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Version 1.10 Misc Topics


List of Contents
Unlimited Arrows
Invisible
Increased Run/Walk and Attack Speed
Smite
Smite Counter
Monster Skills
Physical Absorb
Ith Jewels
Auras
High Life
Basic Stats
Other Topics

Making bows or any throwing weapon unlimited (by Shokaku) Back to Contents
To make your character so that it can always shoot arrows or throw weapons without stopping, add the "throwable" attribute to your bow or weapons. For bows, you will notice that the quantity in your quiver will no longer deplete.
Step-by-step, the instructions are:
1) Open you character in the Zonfire99 edition of the Hero Editor
2) Right-click on your weapon and select 'Edit Item'.
3) On the Hero Editor Extras windows, expand the 'Magic' branch in the center column.
4) Select a 'Magic Attribute' sub-branch that you know is unused (or select 'Magic Attribute 30').
5) Now in the 'Magic Attribute' column (right-most column), there should appear a small scroll bar to the left of the top-most input box. Click on the down arrow to show the 'All Magic' tree.
6) Expand the 'Other' branch in the 'All Magic' tree and scroll down to select the 'Throwable' attribute.
7) Click on the Save Modified Item button (below the middle column) to update your weapon and return to the Inventory tab to export your weapon if you wish to save it in an external file.

I found that the arrows don't have to be infinite. All you have to do is, add Throwable to the last magical attribute on your bow, and use some arrows, the arrows don't have to be hacked at all. So if the arrows have 10 quivers, they will stay at 10 quivers.

Making yourself invisible to other players (by eViL_eVaN[DC]) Back to Contents
To make your character invisible to other players, you basically need to add the 'invisible' state attribute to one of your items.
Step-by-step, the instructions are:
1) To add the 'invisible' state to your item, expand the 'Magic' branch by clicking on the plus sign in front of the 'Magic' branch.
2) Click on one of the 'Magic Attribute' sub-branches that is unused or click on 'Magic Attribute 30' (unfortunately if you have 30 or more attributes, then the Hero Editor can't add any more attribute).
3) Now in the 'Magic Attribute' column (right-most column), there should appear a small scroll bar to the left of the top-most input box. Click on the down arrow to show the 'All Magic' tree.
4) Scroll down and expand the 'NotVisible' branch.
5) Scroll down and select the "nv State" attribute. Now 2 pulldown boxes should appear--the first with "0 none" and the second with "1".
6) On the first pulldown box, open it and scroll to find '146 invis' (which is the state will make you invisible to other players but not monsters).
7) Click on the Save Modified Item button (below the middle column) to update your item and return to the Inventory tab to export your item if you wish to save it in an external file.
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on the ZF editor the nv values go alot higher then what is on it. There is a gap from say 155 to about 400 but they start again and there are some good ones that increase dmg compared to your experience.

Using negative Increased Attack Speed and Faster Run/Walk (by Shokaku) Back to Contents
To improve your Increased Attack Speed (IAS) and Faster Run/Walk (R/W) in patch level 1.09, it was common to use negative values for these attributes. For 1.10, I have found that negative values still work as long as they have total values as follows:
For IAS, use a total <= -121 (remember -122 is less than -121).
For R/W use a total <= approximately -165 (some say -164 works better)
Since -20 is the smallest negative value in a single instance of IAS or R/W, you will need to add several -20 values spread across helms, armor, jewelry, etc.
Because negative values can be unstable as well as unmanagably fast, I personally use IAS -130 and R/W -200 on a zon. Some people recommend different IAS values for different character classes (I seen someone suggest -161 IAS for smite pallys). Other people recommend staying away from negative values all together.
At any rate, start out with the above values and experiment to see what works best for you.

Smite Back to Contents
Also, use as high of smite/holysheild/fanatism/concentration/sancturary/might/ etc.....and that will immensly up your smite dmg
well, make lvl 63 smite charge, with bladebarrier sheild....lvl 63 holy shield, and um, just equip some or all of those aruas at once to increase the dmg
Charge? why not Non-Class skill? then at least i can get them to lvl 99
I was testing what can make smite damage better...well,just adding damage wont work,max or min 1 or 2 handed damage wont work.The only few things that work are enhance damage%(min and nv) and strength bonus.thats all...dont forget auras Str ups smite damage by ungodly amounts, lol. I just added like 5k str and it went from 25-48k!

