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xvision 13.09.19 02:11 am

The budget Sorka

Membership

Every time after a break of several years, we have to remember all the subtleties and nuances of the game. And every time this is a new season, you have to start from scratch. Not to do next time I decided to investigate thoroughly the question a quick start and to devise a simple and inexpensive Assembly of the character to start the game in the new season.
When choosing class I as the most stopped at Sorka: mobility (teleport), casters are easier to wear for the start of the game.
Should be a workhorse who should be able to:
- drag to Hella following of characters (2ppl)
- swing on br, nmbr, as well as a hassle-free fly on hbr (8ppl)
- split hf on hell for himself and the Persians (2ppl)
- mf-ing hell andy and mef (1ppl)
In the context of constraints not even talking about some efficiency, then at least the feasibility of the plans. But the thought went on and I was puzzled - is it possible to collect Persian in one gear is not bothered with the constant wearing mf gear back and forth, especially early in the game don't want to waste runes on a separate gear.
The objectives of the Assembly described above takes a number of limitations which I brought before the beginning of the study:
cost of each separate itemization shall not exceed the price shako: things are more expensive shako is too excessive for pers for the purposes set
all necessary gear must be only on Perce: we have only slots of gear + the fact that the swap, in the chest only production which will be spread across the mules
- the inventory: Horadric cube, Toms portal and identification, 8 free cells under the maximum size of the clothes (for example, Raven Claw), everything else is culled CHARNAME.
This means that if we fall out darling clothes for the same sorci we don't leave ourselves. Sold the same half Mara or we can fully equip this Sorka, not because pity means or I into a bum can't afford and therefore, that the gear should be self-sufficient for their purposes and we can take out purely on experience. So if you need a combat Sorka is in another guide.
Of course setting priorities in the cheapness and survival, we will donate damage. The biggest mystery is enough if such damage for the tasks?
Very often in the guides paint a perfect ways of pumping: the number of skill points to level 99, purefoy armor, max fashion and their amount on ranyh clothes. Let's be realistic - you should not rely on purefoy level and gear especially in the early game. Therefore, the calculation will be based on:
- on the 88 level character already, you can roll in full (although the calculations made for 90)
- the stats on the stuff is 50-80% of the maximum value
- number mods on rare - 2 out of 3 prefixes, and suffixes
- the gear should be either relatively easy to produce by themselves or be common (and as a result inexpensive) and be always available for the traders
- in the selection of the gear should be a small amount of flexibility - alternative
The aim of this approach is to collect Chara and begin to use it before they get tired.

Research

With the objectives and requirements clear. Still need to decide on some nuances.

Merck
Without merc. To DOX is expensive.

Elements
Fire and cold. The reason of immuno to cold and fire at the same time, only a few on Helle. The most unpleasant is the Consul Toorc in travincal, and Lord de Seis, one of the seals of Diablo. There will have to ask for help from my fellow gamers, you have to.
Attacking skills - fo and meteor(+fb).

Let us examine each requirement from the introduction to understand what skills we need and how to choose gear, what indicators to be achieved.

Survival
Choosing between vita and es will focus on the vita. Es does not fit us: expensive, no extra skill points.
Not to breathe to fly the hbr you need to:
- 105fcr - no options, 86 little
- 86fhr - perhaps it would be enough for 60, but 86 is typed in
- 75% block 50 is small, without a block - long to live
- all resists at 70+%, is if aMule or boots fall out of fashion Poison Length Reduced by 75%
to withstand a couple of skipped through the defence and block shots (or 1 under amplify damage), which is roughly 800+ hp
Mans are not supposed to run out with continuous use teleport for about 30 seconds (it takes that long to fully circumnavigate the 105fcr one level locations catacombs (andy), durance (mef), hbr). Have fo and meteor cast delay 1 and 1.2 h respectively, therefore solving the problem of mana for a teleport with the attacking skill will have no problems

The next priority question - search gear, mf-ing.

