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Forum » Diablo II modding » Diablo II hacking » defensive Side By Hokmah
defensive Side By Hokmah
SeaAngelDate: Wednesday, 2011-12-07, 3:45 PM | Message # 1
3D Modeling
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Guide to Hacked (edited/cheat) Dueling

'''''''''' Defensive side to Hacked '''''''''''''
**Rand char's (non sorc and random char not respedcted as great duel char)
**Negative "offscreen" Mana (PI aka Physical Immune)
-Funki
-Grief
-Bad Mana
**Mock PI (mocks that of a funki but takes damage)
-Mock
-Healing Methods
-PI Stability
**Fugitive PI (aka Munki or Imperfect PI)
** TK ratios, Sy Energy of TK + ES, DTM
** Calculations

**Rand Char

1. Usually any char other than a sorceress
2. any hacks that make the character tougher to kill than a legit and more damage/skills
3. usually easy to kill and simplest of char (requires no skill or knolege really)

**Negative Mana

Mana that uses a negative offscreen mana (really just a metaphore to show dr)
~~Funki
~Mana usually is -8388608 "offscreen" but sometimes slightly off by decimals so some people may have trouble with mana working.
*"offscreen" is term used to show a mana amount, it comes from your onscreen mana in game x dr multiplyer givin by sorceress sy energy from telekinesis skill.
I.E. 1048576 mana w/ 30 tk lvl = -8388608 "offscren" mana
~other negative "offscreen" manas may be used but that is a widely used one, also other values may be used to get the same "offscreen" because TK ratios
~ How did i get that?... 30 tk is a 8 x multiplier as in you lose one mana point for every 8 damage taken.
~More explained later in tk ratio's and sy energy secion.
What does this negative "offscreen" mana do?
~It allows ES to absorb all damage and none to life.
~ES is supposed to abosrb only 95% damage but if it is absorbing all damage then there is none left over to really go to life, able to use 1/1 life.
~NOTE that you never want to consume mana when a funki so prayer is not used as healing method and you use casted skills to avoid mana usage.

Grief
~Essentialy the same as a funki but rather than useing a charged smite to not move mana, nonclass smite is used to use 2 mana each attack cycle.
~Because 2 mana is used, the character is not negative range and can allow damage to hit life globe for split second untill mana recovers.
~Max mana regain% is used as well as option of dtm
~If mana is moved even slightly, the build may then be vulnerable to constant damages to lower it and increase damage amount to life and die.
~Higher life values such as 7 to 8 millions may be used

Bad Mana
~Onscreen mana used with a TK ratio to give a negative "offscreen" value.
~Can use Mock PI healing methods to heal life globe.
~Reduces the damage passed to Life greatly if not completely as may be used similar to funki.
~Can use multiple diff Res/Absorb setups like a Mock PI.
~Basically uses a Mock PI set up with damage reduction characteristics of a Funki mana.

**Mock PI

Mock
~Mana that uses a "Good" mana range according to "offscreen" mana. (1-8388607)
~Usually used to duel in hacked but many diff builds and build types available.
~With energy shield up, damage is applied to mana globe before the life globe.
~39-99 Energy shield levels applies 95% of all damage except poison to mana globe first reducing damage greatly.
~Healing methods are used to keep life filled or refilling as well as mana to keep energy shield most efficient.
~uses D/E/A to avoid most attack damages by limiting the attacks able to hit the character.
~Uses Dr63 and Dr% (50% max but higher used to counter Crush Blow) to reduce Damage after es before hits life.

~~Lowest "good" mana values
~Values for 31-99 tk, 30 tk, 29 tk, 28 tk, 27 tk (there are multiple ranges of mana values for each ratio).
1048577-1572863 31-99 tk
2097153-3145727 30 tk
3145729-4718592 29 tk
~These are found by mulitplying onscreen mana by TK ratios and rember every 8388608 the mana starts then -8388608, -8388607, -8388606, etc and you want it to go past one negative mana range once so energy shield dont dissapear after mana globe hits 0 or 1048576 for 31-99 tk ratio
~More will be shown in the TK ratios, Sy Energy of TK + ES, DTM section.