Smite Counter Back to Contents
Smite counter post by Berious at NightShiver's Forum
Anyway, I just took the initiate to get d2loader(DUH! ofcourse it would help with testing! ::slaps self:: "BAKA! BAKA!"), anyway.

Test subjects:
Assassin- 300,000 health. Around 50000 Att. takes. dmg. Blade shield at around 1.5k million. and about 8000k magic absorb and Huge amounts of magic resist.
Pally one(We shall call him Lowdmg)-He does a 18k dmg smite.
Pally two(We shall dub him Highdmg)- He does a 66k dmg smite.
I tested random things with my Counter assassin. She has massive thorns and everything, BUT I have found that in fact, Thorns only plays a VERY small part in the countering process. I HAve found that Energy shield, Like I had originally thought would counter it, Only works against High damage smite.
Low dmg is based on pure physical damage. He was not directly effected by the thorns, due to low damage. He did Close to no damage. Around 20,000(judged by health bar) in about 10+ hits.
High dmg is based on MASSIVE amounts of Elemental damage and Medium amounts of physical. He was highly effected by the energy shield. His damage was reduced to 20,000(also judged by health abr) in about 10+ hits. Without Energyshield he hit aroun 40,000(by hp bar) in 10+ hits. A nice double.
I soon took off the claws and armor thinking that they may have caused a counter somehow. They did NOT, thus making thoughts of Massive block rates False. I looked on my charms, almost all they had was Magic resists/absorbs. along with mana regen, and such(for the energy shield). I took teh cahrms off. Never the less, 2 hti ko from both pallys.
Conclusions: Magic Resists + absorbs shall infact Add Significant Additions to your life span. I suggest adding Nv mana regen and Warmth on every item you make. and grab a 95% mana shield. (against high damage pallys) on each item that has open slots (especially charms+jools) Add +255% magic res +31 max magic res. +127 magic absorb +100% magic absorb.

Updates: I just tested again And this time I got 1000% magic absorb. lowdmg 2 hit koed me. I added 1000% 2 hits. I added the full 5000% absorb and I came to a stand still. So it seems that there are breakpoints for the absorbing of the well...Shield bashing O_O.

These are only Approx.
100%-2000% = No protection
2000%-3000% = Slight protection.
3000%-5000% = Very good protection.
Just soem thoughts on breakspoints, Maybe Im just thinking that its in breakpoints and on micro scale its just a gradual increase. OFcoruse we really wont know. Either way I can see that More IS better.
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its not just useing % absorb. I also use 127 magic absorb.
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a high resist to dom......tho im not sure how increasing res above a 95% range (+205%, +31max) would be any diff from say 5k. Abs i can see a diff......also, have you tried neg res berious? And as far as 1.09 smite, didnt it also do both phys and magic(hidden)? and does that still apply for 1.1
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Trust me I have tried all of that. I have tried pos res, pos abs combos, I have tried neg res, neg abs combos, I have tried neg res, pos abs combos, and I have tried pos res, neg abs combos. I've tried the highs and lows and I've tried the mids also.
If smite deals magical dmg as well as physical then the magic dmg must be a very small portion of it because in terms of hits the same dmg vs magic abs and non magic abs kills just as fast. Two pallies exactly the same except that one has magic abs and the other doesnt. When I smited them both, they both died in 5 hits. So unless another attribute was being used, I concluded that 5000% magic abs is the same as 127%.
Another thing might be that the people he has been dueling use +magic dmg to increase their dmg, in which case alot of abs would help more.
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its not just useing % absorb. I also use 127 magic absorb.
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I have a baad ass 1.10 smite pally with 2.6mil health super high dmg smite and a wiked blinding IAS to boot<------fastes smite on open seen so far...... And he kills manny .09 smite pallys...
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oh well, just a very quick post to say that I'll tried all your settings Berious...
I dont have enought time to develop the subject right now....just wanted to say:
-energy shield: in all my tests, i die more quickly when it is set on...forget it...
-magic absorbs: +Mabs or +%Mabs makes me die more quickly too...try without..
-try neg. resists, including magic
-increase your block rate ( try neg.)
-don't use a shield
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made an assassin for my second 1.10 character and found i could block smiters unless they were a pally. I have the pleasure of being friends with BEBOP and got to test against one of his pally's which was able to get through my block. I had to actually smite him back because my thorns were doing very little damage to him. The only way i was able to beat him was to have mindblast on attack, to stun him, and i had to hit him first. However it took me 5-6 hits compared to his 1-2.
Having nv weapon block on two claws and stacking aura thorns seems to work against most, but like i said pallys are able to break through this.