Magic find
I tried different gear for mf: from 100 to 600. From about 300 special difference is not felt. Of course the more mf the chance to drop uniques above. However, it is necessary to calculate the optimal number of at what level the increase uniques drop becomes significant. On one reputable site on d2 found a table of the efficiency of the search of unique things:
MF% Uniq MF% Gained
0 0 --
50 41 41.0
100 71 21.28
150 93 12.87
200 111 9.33
250 125 6.64
300 136 4.89
350 145 3.81
400 153 3.27
450 160 2.77
500 166 2.31
550 171 1.88
600 176 1.85
MF% - the number of mf
Uniq MF% chance of getting unique items from the current figure mf
Gained - increase of the probability of getting uniques in comparison with the previous indicator
As seen from table chance of getting uniques at 300mf only 5% more compared with 250mf, and 250mf 6.5% more than 200.
Therefore, the best number of mf for our corki will be 200-250mf. That is not less than 200, but more than 250 is not worth it - better res, hp, mp.

Mana
One of the important indicators for survival, especially when hbr fly, and indeed for the comfort of the game is the time during which we can do continuous teleport, that is until you run out of mana without drinking bottles. Empirically it was found that it takes approximately 30 seconds (with 105fcr) to fully circumnavigate one of the levels of the catacombs to andy, dungeons to mesh and the last levels up to BA'al. That is, in the worst circumstances (for example flew around the perimeter, accidentally passed the exit to the portal, flew over all the map, I realized that somewhere I missed the pass and flew to it).
We need to determine the quantity of energy will be according to the following formula: / (-)
What is the amount of mana we can afford understand after Assembly of the gear and distribution skills.

The gear
Pick up the armor will be a process of elimination. Ranging from the priority indicators on the gear

==== FCR ====

Let's start in fcr, as it is impossible to get through Carmi, skills and sockets.

Amul
Rare/Craft 5-10

Weapon
Spirit 25-35
Oculus 30

Armor
Viper 30

Gloves
Magifists 20

Belt
Craft 5-10

Rings
rare 2x10

We do not consider expensive options (even if you boil it makes more sense to sell):
Amulets craft 15+fcr
Tiara 20fcr
English 40fcr
to I 20fcr (magi much cooler for us)
arah 20fcr

From the listed above, we precisely fit and better analogues for this slot: Viper (+1sk what we will miss, 30+@res), Magifists (+1 fire, 20 mana regen).

Also not suitable spirit shield - takes a lot of strength (156) and small block (42%). To make 75% with this shield need to pump more str to 71 (or 101 if you decide not to APAT viper) and 337 dex - a lot. In sum, it is the loss of ~400hp. There was an option to wear instead of the Viper - Twitchthroe, then dex have 216, but the forces still need a lot (although it kompensiruet 22 vit (44hp) at spirit + 100mp). Even if Twitch insert ral (30fres) the result is ~30@res on armor with a shield - not enough to score 75@res in hell.

For this reason, not suitable stormshield - I need a lot of power + a waste of runes to nothing, if there are inexpensive analog. Of course 30%dr seems a powerful argument, but in practice - 2 damage enough of our hp or 3 the differences are not particularly.

Weapons
Long chose between spirit and oculus. With spirit is easy to type fast 100+mp, but oculus is doing it differently: at +1sk 20@res, 50mf(!) it is a miracle just pul. Of course it's drain is not in vain, because the probability of teleport into a bunch of mobs ruining everything.
At first I wanted to collect on the base of Oculus: fhr you can get charmmy and take the map if you teleport into piles of mobs and everything will be OK.. But when testing I quickly remembered why I never bought it - impossible to stay close to mobs with a remote attack! Rolls from side to side, such as Schenk.
After a while it dawned on me - why not use together. For fly switch to spirit and more mana, and fhr us the way. For mf against bosses switch to oculus on fhr already POH (standing still finishing off the boss).

Total have already 80fcr and still need 25. Here we have the first variation - recruit those 25 with Amul, rings and cook craft caster belt. Then as luck and what better the stats. If the spirit it is lower than 30 can get the belt, if the rules - you can abandon the fcr on the same number of jewelry in favor of other stats.


