Thursday, April 12, 2012

The Act 1 Faith Merc Pindle Berserker

[:1]Disclaimer

This has grown from a few remarks to a wall of text. I'll divide it into 3 parts. Some general background first, then the exact setup and readouts. Last comes the reasoning behind the choices I made and some suggestions to improve the guy even further. Please reply only after I've posted all parts.



Background

Alright, so I've had parked the Berserker Khan at Pindle for a while, but he was cobbled together without much though, basically recycling the same setup including Merc and statpoints that my WW Barb Genghis was using. Besides, he was only level 86 or so, as leveling is really slow if you only kill one guy. So in the end I didn't use him much and rather kept the good items on the WW Barb. Then came along Fabian's Pit Berserker thread and the later addendum for the Pindle Berserker and I made the decision to make an Act 1 Faith Merc Pindle Berserker my new project.

I respecced Khan to WW to speed up the leveling and transfered Genghis to Travincal to hunt for runes. Jah in particular. Almost at the same time Khan had leveled to 91, Genghis found the Jah and jimsfriend offered 1.07 eth BA's in the trade forum. So over the last week or so I finally put some more thought into the more or less final setup and started to put the pieces together. Here is the result, with all credit going to Fabian for coming up with almost every single idea I applied.



Pro's and Con's of using a Faith Merc Berserker at Pindle

Pro:
  • Extremely fast with ultra high MF

  • Pretty safe despite horrible resistance and defense, no block and lowish life

  • Hits 9fpa even with botched rolls on both the Grief BA and the Faith Bow. Great way to salvage your <34 IAS Grief BA's.

Con:
  • Expensive as every MF Barb

  • Finds relatively few items besides S/U

  • In this setup he can't run anything but Pindle



So basically it makes only sense to build one if you're willing to run with a very narrow focus. Compared to the Pit or AT with all the great side drops, Pindle always was mostly about S/U for me, so I think the build suits him very well. It's still clearly not for everyone.|||Khan, Level 92

Pindlerunner; 17.3 seconds per run

Stats

Str 260 (341)

Dex 47 (49)

Vit 238 (250)

Eng 10 (12)

Life: 1413 (2068 after BO)

Mana: 264 (333 after BO)

AR: 3390 (9885 against Undead) -> 94% CtH against Pindle

FCR: 10/110 (kill/tele)

Hork: 53%

MF: 745 on kill and hork

FR: -44

CR: -42

LR: -29

PR: -48

Skills

Berserk: 20 (25)

Howl: 20 (25)

Axe Mastery: 20 (25)

Shout: 8 (13)

Find Item: 20 (25)

Increased Speed: 9 (14) 40% FRW

Battle Orders: 1 (6)

Prerequisites: 5

Equipment

Shako (PTopaz)

Enigma

Rare Amulet +1skill/Res@18/MF24

1.07 eth Berserker Axe "Grief"

eth Military Pick 6x Ist

Switch 2x Suicide Branch

Ghouldhide

Goldwrap

War Traveler

Nagelring

Rare Ring 10FRC/24MF

Inventory:

Gheed's, 29 SC's of GL (plain/res/steel/fine), 4x2 free, no cube

Merc

Normal Act 1 Fire

Andariel's Visage

Fortitude

Faith

Readouts



Spoiler



Code:
War Traveler
Battle Boots
Defense: 126
Durability: 47 of 48
Required Level: 42
Required Strength: 95
Fingerprint: 0x591102b3
Item Level: 85
Version: Expansion 1.10+
+25% Faster Run/Walk
Adds 15 - 25 Damage
+164% Enhanced Defense
+10 to Strength
+10 to Vitality
40% Slower Stamina Drain
Attacker Takes Damage of 9
49% Better Chance of Getting Magic Items
+30 Maximum Durability

Skull Master
Ring
Required Level: 13
Fingerprint: 0xd62690c7
Item Level: 30
Version: Expansion 1.10+
+10% Faster Cast Rate
+17 to Mana
Lightning Resist +23%
24% Better Chance of Getting Magic Items