Monster Skills Back to Contents
Go to "Charged Skill" in the skills section in zonfire and go down to 318 **(Baal Cold Missiles)
you can use "Non-Class Skill" and choose baals cold missles
Try them on Iron Golem's or Mercenary's. I don't know if Mercs are recognized as monsters in a game, but Golems are. There's a 50/50 chance they might work with an Iron Golem.

it is possible to use "critter skills" i met a guy who was using ***(baal cold missles)*** and he said he did it by putting it on a charm or somthing as a non-class skill and then in the charecter hex for your skill id left/right mouse click he put the hex number for it

Well,first of all you put the noclass skill on your charm.dont add any skill bonus like 7 to all skills. Then use zonfire to set the skill number on your right or left skill. remeber to use hex format for skill number.When you test this in game,you wont see any skill icon there,dont worry about it but if you select anyother skill while you in the game you wont be able to select monster skill again.there are few that can work.You also can use % to elemental skill damage and increase the power of skill but remeber,it dosent display damage so test test and test till you get the optimum result.Too bad we dont have the boss mod yet to test high skills..

I made a new charm with just that one non-skill (Baals cold missles) and used 3E 01 in the char hex

Physical Absorb Back to Contents
Try puting aura 298 on every charm,works wonders.
Try negative resitance and positive absorbs the way you can achieve neg resistance is by time example-make a charm with -256 resistance to cold light fire increases at dawn now do the same for your absorbs but make the abs positive by time --- positive absorbs and negative resist by time heh test

Ith Jewels Back to Contents
Posted by 99Elite
I was doing some testing with socketed items and ith jewels. First I made a run of the mill, socketed armor. Then I made an ith jewel.
Here are some of the properties I used on the armor and the Ith jewels, so that the rest of this will make sense
Armor :
+779 Dexterity Based on Character level
Sockets : 7
Ith jewel :
Magic Properties:
+779 Dexterity Based on Character level
RuneWord properties :
+779 Dexterity Based on Character level
Since Iths are bugged in 1.10, the jewels were added to the armor in zonfire's editor. Since the armor is not an Ith the armor shouldn't get bugged. I loaded a character with this armor into D2. The armor isn't bugged. I could move the armor around in my inventory.
Something that is impossible to do with Iths.
I noticed something about the runeword properties. They behave like nv properties. I couldn't see them contribute to the properties of the armor, but they contribute to the character's overall stats.
Take the armor and jewel above. When the armor is completely socketed with that jewel, the dexterity bonus is 15(779) = 11685 to dexterity. What is seen on the armor is 8(779) = +6232 to dexterity.
Fortunately, to make it worthwile posting, the character gains the +11685 to dexterity. I noticed this when my chars dex jumped from 1023 to 12708, after donning on the armor.
I havent been fortunate with set iths and get 3x mods. It has something to do with properties moving from the runeword to the set proprerties list. The game only tolerates one of each property in the same list.
In the right hands, this can do some dmg on Open.
Here's an item that uses this method of socketing 99Elite's Ith Jewel and Armour (Combines Magic and Rune Magic attributes)

Auras Back to Contents
Use the attribute "aura" in the "other" section in ZonFire
98 - Might
99 - Prayer
100 - Resist Fire
102 - Holy Fire
103 - Thorns
104 - Defiance
105 - Resist Cold
108 - Blessed Aim
109 - Cleansing
110 - Resist Lightning
113 - Concentration
114 - Holy Freeze
115 - Vigor
118 - Holy Shock
119 - Sanctuary
120 - Meditation
122 - Fanaticism
123 - Conviction
124 - Redemption
125 - Salvation

High Life Back to Contents
to get more life simply add life, life %, vitality, life/lvl, and vit/lvl to every item, every jewel, every charm. My zon has 2.5 mill, and because of the socketed weapon, my pally has 2.9. Hope this helps ya
ya, my sassy has 2.6 million, and i dont have much on the character either, its under 3kb too. The biggest mod to add would be the 'on time' wich makes a significant....but in conjucntion with all life mods, it will be a very easy task to improve life...and if you really wanna take it further, use a barb warcry, and oak sage at a high lvl.....