==== FHR ====

We need 86fhr if you fly, switching to mf swap, we believe that we actively do not beat.

Weapon
Spirit 55

Belt
Rare/craft 10/17/24

Boots
Rare/craft 10

Quite possible to weld belt 24fhr + 2-3 hood fashion, I did it with 4-5 brews.
Even if 86fhr you can't get enough of at least 10 to the 55 from the spirit 60 can be live, before this can be karmic put in invent.

==== Block ====

So far, so interesting. The main thing to choose the shield to the spirit to fly, but also a shield to oculus need the hood unit. In addition to the 75% of the block we need 30fbr! For fast animation of triggering unit, otherwise once into a pile of dolls on hbr fly a chance to get out will not.

With mf shield for oculus simpler - rw rhyme: 60-62% block, fbr is, 25mf, 20@res, 25 mana regen.

But pick spirit was a dilemma at 2pm calculations, the results in the table in the screenshot below:

Initially this table was much wider - all variants with uppded to exceptional and elite shields with apothem viper and without (a measure of defence). Pointless options or if there is a cooler counterparts - I did.
First I calculated how much will be the total hp of the Persian saved at the expense of stats in str and dex with each option.
Further drew attention to the defence and what role it plays. Come to what is the def on the shield is almost irrelevant - percentage of hitting mobs is reduced by ~1%, block after APA povyshaet not much, saving on dex a little, but at the same time, need more str. APAT has meaning only if apaem Visceratuant viper because heater 77str (viper 84str), and the probability of a block heater is 12% more than than exceptional version.
However, the difference between the standard and upped viper was significant, on average 12% chance to hit less, sacrificing only 50hp.
Here is an example:
let's say we have 1000hp, we get the 100hp damage, the probability of hitting us 50% - that means after 10 punches we will skip the 5 and get 500 damage, and we still have 500hp
when you upped the hp on the viper is 50hp less (950hp), let the probability of hitting us is reduced by 10%(40%), we miss 4 out of 10 -400hp remains 950-400=550hp

Next, I have listed additional bonuses from each option:
- buys CBF from rhyme and additional mpregen
- c whitstan more hp +HFD
- Visceratuant +1sk which is so lacking
- Moser a lot of @res

CBF
How necessary Sorka cbf? After reviewing the issue I realized that it is somewhat overpriced for corki. His absence in rare cases, can lead to the rip, from holy freeze still does not protect, wear this Sorka only raven for cbf - too greasy. In view of the above, it can be ignored. The same applies to the HFD.

Manaregen +15% as will be seen later doesn't matter.

Remains +1sk on Visceratuant and res vs hp. Then came the idea to count how many cells charnov needed on hp/res to finish each variant to a top value among competitors. In what variant they are smaller - and the winner. And the shield is Mosers with eld rune inserted(+7icb) and a perf diamond(19@res) + upped viper.
Still it is convenient because it is different from rhyme to swap 2 percent of the unit (mf variant will be 70+units) and the number of res is almost unchanged when swap - no need to invent anything about this.

Also, it is understood that the cuts need to collect just for the gear, carmani it turns out is not effective and spend the extra cells invent. Hence in the invent we will only charmy on mf,hp,mp

==== Resists ====

75@res in hell, we need to collect for 155 each (30 penalty on nightmare + 50 on Helle), subtract 10x30 for the quest for Anna, it turns out for 125 each or 125x4=500 total units.
At average calculations with armor you can collect up to 620, so to get 500 is not a problem

Amul
2x30 = 60

Weapon
Main
-
Swap
4x20= 80

Shield
Main
4x45= 180
Swap
4x25= 100

Armor
4x30 = 120

Belt
2x30 = 60

Boots
2x30 = 60

Rings
2x2x30 = 120

Torch
4x10 = 40


==== MF ====

The viability of all the major chosen, you need to get 200-250mf. We already have oculus and 50 to 25 to rhyme. Sometim ptopaz viper-om, total 100.
Came the turn to choose a helmet and Shako is without options is FP and gives a bonus in full for this investment, of which 50mf + ptopaz, 100+50+25=175.
During the week of the game to really get a gheeds gc, where it will be 20-40mf, I found 36. Let it be 25, a total of 175+25=200.
mf can hit us with Amul, rings, belt and shoes, but of course you first need to dial the desired threshold and res.
Finish off the rest of CHARNAME that gets. I found several amount 20-30.
As you can see to collect the necessary 250mf is not difficult.