Goldwrap
Battle Belt
Defense: 88
Durability: 18 of 18
Required Level: 30
Required Strength: 88
Fingerprint: 0x227c0358
Item Level: 88
Version: Expansion 1.10+
+10% Increased Attack Speed
+58% Enhanced Defense
+25 Defense
69% Extra Gold from Monsters
30% Better Chance of Getting Magic Items
+2 to Light Radius
Required Level +5

Nagelring
Ring
Required Level: 7
Fingerprint: 0xe596c2e6
Item Level: 68
Version: Expansion 1.10+
+75 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
30% Better Chance of Getting Magic Items

Ghoulhide
Heavy Bracers
Defense: 130
Durability: 16 of 16
Required Level: 36
Required Strength: 58
Fingerprint: 0xaffcdffe
Item Level: 84
Version: Expansion 1.10+
+184% Damage to Undead (Based on Character Level)
+736 to Attack Rating against Undead (Based on Character Level)
5% Mana stolen per hit
+190% Enhanced Defense
+20 to Life

Gemmed Military Pick
Military Pick
One Hand Damage: 10 - 16
Durability: 14 of 14
Required Level: 51
Required Strength: 39
Required Dexterity: 23
Fingerprint: 0x418456fb
Item Level: 85
Version: Expansion 1.10+
180% Better Chance of Getting Magic Items
Ethereal
6 Sockets (6 used)
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune

Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items

Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items

Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items

Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items

Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items

Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items

Enigma
Dusk Shroud
JahIthBer
Defense: 1225
Durability: 20 of 20
Required Level: 65
Required Strength: 77
Fingerprint: 0x2ea33aba
Item Level: 85
Version: Expansion 1.10+
+2 to All Skills
+45% Faster Run/Walk
+1 to Teleport
+762 Defense
+69 to Strength (Based on Character Level)
Increase Maximum Life 5%
Damage Reduced by 8%
+14 Life after each Kill
15% Damage Taken Goes To Mana
92% Better Chance of Getting Magic Items (Based on Character Level)
3 Sockets (3 used)
Socketed: Jah Rune
Socketed: Ith Rune
Socketed: Ber Rune

Jah Rune
Required Level: 65
Version: Expansion 1.10+
Weapons: Ignore Target's Defense
Armor: Increase Maximum Life 5%
Shields: +50 to Life

Ith Rune
Required Level: 15
Version: Expansion 1.10+
Weapons: +9 to Maximum Damage
Armor: 15% Damage Taken Goes To Mana
Shields: 15% Damage Taken Goes To Mana

Ber Rune
Required Level: 63
Version: Expansion 1.10+
Weapons: 20% Chance of Crushing Blow
Armor: Damage Reduced by 8%
Shields: Damage Reduced by 8%

Grief
Berserker Axe
EthTirLoMalRal
One Hand Damage: 54 - 159
Indestructible
Required Level: 64
Required Strength: 128
Required Dexterity: 49
Fingerprint: 0x5bce3a46
Item Level: 87
Version: Expansion
35% Chance to cast level 15 Venom on striking
+37% Increased Attack Speed
50% Enhanced Damage
Damage +396
Ignore Target's Defense
-25% Target Defense
+172% Damage to Demons (Based on Character Level)
Adds 5 - 30 Fire Damage
-24% to Enemy Poison Resistance
20% Deadly Strike
Prevent Monster Heal
+2 to Mana after each Kill
+10 Life after each Kill
Ethereal
5 Sockets (5 used)
Socketed: Eth Rune
Socketed: Tir Rune
Socketed: Lo Rune
Socketed: Mal Rune
Socketed: Ral Rune

Eth Rune
Required Level: 15
Version: Expansion 1.10+
Weapons: -25% Target Defense
Armor: Regenerate Mana 15%
Shields: Regenerate Mana 15%

Tir Rune
Required Level: 13
Version: Expansion 1.10+
Weapons: +2 to Mana after each Kill
Armor: +2 to Mana after each Kill
Shields: +2 to Mana after each Kill

Lo Rune
Required Level: 59
Version: Expansion 1.10+
Weapons: 20% Deadly Strike
Armor: +5% to Maximum Lightning Resist
Shields: +5% to Maximum Lightning Resist

Mal Rune
Required Level: 49
Version: Expansion 1.10+
Weapons: Prevent Monster Heal
Armor: Magic Damage Reduced by 7
Shields: Magic Damage Reduced by 7

