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Hmmm I ran some numbers you might find interesting. If we assume that the MPQ stats are real and that Meph is really lightning immune to but not listed, then it wouldn't seem all that out of the ordinary. I think there was a handicap on conviction/LR for breaking immunities: 1/5 effectiveness or something like that. So his 110 resist becomes 93. Add on -25 from griffs /w facet and say another -20 elsewhere from other facets and he would have 48 resist. I'll just say 50 resist take make things easier.Originally Posted by alexzed
31k max lightning would be around 15.5k average, and 7.75k after resists. The MPQ lists Meph's life to be abour 650k-660k in single player. So about 2 million HP in a 3 player game. Assuming you cast 3 times a second, that would be about 23.25k damage a second, and it would take you about 90 seconds to kill him if he wasn't regenerating. Assuming Meph regens 1% of his total HP a second, that's about 20k life a second regened. So you would basically have to be tanking him and his minions while doing nothing but blasting him in order to bring him down, and you would have to tank for about 10 minutes...
Even assuming he's not lightning immune and has 95 lightning resist straight out like D-Clone, after conviction, griffs, and facets he'd be sitting around -35 resist. So your 15.5k lightning average is boosted to about 21k. Casting 3 times a second, 63k dmg/sec. Assuming the same regeneration scenario as above, its a net of about 43k dmg/sec. So if you just tanked Meph and his minions and did nothing but shoot lightning it would take about 46 seconds to take him down. Of course in a real match I imagine there would be dodging attacks, evading minions, saving the merc, etc. so the damage output won't be that high. It's also quite possible Meph regenerates more than 1% HP per second...
Thus either way, it doesn't seem like what happened to you is that much of a stretch. You took down the other two rather easily it seems. Blizz probably made it so no one element could do all 3...
Personally, I think 3 characters can easily take down the 3 brothers without uber-godly gear.
First, a zealot using fanaticism with maxed resists and plenty of leech.
Second, another zealot using salvation, with maxed resists and plenty of leech.
Third, a Barb with a nice BO, good resists and leech.
I feel hammerdins are worthless, even to clear the summoned minions, because hammerdins die quickly with no leech... unless you have a huge supply of juvs.
Just a thought... not the absolute end-all...but hopefully worth trying.
i dont think you even need a paladin to finish the 3 off. I havent fought them yet but from what ive heard and seen with the first 3 im gonna get my friends tohelp and were gonna try it with 3 chars. a summon necro to keep all the minions and 2 of the bosses busywhile my fire sorc and a frenzy barb pound away on the third boss. Im pretty confident that this will work and i intend to prove that you dont need paladins to kill these guys (i just plain dont like pallys... lol) so wish me luck guys
If you're doing it in a large party (3 or more people), you're pretty much going to need a Pally with some nice aurua's to overcome the massive boost the trio gets to thier HP's.Originally Posted by theCROWcook
Hmm how many torches can i carry if they are all of differing class +skills? Is it one across the board like with an anni, or 1 max of each classes torch (meaning potential 7 charms, but obviously only 1 is of use to the char holding them all)?
Only 1 at a time no matter the class.Originally Posted by DukeZed
On another note, Gidlee and I did some more experimentation today with our zealot/leap barb combo. We first did one run with the old standard that I posted earlier. Run took a total of about 12 minutes. Then we did a quick normal cow run, found a 3os broad sword and made Lawbringer. Then we did another Trist run with him using lawbringer + doom (holy freeze and sanctuary) while he jumped about. Needless to say, it was even better. The run lasted about 7 minutes and we were never even touched. He'd leap around, knocking the minions back, then constant freeze pulses slowing them, then just to be kicked back and stunned again by sanctuary. It made it a whole lot easier for me to life tap one of the trio and then go crazy with zeal (fanatacism for Baal and D, salvation for Meph).
One run produced a nice pally 18/18 torch, now residing on my Hammerdain, the other producing a Assassin 15/17 now up for trade on RPG traders.
I have several chars....but maybe i could use my lvl 93 hammerdin and use him for minion crowd control.....I also have a decent light sorc but only insight .......or could use her to get keys...if we can get a good diverse party ,lets try it out this Sun..if u want acc is crypt-south2 on scl and i play also most sat nights....Originally Posted by C Squad
If you have the keys/body parts I'll help you get the torch but I think I'm just going to trade whatever parts/keys I get now to get some more/better gear.
btw, what are worth keys, parts and torch itself ? i know that the few first hours were crazy, as people sold keys for like enigmas and such. is it still that way &Originally Posted by C Squad
No, thankfully people game to their senses... After I made an easy 7 ists.Originally Posted by Mim
Torch = Multiple HR's (depends on class and stats)
Body Parts = 1 hr
Keys = 2 for an ist
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