Healing Methods
~Prayer, Absorbs,Life Steal, Replenish Life,Pots,Vines,Meditation, and Cleansing are all ways used to heal and all can be used to duel
~Prayer, consumes mana every 2 seconds to heal you every 2 seconds.. Usually used in Mocks unless a specific build
~Absorbs is the final way to reduce elemental damage b4 it hits your life, After resistances dmg > absorbs % (40% max) and then is reduced by sorbs bocl/bot/absorbs127 > Absorb% then uses that 40% elemental dmg and applys it as a heal to life > remaining aura dmg hits life.
*Resistances are used to change elemental damage to go to absorbs process
~Life Steal means steals a % life based off of dmg to opponent, not useble with smite but perhaps other ways wink.gif
~Replenish life does just that and heals that much life constantly per second or maybe 2 second (forget), but ez to calc and never very effective
~Pots are used and still have effects like legit, rejuves can still heal you life massive amounts but can possibly over-heal you in process and life/mana pots can be used to see true life/mana globe bars
*Over-Heal is when your life heals so much that it would pass the 8388608 marker and you actually go negative life (dead).
~Vines are like Vine beast that heals off of dead corpses, but if you summon monsters to kill and have enough corpses you can heal nice amounts off it.
~Meditation will heal same amount as a nonclass right hand skill prayer will every 2 seconds per active part as well as increase mana regain%.
*Active part means item with that aura the highest number on it, that aura is the "active" one
~Conviction is the same as Meditation but rather than heal life little and mana alot, it heals life the same and reduces opponent resistances and def rating.

PI Stability
~~Most common builds are 31-99 TK ratios because of file size but some use 30 or 29 TK to get different DR factors to mana globe by es/tk ratios.
~mana regain% and/or Meditation aura is used to refill mana globe as quick as possible, NV Mana Regain is like a Replenish life for Life but for Mana globe.
~Damage To Mana (DTM) is used to heal mana globe from damage sent to life

**Fugitive PI (aka Munki or Imperf Funki)

Fpi/Munki
~Uses same set up and concepts of a normal mock with minor differeance to the mana set up
~every 32768 life or mana points ur globes roll to a 0 which is the key trait to this build.
~Use a good mana value that has a onscreen roll and can be found by mulitplying amounts of 32768
I.E. 32768 x 40 = 1310720 which will show 0/1310720
~Way to determine if your close to a roll is after it hits the roll point your onscreen will start over at 0,1,2,3,4,5, etc..
~12555/1323275 mana showing is 12555 mana higher than one of the roll points or if u want to hit another higher u will be at 20213 under next one.
** I use this trick to figure last number in total onscreen mana when part of the manas are coverd and stat screen is like 1323275 / 12555 but the 1 covers the 5, just take that lowest roll point (1310720) and add the 12555 to find that last digit and total amount.
~People believe that these use much higher DTM than mocks which i have tried and was able to use seemingly about 2.5x more dtm than normal mocks but using the lower amount works fine as well

**TK ratios

Telekenesis lvls
~Telekenesis is a skill on the sorceress skill tree that works with energy shield to help reduce damage
~Diff levels cause diff amounts of damage to be absorbed using less mana points, this is known as a Sy Energy or synergy from when one skill boost another skill's attributes.
~1.12 dueling only allows sorc to get the synergy effect from tk/es because they are in same skill tree and wont work by adding non-class skill of tk and energy shield to another class (Unless a mod is used or in older version game).