==== All skills ====

Helm
Shako 2

Amul
Rare/Craft 1-2

Weapon
Spirit 2
Oculus 3

Armor
Viper 1

Gloves
Magifists 1 fire

On aMule need to find sor 2 skills, then the sum would be: to fly 7, the basic damage 8 (+1 fire).
But in the beginning most likely will have to wear Amul +1sk, as will the lack of mods for survival.


==== EQUIPMENT ====


So, the final Exodus:

Helm:
Shako
Required Level: 62
Required Strength: 50
+2 To All Skills
+ (1.5 Per Character Level) 1-148 To Life (Based On Character Level)
+ (1.5 Per Character Level) 1-148 To Mana (Based On Character Level)
Damage Reduced By 10%
50% Better Chance of Getting Magic Items
+2 To All Attributes
1 Sockets (Perf Topaz - 24% Chance to Find Magic Items)

Amul:
Rare/Craft
+1/2 to Sorceress Skill Levels (36/90)
+16-20% to each Resistance
+31-40% Resist to (25)
+61-90 to Mana (37)
5-10% Better Chance of Getting Magic Item (5)
-------------
10% Faster Cast Rate (5)
16-25% Better Chance of Getting Magic Item (16)
Poison Length Reduced by 75% (25)
+41-60 to Life (30)
+16-20 to Energy (31)
+21-30 to Strength (71)
-------------
(5-10)% Faster Cast Rate
Regenerate Mana (4-10)%
+ (10-20) To Mana

Armor:
Viper
Required Level: 29 (50 upped)
Required Strength: 43 (84 upped)
Defense: 279 (~950 upped)
+1 To All Skills
30% Faster Cast Rate
All Resistances +20-35 (varies)
1 Sockets (Perf Topaz - 24% Chance to Find Magic Items)
Exceptional -> Elite - ko + lem + pdiamond

Weapon:
Spirit (Crystal Sword, Long Sword)
Crystal Sword 43 str (6 soc)
Long Sword str 55 (4 soc)
+2 To All Skills
+25-35% Faster Cast Rate (varies)
+55% Faster Hit Recovery
+22 To Vitality
+89-112 To Mana (varies)
Swap:
Oculus
Required Level: 42
+3 To Sorceress Skill Levels
All Resistances +20
25% Chance To Cast Level 1 Teleport When Struck
+30% Faster Cast Rate
+20 To Vitality
+20 To Energy
50% Better Chance Of Getting Magic Items
1 Sockets (Jewel 7mf)

Shield:
Moser's Blessed Circle (Round Shield)

Required Strength: 53
Chance to Block: 57% (eld 64%)
All Resistances +25 (+44)
Socketed (2) eld - 7%icb, pdiamond - 19@res
Swap:
Rhyme (Grim Shield, Heater)
Heater 43 lvl 77 str, 42% block, 95-110 def (2 soc)
Grim lvl 25, 58 str, 40% block, def 50-150 (2 soc)
Req Str: 58-118
20% Increased Chance of Blocking
40% Faster Block Rate
All Resistances +25
Regenerate Mana 15%
Cannot Be Frozen
50% Extra Gold From Monsters
25% Better Chance Of Getting Magic Items

Gloves:
Magefist
Required Level: 23
Required Strength: 45
+1 To Fire Skills
+20% Faster Cast Rate
Regenerate Mana 25%

Belt:
Rare/Craft (Vampirefang Belt)
Required Strength: 50
+31-40% Resist to (25)
+21-30 to Mana (20)
-------------
24% Faster Hit Recovery (18)
+41-60 to Life (30)
+21-30 to Strength (71)
-------------
5-10% Faster Cast Rate
Regenerate Mana (4-10)%
+ (10-20) To Mana

