effect:Nothing

#:162
Name:Wolverine Control
Effect:Nothing

#:163
Name:Barbs Control
Effect:Nothing

#:164
Name:Debug Control
Effect:Nothing

#:165
Name:Item Set 1
Effect:Nothing

#:166
Name:Item Set 2
Effect:Nothing

#:167
Name:Item Set 3
effect:Nothing

#:168
Name:Item Set 4
Effect:Nothing

#:169
Name:Item Set 5
Effect:Nothing

#:170
Name:Item Set 6
Effect:Nothing

#:171
Name:Runeword
Effect:Nothing

#:172
Name:Rest in Peace
Effect:Makes Opponent Get "Stuck" or locked when they die

#:173
Name:Corpse Explosion
Effect:Nothing (sound)

#:174
Name:Whirlwind
Effect:Grey Swirls (body)

#:175
Name:Full Set Generic
Effect::Golden Glow (body)

#:176
Name:Monster Set
Effect:Ghoul Lord

#:177
Name:Delirium
Effect:Stygian Doll

#:178
Name:Antidote
Effect:Nothing

#:179
Name:Thawing
Effect:Nothing

#:180
Name:Stamina Potion
Effect:Nothing



-Bob-Frisk

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描述: postJun 25 2008, 05:08 PM

Post #8

  

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God
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Wow... I was thinking about doing mocks again (stopped 1.11) and when I saw this I was thinking that it got a bit complicated than I remember x.x Great work and thanks for the info 描述: smile.gif

~Jay

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描述: postJun 26 2008, 04:37 PM

Post #9

  

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This must have taken a long time to make DBD. And I love it too! 描述: biggrin.gif

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描述: postJul 6 2008, 01:47 AM

Post #10

  

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Dueler
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'Synergy' is to work with/harmony so you saying that all TK does is boost the E/S and how affective it is Rob?
Maybe the reason pi only works on a source is because TK and E/S are linked on her skill tree?
But if thats so wouldnt that mean hidden mana is sooooo hidden its not really there and its just a ratio?
Maybe there is a max TK boosts the E/S by and you need the rest of the damage to be absorbed using DTM?


^^ good work Rob x


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描述: postJul 6 2008, 05:08 AM

Post #11

  

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QUOTE (Xfixiation_HoS @ Jul 6 2008, 02:47 AM) 描述: *

'Synergy' is to work with/harmony so you saying that all TK does is boost the E/S and how affective it is Rob?
Maybe the reason pi only works on a source is because TK and E/S are linked on her skill tree?
But if thats so wouldnt that mean hidden mana is sooooo hidden its not really there and its just a ratio?
Maybe there is a max TK boosts the E/S by and you need the rest of the damage to be absorbed using DTM?


^^ good work Rob x



Lol right. I'll add those points in. Thanks for the review Dawn.

Peace,

DBD_Set.

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描述: postJul 6 2008, 05:16 AM

Post #12

  

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Dueler
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lol you dont have to its a good post Rob good job ^^

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描述: postJul 6 2008, 06:06 AM

Post #13

  

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Isnt that what we just went over in the other topic? That there is no hidden mana; it is just a damage ratio change that tk causes es? Tan admitted that offscreen mana and hidden mana are just easy ways to understand that.

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描述: postJul 6 2008, 06:47 AM

Post #14

  

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QUOTE (Animosaro @ Jul 6 2008, 06:06 AM) 描述: *

Isnt that what we just went over in the other topic? That there is no hidden mana; it is just a damage ratio change that tk causes es? Tan admitted that offscreen mana and hidden mana are just easy ways to understand that.



Yes it is but it needs to be added to the guide...

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描述: postJul 6 2008, 07:24 AM

Post #15

  

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I definitely agree with that, sorry to interrupt.

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描述: postJul 6 2008, 08:50 AM

Post #16

  

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will send you some stuff later Rob shows in full Oo again a stunning job love

Dawn x

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描述: postJul 6 2008, 08:54 AM

Post #17

  

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QUOTE

need the rest of the damage to be absorbed using DTM?



You mean using DTM to cover up all of the damage thorns and auras do? You'd need a huge amount to do that. Even just covering smite and thorns requires a lot of dtm.

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描述: D:\松旭工作室官網20170502\public_html\xfile\ShadowDiablo Forums 暗黑人物改法.files\icon12.gif描述: postJul 6 2008, 01:36 PM

Post #18

  

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QUOTE (Xfixiation_HoS @ Jul 6 2008, 08:50 AM) 描述: *

will send you some stuff later Rob shows in full Oo again a stunning job love

Dawn x



Dawn send them to me vie PM here because I can't seem to be able to view my e-mail at the moment.

Rob.

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