Ral Rune
Required Level: 19
Version: Expansion 1.10+
Weapons: Adds 5 - 30 Fire Damage
Armor: Fire Resist +30%
Shields: Fire Resist +35%

Bitter Eye
Amulet
Required Level: 31
Fingerprint: 0xfc6a55d4
Item Level: 80
Version: Expansion 1.10+
+1 to Barbarian Skill Levels
+6 to Mana
All Resistances +18
Damage Reduced by 3
24% Better Chance of Getting Magic Items

Harlequin Crest
Shako
Defense: 110
Durability: 12 of 12
Required Level: 62
Required Strength: 50
Fingerprint: 0x141ba06f
Item Level: 71
Version: Expansion 1.10+
+2 to All Skills
All Stats +2
+138 to Life (Based on Character Level)
+138 to Mana (Based on Character Level)
Damage Reduced by 10%
74% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Perfect Topaz

Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%

Suicide Branch
Burnt Wand
One Hand Damage: 8 - 18
Durability: 15 of 15
Required Level: 33
Required Strength: 25
Fingerprint: 0x575b5592
Item Level: 86
Version: Expansion 1.10+
+1 to All Skills
+50% Faster Cast Rate
+40 to Life
Increase Maximum Mana 10%
All Resistances +10
Attacker Takes Damage of 25

Suicide Branch
Burnt Wand
One Hand Damage: 8 - 18
Durability: 15 of 15
Required Level: 33
Required Strength: 25
Fingerprint: 0x1e225af8
Item Level: 87
Version: Expansion 1.10+
+1 to All Skills
+50% Faster Cast Rate
+40 to Life
Increase Maximum Mana 10%
All Resistances +10
Attacker Takes Damage of 25







Spoiler



Code:
Gheed's Fortune
Grand Charm
Required Level: 62
Fingerprint: 0x1d340315
Item Level: 87
Version: Expansion 1.10+
155% Extra Gold from Monsters
Reduces all Vendor Prices 13%
40% Better Chance of Getting Magic Items

Fine Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x7c78a021
Item Level: 84
Version: Expansion 1.10+
+2 to Maximum Damage
+15 to Attack Rating
6% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x743c5c73
Item Level: 85
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Arcing Small Charm of Good Luck
Small Charm
Required Level: 57
Fingerprint: 0x9416a759
Item Level: 80
Version: Expansion 1.10+
Adds 1 - 35 Lightning Damage
7% Better Chance of Getting Magic Items

Bronze Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x9804d96b
Item Level: 87
Version: Expansion 1.10+
+3 to Attack Rating
7% Better Chance of Getting Magic Items

Glowing Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x209dff7
Item Level: 80
Version: Expansion 1.10+
Adds 1 - 24 Lightning Damage
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xddde6fef
Item Level: 83
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x450f61f4
Item Level: 62
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x842cacb7
Item Level: 85
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x283fd9f1
Item Level: 87
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x2c3ec95f
Item Level: 80
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xa5f9f4e3
Item Level: 80
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xc54c52be
Item Level: 85
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Stalwart Small Charm of Good Luck
Small Charm
Required Level: 40
Fingerprint: 0xe4b38417
Item Level: 80
Version: Expansion 1.10+
+28 Defense
7% Better Chance of Getting Magic Items

Lapis Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xdb60acb3
Item Level: 86
Version: Expansion 1.10+
Cold Resist +7%
7% Better Chance of Getting Magic Items

Steel Small Charm of Good Luck
Small Charm
Required Level: 49
Fingerprint: 0xc2ee2f18
Item Level: 80
Version: Expansion 1.10+
+33 to Attack Rating
7% Better Chance of Getting Magic Items

Steel Small Charm of Good Luck
Small Charm
Required Level: 49
Fingerprint: 0xcf67ed3e
Item Level: 86
Version: Expansion 1.10+
+25 to Attack Rating
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x16704aa5
Item Level: 77
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x3106c5fc
Item Level: 79
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Azure Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x980b4993
Item Level: 80
Version: Expansion 1.10+
Cold Resist +3%
7% Better Chance of Getting Magic Items

