Attack and Speed
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
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.
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.
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.
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.
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 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
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...
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 =
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
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 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 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 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
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