Boots:
Rare/Craft (Wyrmhide Boots)
Required Strength: 50
+31-40% Resist to (25)
+31-40 to Mana (52)
-------------
10% Faster Hit Recovery (5)
16-25% Better Chance of Getting Magic Item (16)
30% Faster Run/Walk (37)
-------------
Increase Maximum Mana (2-5)%
Regenerate Mana (4-10)%
+ (10-20) To Mana

Rings:
Rare/Craft
+31-40% Resist to (25)
+61-90 to Mana (37)
5-10% Better Chance of Getting Magic Item (5)
-------------
10% Faster Cast Rate (5)
+31-40 to Life (68)
+11-15 to Energy (31)
+16-20 to Strength (74)
-------------
+ (1-5) To Energy
Regenerate Mana (4-10)%
+ (10-20) To Mana


Charms
Gheed
Required Level: 62
80-160% Extra Gold From Monsters (varies)
Reduces All Vendor Prices 10-15% (varies)
20-40% Better Chance of Getting Magic Items (varies)

Torch
10-20 attr
10-20 allres

Additional comments on smote:
On rare/crafts the 3 sections of mods: 1 prefixes 2 suffixes 3 extra for the Kraft stuff
Only the rare can drop a maximum of 3 prefix and 3 suffix at the same time. But we count on 2 prefix and 2 suffix, and 75-80% of the max value.
In parentheses in mods rare set ilvl these mods (read more online).
In the Oculus you can insert jewel: mf, dex, res, or both. I have inserted what I found: 7mf, 5dex - on rhyme in the above flow.
Rhyme is better to collect in the Heater there is a 42% base block, but if you can't find in the Grim Shield is 40% with the same defence and even more (up to 150, heater to 110), while Grim Shield falls everywhere.

==== Mana ====

Went to the last mana for a comfortable teleport.
When assembled gear mana will be enough for 12 seconds of continuous tp..
Need to calculate the options, even how much mana you need and whether you want to sacrifice hp to swing more profitable whether warmth or teleport himself.
For this it is necessary to allocate the basic skills to understand how much will be left.

===== Skills ====

Cold
fo - 20 - Maxim, the basic combat skill
cm - 10 - maximum сold res not imonov hell 150, but in units; the most common mobs with 100cres, but sometimes 125 and 133. Think you can with cres > 100 neglected.
Light
Static field - 1 - remove hp thick mobs of up to 25%
tp - 1 - so far as it is necessary to consider
Fire
Warmth - 1 - so far as it is necessary to consider
fb - 10+ - as a synergy to meteor and against fast mobs to level 15 88 will then swing until it stops
meteor - combat skill, against a slow/standing mobs, speed mob foresee when he podoidet under our meteor after 1 sec
fire mastery - 10 - download to 10, then only after fb max

Total 90 level, we still have 16 unused skill points.

Need to find a balance between mana cost of teleport and fire damage.
If you inject all 16 skills in the Warmth instead of the 12 seconds of continuous teleport, we get only 16, so Warmth is no longer touch - a tiny increase.
The choice between mana and tp skills. I made this table:

tp lvl - level teleport. When tp=1 and 6 with armor all sk - 7 level, and if you pull all of the remaining 16 to tp - 23 level
Mana cost - the mana cost of teleport per second. In the second, 25 frames, 105fcr is an 8 frame cast, so we do 3 teleport / sec on level 7 of 18*3=54mp/sec
life - how much hp is if to make as much mp as specified in the line mana
mana - all mp
manaregen - is calculated by the following formula: mp/sec = 25 * [ [256 * MaxMana / 3000] * (100 + BaseRegenRateBonus) / 100] / 256
duration - how many seconds lasts for continuous use tp
As seen in the table comfort level tp=17, at 900+hp and 600mp. Consider that the calculation was in aMule 1sk, so invest in teleport more 9sk (total 10).

