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  1. #1
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    Full Trang Poison/Summon : Viable?

    I recently managed to complete the Trang Set and read various builds on the Poison/Summon Build. I have decided to make a summon-heavy build that looks like this :
    Max Raise Skelly
    Max Skelly Mastery
    Max Poison Nova
    Max Poison Dagger
    Max/As many pts Poison Explosion

    My question is : would nova damage be significantly reduced w/o Bramble? This is PvM and i was thinking base dex and go all out vita. I shall try to find/trade for a Death's Web and go with a mightmerc. With minimal PnB charms how much nova dmg would i be looking at?




  2. #2
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    What about curses...Since you're maxing both skellies and poison you need to decide if you're going to use amplify damage and focus on skellies or get lower resists and focus on poison. Without the curses your skelly/poison won't be very strong. If you're going poison you need -%enemy poison resists and to a lesser extent +%poison damage..both are very important. Without -% enemy resists your poison isn't going to do sufficient damage (one example is Lister who has 95% poison resists in Hell:() So get that Death's Web and Lower Resist for some sweet poison damage.




  3. #3
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    Oops ya - gonna put a point in every curse but not sure about the AI ones for this build as its rather pts heavy Oh ya marrows is the boot of choice so i'd have a sweet bone armor too hehe.




  4. #4
    D2/3 Necromancer & Witch Doctor Moderator Mad Mantis's Avatar
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    Quote Originally Posted by batuchka
    Oops ya - gonna put a point in every curse but not sure about the AI ones for this build as its rather pts heavy
    Full Trangs is a good equipment set-up for this kind of summon/poison hybrid. It will serve your Skellies and poison well. Take a good look at the different poison/summon guides in the [ Essential Necromancer Information ] sticky to see how you can distribute the skill points. They focus more on the poison side of things, but all in all they spend as many points in the P&B and Summoning trees as you do. So you can take a look at their Curse tree to see how they managed that.



    Witch Doctor = top half of a Flayer Shaman = cracked-out, grass-wearing, jungle hobo = bobbing clown who vomits leaves a.k.a. Bobo the clowning village idiot. And people thought Necromancers had an image problem.

  5. #5
    IncGamers Member Necrochild313's Avatar
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    Quote Originally Posted by batuchka
    My question is : would nova damage be significantly reduced w/o Bramble?
    No it won't. If you can get a death's web you should be able to clear crowds with your poison easily. Dweb + 3 piece trang (or full for that matter) = easy crowds.




  6. #6
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    Hmm thks! Shall mf/trade for a Death's Web i guess As for the merc option i was thinking of a might equipped with that runeword that gives conviction aura but am reluctant due to the cost hehe. Lower Resist + Conviction makes a really awesome combo for a poison/nova trangmancer ..with all that fireworks as well ya?




  7. #7
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    Conviction doesn't lower poison resistance -- as salvation doesn't give poison resistance.

    Conviction might nice for a fishymancer though? Crazy damage, - fire res, -100% phys with amp. Be something to consider.




  8. #8
    IncGamers Member Necrochild313's Avatar
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    Quote Originally Posted by NefariousNothing
    Conviction doesn't lower poison resistance -- as salvation doesn't give poison resistance.

    Conviction might nice for a fishymancer though? Crazy damage, - fire res, -100% phys with amp. Be something to consider.
    Also, most importantly, that -defense that'll help your minions more than any +%AR could hope to :eek:




  9. #9
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    Quote Originally Posted by Necrochild313
    Also, most importantly, that -defense that'll help your minions more than any +%AR could hope to :eek:
    How exactly is Skelly AR figured out...I know it has something to do with your own level and probably level of Raise Skeleton/Skeleton Mastery...but I've never really experienced my skellies not hitting...Does anyone know?




  10. #10
    IncGamers Member Necrochild313's Avatar
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    Quote Originally Posted by Chimaira
    How exactly is Skelly AR figured out...I know it has something to do with your own level and probably level of Raise Skeleton/Skeleton Mastery...but I've never really experienced my skellies not hitting...Does anyone know?
    The skeletons level = your clvl in 1.10

    Chance to hit formula:

    Quote Originally Posted by Fact and Formulae Archive
    100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
    AR = Attack Rating; alvl = Level of Attacker; dlvl = Level of Defender; DR = Defense Rating

    Note: Attacks will never have less than 5% chance to hit nor more than 95% chance to hit.

    Final chance to hit is truncated.

    Example

    I have an AR of 10,000. I am lvl85 (attacker) and the Defender is lvl90 with a defense of 5000

    = 100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
    = 100 * 10000/ (10000 + 5000) * 2 * 85/ ( 85 + 90)
    = 1000000/(10000 + 5000) * 2 * 85/(85 + 90)
    = 1000000/(15000) * 2 * 85/(175)
    = 1000000/(15000) * 2 * 85/(175)
    = 66.667 * 2 * 85/175
    = 133.333 * 85/175
    = 11333.333/175
    = 64.761% chance to hit.
    Skellie AR is listed on the Skill Description I believe, I'll check it in a minute.

    It's the chance to hit formula your thinking about. And yes, skeletons do tend to miss especially if your a bit lower level than you should be, it's just that you have so many, that even with say, 60% CTH they'll still hit often and seem to never miss, though if pay close attention you'll see at times they'll miss as much as 1/2 the time, it's just that lets say 6 out of 12 hitting when swinging at the same time is still alot, it's just the fact that they'll hit even MORE often when the monster have lower defense.




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