Rugged Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x55f29367
Item Level: 85
Version: Expansion 1.10+
+14 Maximum Stamina
7% Better Chance of Getting Magic Items

Beryl Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x6e303bbf
Item Level: 85
Version: Expansion 1.10+
Poison Resist +4%
7% Better Chance of Getting Magic Items

Stout Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x7a95e88d
Item Level: 80
Version: Expansion 1.10+
+4 Defense
7% Better Chance of Getting Magic Items

Toxic Small Charm of Good Luck
Small Charm
Required Level: 55
Fingerprint: 0xe5f351ac
Item Level: 86
Version: Expansion 1.10+
Adds 100 Poison Damage Over 5 Secs (125 Frames)
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xa443d462
Item Level: 80
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Garnet Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x47371714
Item Level: 86
Version: Expansion 1.10+
Fire Resist +8%
7% Better Chance of Getting Magic Items

Stalwart Small Charm of Good Luck
Small Charm
Required Level: 40
Fingerprint: 0x5ac1df34
Item Level: 80
Version: Expansion 1.10+
+24 Defense
7% Better Chance of Getting Magic Items

Stalwart Small Charm of Good Luck
Small Charm
Required Level: 40
Fingerprint: 0xa21a29f2
Item Level: 86
Version: Expansion 1.10+
+21 Defense
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x10c6ce30
Item Level: 74
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xcf330f4
Item Level: 80
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items
|||Some choices I made are pretty straight forward, but let me tackle some questions Fabian raised and some stuff I did different.

Chanceguards or Ghoulhide?

My take is: Ghoulhide all the way. Here is why:

With my current setup and skill distribution, every point of AR is multiplied by ~7.8

Which means Chanceguards 25 AR give 195 AR. At level 92, Ghoulhide's 736 AR give 5740 AR! To hit Pindle at level 92 with a CtH of 93% you need approx. 8700 AR.



Spoiler


(2x92/92+86) x ((8700/(8700+990)) = 92,8%



With Chanceguards that means Dex 191. With Ghouldhide: Dex 49! Even lower would be possible if not for the Dex req. of the BA.

Hence using Ghouldhide, you save 142 statpoints to put into strengh. In addition you get +184% Damage to Undead. All in exchange for 40MF.

Wizardspike or Suicide Branch?

With Dex 49, SB is the only option with 50 FCR. The +skills are great too if you hork on teleswitch. I don't, so it's just about getting the FCR for me. Reason see below.

Hork on killswitch or teleswitch?

At first, hork on teleswitch seems better, as it gives not only 1% hork due to +2skills from SB, but also 8 frame hork instead of 12. My reason to hork on killswitch has mostly to do with convenience and lack of skill (player skill that is). If you hork on tele, you go through the portal, BO, tele, howl, switch, berserk, switch, hork. Every skill being on the right mouse button. The way I do it is: go through portal, BO, tele, howl, switch, berserk on left MB, hork on right MB. I switch back to tele when I run through town. It's a good deal easier to do and it even adds 120 MF to counter the 1% hork you lose. And since you hork only once per run, 4 frames more due to less FCR isn't a big deal.

Military Pick or Crystal Sword?

I know Fabian and Kestegs use a Crystal Sword as off hand weapon and were surprised to see the Military Pick. But if I understand Berserk weapon speed correctly, Military Pick seems to be superior to be honest. For the Berserk IAS calculation, the game uses the average from both weapons as a base and then adds IAS from on- and off weapon. [Edit: This is worded a bit unfortunate. I mean IAS from main weapon and equipment, not off hand weapon] CS is (0), MP is (-10). Both have 6os and the requirements are very similar. With level 12 Fanaticism, BA/CS needs 40 IAS to hit 9fpa. BA/MP needs only 32 IAS. Besides, those toyswords look retarded enough as it is on my WW Barb.

Bo or no BO?

I tried to go without BO and it is certainly possible. But I doubt it's more efficient, at least for me. You only save a single skill point and 8 frames per run, but you lose the statpoints for almost 1/3 of your life and it's mighty convenient that even if you lose almost half your life in a run, you'll be back in town with a full bulb. Sure, you can chuck a potion, but collecting them also takes time so I really don't think it's worth it.