Ratios
~31-99 = 16 mulitplier Example is 1,572,863 x 16 = 25,165,808. Offscreen mana will roll after 8388608 then start -8388608- -1 then start at 1 again, so you minus one full roll of 16777216 (8388608x2, 1-8388608 then -8388608 - -1). So that 25,165,808 is same as 8388592, found by 25,165,808 - 16777216 = 8388592 ( High Mana)... you can use this way to find if you will be in a bad range or not, simply multiply ur onscreen mana by the tk ratio and subtract 16777216 untill ur between 1-8388608 but not a negative value.
~30 = 8 muliplier and would require a higher onscreen mana value because you want to pass one of the 16777216 rolls at least once so that the energy shield dont dissapear from stress in duels when it hits 0.
~29 = 5(1/3) or 5.333 multiplier.
~28 = 4 multiplier, any lower tk than this will require massive amount of mana which i highly doubt anyone would really use in 1.12 dueling.

Energy Shield
~Skill that cast a shield around your character used since Diablo 1 that makes damage go to mana.
~39-99 absorbs 95% of all damage excluding poison, lower levels may be used to absorb less damage to mana and more goes to life.
~Used with TK ratio to get synergy to reduce damage.

DTM
~Found under damage tab in editor which fills mana globe based on damage that hits life.
~Doesnt come from all damages such as elemental damages or returned damage.
~Smite or raw damage attacks from opponent are ony thing to create dtm

**Calculations

** I am using a 1572863 mana with 31 tk and 75% onscreen resistance and 138662 absorbs bocl for all calculations, some may vary like aura heal/damage if you use a different mana.
** I am using Capped smite with all smite/thorns damage calculations, some may vary if use differant smite damages.

Damage sent to Life
~Physical Damage= Total Damage x .17 (pvp penalty) > answer x .05 (5% from 95% es absorbs, unless 95% of damage is more than offscreen mana, then just suptract the mana) > answer - dr63(all added up) > answer x .5 (dr%) > anser is final damage going to your life for physical damage
~I.E. 8388607 (capped smite) x .17 = 1426064
1426063 x.05 = 71304
71304 - 11214 (full dr63 char) = 60090
60090 x.5 (dr max's at 50% but can use more w/o creating it rolled) = 30045 damage to life

~Elemental Damage= Total damage x .17 (pvp) > anser x .05 (5% from 95% es absorbs, unless 95% of damage is more than offscreen mana, then just suptract the mana) > answer then reduced by resistances (x .25 from 75% onscren res or x .05 for 95%) > answer then x 40% and that much is subtracted fromt he damage then minuse the absorb bocl or basd time or 127 absorb then take that and subtract that 40% amount again (if negative then you heal that much) > answer if positive is heal amount from absorbs or damage to life.
~I.E. 58720249 x .17 = 9982443 (first part you can get used to skipping because pvp penalty is not something u need to calc if using a aura dmg dummy anyhow)
9982443 - 8388592 = 1553836 (95% of 9982443 is more than offscreen mana so just subtraced, if lower aura dmg and dont kill all of mana then, also 9982443 is a 7 part cappd aura described in aura sections/calcs)
1553836 x.25 = 388459
388459 x.4 = 155384 (absorb % max's at 40%, keep this figure bc used 2x)
388459 - 155383 = 233075
233075 - 138662 = 94413 ( 138662 is sorbs bocl all items for lvl 99 character)
94413 - 155384 = -60971 (you can subtract the aura dmg from sorbs if u want it to be + figure but either way it will be 60,971 heal to your life).

Damage sent to Mana

Figure your DTM amount

Life

Mana

Thorns return (barbs too)

Prayer Heal

Meditation

''''''''''''''''''''''' Offensive side to Hacked ''''''''''''''''''''''''

Damage raw
Return Damage
Damage delt to Life and its effects
Elemental Damages
Speeds
Diff Attack Setups
Common Attacks

not finished as u can see in calculations not filled....

its just some things i do in spare time add to it and what not, it like i said was going to be a guide i made as just one like rob did and not a group guide but since we on topic then we can combine it as the group one
 
Forum » Diablo II modding » Diablo II hacking » defensive Side By Hokmah
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