Basic Stats Back to Contents
Well there are a lot of very important qualities when making a character you have to work on they basics obviously like;
Health,
Mana,
Strength,
Dexterity,
With they new patch you can't hack those all that much unless you stack attributes witch is pointless. A couple very important attributes are;
Damage Reduce,
Target Defense,
Reduce Monsters Defense,
Life & Mana stolen per hit.
Certain %'s of those work dif. on certain people especially ("Target Defense") there is no cretin % for any cretin person or build, that I know of anywase but try and keep it kind of low like around 1-15 or so, you might want to try putting it on multiple charms, and adding them into they duel till you find that you are hitting properly. Although with they new patch you may not have time to find they right %. Now Life & Mana steal-{leech)- is a bit dif. it is affected by dmg. all you can do is get they damage you want, and find out what amount of leech works best for they damage you are using.
Reduce monsters Defense is pretty basic I would ay go with -17 reduce monsters defense it seems to be good for they general dueler now a days. I would go with an assassin, or paladin check up on they character specific forum to get hints and clues on how to make them. Hope that helps

Basic Attributes to include on all items, jewels, etc.

Stats
NOTE: Dexterity affects bow damage, so once you have your bow damage set, don't change your dexterity.
. . Dexterity
. . Life
. . Life%
. . Strength
ByLevel
. . Dexterity (on Lvl)
. . Life (on Lvl)
. . Strength (on Lvl)

Setting up Damage, AR, Resist, etc.

Skill levels
Skill levels are capped at 99, so there's no point in having more than 12 items with +7 to Skills
I put the +7 to skills on my Helm and Armor and the jewels inserted into them.
Because Skill Levels may affect your various stats, it's usually best to make up 12 charms with only +7 to Skills

Attack Rating
Create a basic weapon (I usually like to add to Minimum 1(2)-Handed Damage)
Attack Rating is the next thing to set up. Make up 12 charms with the 4 following attributes.
Go into the game and keep removing the AR charms till your AR gets to about 17-21 million.
Thats the number of the AR attributes you need
Attack
. . Attack Rating
Other
. . Bonus To Attack Rating %
ByLevel
. . Att Rating (on Lvl)
. . Bonus To Attack Rating % (on Lvl)

Damage
For D2 v1.10, I prefer to keep the Min and Max damage close i.e. 63 Min, 64 Max
NOTE: Dexterity affects bow damage, so once you have your bow damage set, don't change your dexterity.
Damage is the next thing to set up. Make up 12 charms with the 6 following attributes.
Go into the game and keep removing the AR charms till your Damage gets to about 79k-81k. More than that doesn't seem to do much good.
Damage
. . Damage
. . Enhanced Damage %
. . Enhanced Min Dmg %
. . Maximum 1(2)-Handed Damage (63 recommended)
. . Minimum 1(2)-Handed Damage (63)
ByLevel
. . Enhanced MaxDmg (on Lvl)

Other Topics Back to Contents
There is a nv attribute call curse resistance that makes u invulnerable to curses (meaning u can't be cursed) so iron maiden wouldnt work....but thorns most likely would
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I have been playing around with a set up that seems to be working but not finished yet. I use thorns and tons of attacker takes damage. 1 hit kill!! I owned several pallies at once. They made some increases (don't know what though) and it still dropped them on the spot
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2 things......smite can leech without life tap.
Secondly.......just have bone armor cast when you get hit........

Sockets
In V1.10, the item's Quality affects the maximum number of sockets that the D2 game will allow. If the item's quality is low, normal, or superior, then it can have a maximum of 6 socketed items. Items with any other quality can have a maximum of 7 sockets.
So, change your item's quality to magical, unique, etc. to get 7 sockets that you can use.

Colours
Sure you can. It's the same way as with the 1.09 patch, only this time you will need to do it with magical names instead


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