Cham or no Cham?

I don't have a Cham to spare at the moment, so I can't really compare. But being frozen is not that horrible. It happens about 1 in 7 runs or so and costs probably not more than a second. Ist/Topaz is not vital either, so I suppose I would use Cham if I had one, but it's hardly a problem. Manaburn is much more annoying.

Oh, and as it came up in the IFT: Using a 5x Ist Rune Master for the CBF is not an option because it doesn't cancel being frozen if you get frozen on teleswitch.

How much increased speed?

After 14 points in increased speed you get a really rough deal on your points there. So after spending 9 (14 with +skill) I rather spend the rest on Berserk synergies. Pindle goes down fast, but I think there is more room for improvement there than in a few % more running speed.



What could improve the time?

  • Faster Laptop: I always play windowed without sound, but my old work laptop still always takes a 2 second break after each run. It's worse than on my WW Barb so I suspect it has something to do with the howl special effect. (1-2 seconds on average)

  • Better player: Assessing quickly if something good dropped after hitting "alt" is not really my forte. (1 second)

  • Charm setup: Right now, Pindle often takes 3 whacks before he goes down. I suspect with Fabian's sick charm setup he might always down in 2. (0.5-1 seconds)

  • 3 instead of 4 teleports: I do 4 to reach the top left corner of the corridor. I like it as howling behind them makes the minions run out to the courtyard and the wooden pillar shields me from Pindle if I'm too slow. It also makes it easy to land in the exact same spot every time. It's doesn't really seem to be neccessary though. (0.3-0.5 seconds)

  • Cham: As I said, it costs not much more than a second in a couple of runs. Still. (0.2 seconds)



My average time is 17.3 seconds. I guess 3-5 seconds faster is possible with the above changes. So someone staying comfortably under 15 seconds wouldn't surprise me at all. (Case in point: The Run Counter has my fastest single run at 13.6 seconds)

But either way, under 18 seconds with 700+ MF and 50+ Hork is pretty neat I think.

Well that's it for now. It has become way too long anyway. I would really appreciate your thoughts, questions and criticism. In particular of course the experience of other players who have tried something similar. And again, thanks Fabian (and everyone who in turn helped him) for some really cool ideas. |||A nit-pick: With Berserk/Conc only the main weapon's stats are considered. There's no WSM averaging so the off-hand weapon's speed (both WSM and IAS) has zero impact on how fast you swing.

I was going to say something about Ghoulhide, but on second thought with base AR as terrible as that I don't think there's a better solution |||Hi hubb, thanks for the feedback!

Are you sure about the IAS?

This is from the calculator:


Code:
Character:  Barbarian
Primary Weapon: Berserker Axe
Secondary Weapon: Military Pick
Skill: Berserk
IAS: 0
Weapon-IAS: 0 / 0
Fanaticism: Level 12

IAS attack speed attacks per second
0 11 2.27
11 10 2.5
32 9 2.77


Character: Barbarian
Primary Weapon: Berserker Axe
Secondary Weapon: Crystal Sword
Skill: Berserk
IAS: 0
Weapon-IAS: 0 / 0
Fanaticism: Level 12

IAS attack speed attacks per second
0 12 2.08
4 11 2.27
18 10 2.5
40 9 2.77

I think I also read about the averaging somewhere. But I can't find the source and the calculators don't always seem to be reliable, so you could very well be right.|||Well, learning how Berserk actually works was kinda awkward. Off-hand weapon speed matters, huh, who knew? Guess I need to find 6 new Ists now, that's pretty annoying heh. Edit: Unless hubb is right, but the german weapon speed calculator certainly agrees with you.

Nice character. I'd encourage you to simply learn the switch-back before horking instead of doing it while running in town. I imagine you do at least 1.5 horks on average (I know I do at least that many), those frames are adding up quickly once you're down to micro-improvements like on this character. Maybe your Faith merc doesn't kill any minions so it's never a problem though. Either way, some quick numbers plugged into my spreadsheet shows that 4 frames saved and 1% extra hork is well worth horking with 120% less MF

I haven't tested Ghoulhide/Chance Guards on a Pindle Berserker, but I'd imagine I'd definitely go with Ghoulhide too, based on my old WW Barb. I imagine it would help save plenty of time from being able to play more recklessely in the long run. Start searching for a 1.07 Ghoulhide

It's worth noting that replacing a PTopaz with a Cham is barely worth it if the "real" time saving is 1/7 of a second. Probably not a super big deal either way, then. My gut feeling is that being frozen isn't a big deal and that I'd rather load up on MF, wheras in the Pit, being frozen will eat up tons of time since the runs are much longer and you do many more attacks.