We have 6sk on fb, that gives the 90lvl - 6,5 k dmg meteor. If we hadn't spent on teleport, and constantly drinking bottles of mana we would have 8,3 K dmg, 30% more. That is the same mefa will not kill 15sec, and 20... the difference is not significant when you consider that we will have much less time and money to spend on the rebuy mana in the city.

Total skill:
fo 20
cm 10
static 1
tp 10
warmth 1
fb 17+
meteor 20
fire mastery 10

In the end
Managed to the optimal Assembly sorci for service users at the beginning of the season, the cost is minimal, operation is comfortable enough for their tasks.
If anyone was wondering - I recommend to try.
Thanks for the advice/constructive criticism.
46 Comments
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x
xvision 13.09.19

Rivnyanyn
"I have not read, but have learned to review, in General, wrote garbage."
OK.
But Sorka block, and 35 fisrta the niche it won't give (she will die from 2-3 skipped beats with 900hp), and not only for mephala, but with merc merc.. still might need missed treachery alternatively, that changes everything, exploring different standards. But that's another build entirely.
In General, the first pancake turned out lumpy. For myself, I learned only what and in what order you need to collect fashion gear for survival Sarki without merc, and some free/cheap gear to help you. Turned out the intermediate
the option of starting the bum-end gear to "generally accepted standards". As written in one of review - the budget - which he found himself. Therefore, it would be better to consider the option - hope for finding yourself, what model options, and how to get one or the other component. That is Shaka, and the Viper is eliminated. Type "Sorka for the first time". Otherwise, no sense, all the "combat" has already been invented and painted.

x
xvision 13.09.19

Another interesting question on the block. Always doubted the correct block or not. Tired to breathe without block - was to do with the unit. T-fox noticed, when there is a merc block is not needed. But it if to consider a variant when we are fighting with someone. What about the fly? When we teleported into the piles of mobs while holding RMB and you get some sort of extra fast - who will go blow by: Sorka/on measure/luck - random?

x
xvision 13.09.19

Firenessa
Light the most expensive of forty and light of imonov on Hella more than heat and cold at the same time. For the price it is and the greater potential among woolens. But my PVM Sorka as "combat" option is not attractive, so an inexpensive 2-stihiyka quite happy to preproposal to Hella, fly to the quests on Helle, someone and can kill someone a long time to kill) has travincal and ancient her not to kill kanesh

m
minovalo 13.09.19

xvision wrote:
T-fox noticed, when there is a merc block is not needed.
You've seen how it plays? TP in packs Dolson, etc. On the Sofka's really not needed.

R
Rivnyanyn 13.09.19

xvision
^^But Sorka block, and 35 fisrta the niche it won't give (she will die from 2-3 skipped beats with 900hp)^^
Math tighten. First, for that would miss two or three shots, block Sorka have otstoyali 8-12 beats, 75% of which are locked. If stokoe stand AFK, I advise you to play necro-sumeera.
Here is an example:
let's say we have 1000hp, we get the 100hp damage, the probability of hitting us 50% - that means after 10 punches we will skip the 5 and get 500 damage, and we still have 500hp
when you upped the hp on the viper is 50hp less (950hp), let the probability of hitting us is reduced by 10%(40%), we miss 4 out of 10 -400hp remains 950-400=550hp
To give an example, saving 50-80 HP, wearing the specks that you suggest, you instead of what to get 325 damage, will receive only 500. And the explosion of the doll with his krapo-HP without SS, you may never survive.
No, well, if you like breathe from the first bunch and after every minute of penduline hysterically klatsat regice, go for it. But as for me it's crap, not a game.

F
Firenessa 13.09.19

Light Sorka most expensive)) to dress her as well as 2 staicu current it will be more powerful and the light of immunol stolkozhe and many others, there all equally and do not forget sho imun removed the stick with a charge to fish the RES, BAM and no immunos.
Spoil and ancient't kill? fishing the cut was Castano and killed, and with the ancient... if imun opened a portal and yet is immune to light and flunked all and Merck helped! HD