I don't know is this is harder to pull off when playing windowed (unless your mouse never moves outside the playing window?), but just putting the mouse in the upper right corner and teleporting 3 times gets you to the same spot every time, and it's pretty much a perfect one imo. You can see how I do it in my video, I feel like it would be really hard to improve on that strategy.

Increased Speed.. Again I feel inclined to definitely max it, diminishing returns or not. I feel like killing Pindle is the fastest and easiest part of being quick. Consider this: How often will you leave Pindle slivered low enough where a ~100% ED increase would have killed him in one less hit? My feeling is that it doesn't happen that often, whereas having those few extra skill-based FRW% will add up in every single run you do. And we're talking thousands and thousands of runs

In the end, I don't think a 5 second improvement is really realistic even in absolute perfect conditions, but I'm sure there's some more time to be saved still I definitely feel like Faith is the way to go for a Pindle Barb, and if I ever make one, he'll look pretty similar to this one for sure. Now if only you could do without Insight on a Pit Berserker.. |||D:

My bad. Either the calc was still on V2 or he sneakily updated it, because it definitely didn't take off-hand WSM into account last time I checked. I see that WSM bugging also applies to it

@Fabian: Ye, when windowed the D2 cursor stays at the edge and you continue teleporting, so it won't have much effect.|||Quote:








I'd encourage you to simply learn the switch-back before horking instead of doing it while running in town. I imagine you do at least 1.5 horks on average (I know I do at least that many), those frames are adding up quickly once you're down to micro-improvements like on this character. Maybe your Faith merc doesn't kill any minions so it's never a problem though. Either way, some quick numbers plugged into my spreadsheet shows that 4 frames saved and 1% extra hork is well worth horking with 120% less MF




1-2 horks sounds about right. The Faith Merc is surprisingly efficient at killing the minions. So no doubt you're right if I can learn not to break my fingers with all the switching anymore.


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It's worth noting that replacing a PTopaz with a Cham is barely worth it if the "real" time saving is 1/7 of a second. Probably not a super big deal either way, then. My gut feeling is that being frozen isn't a big deal and that I'd rather load up on MF, wheras in the Pit, being frozen will eat up tons of time since the runs are much longer and you do many more attacks.




Yes, I haven't even tried out taking him to the Pit for lack of CBF. But note the 1 second in 7 runs is just a guess. It could very well be more. If I ever Cham a Shako I'll certainly try it out.


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I don't know is this is harder to pull off when playing windowed (unless your mouse never moves outside the playing window?), but just putting the mouse in the upper right corner and teleporting 3 times gets you to the same spot every time, and it's pretty much a perfect one imo. You can see how I do it in my video, I feel like it would be really hard to improve on that strategy.




I think it's indeed the windowed play. I'm used to leaving a safety margin to not leave the window and thus land a bit shorter than you in your video and get attacked instantly. Otherwise, 3 teleports are superior.


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Increased Speed.. Again I feel inclined to definitely max it, diminishing returns or not. I feel like killing Pindle is the fastest and easiest part of being quick. Consider this: How often will you leave Pindle slivered low enough where a ~100% ED increase would have killed him in one less hit? My feeling is that it doesn't happen that often, whereas having those few extra skill-based FRW% will add up in every single run you do. And we're talking thousands and thousands of runs




That's a good point. I think after getting a bit more practice I'll invest the respec token to try it out.


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In the end, I don't think a 5 second improvement is really realistic even in absolute perfect conditions, but I'm sure there's some more time to be saved still I definitely feel like Faith is the way to go for a Pindle Barb, and if I ever make one, he'll look pretty similar to this one for sure. Now if only you could do without Insight on a Pit Berserker..




Nah, 5 seconds was a bit over optimistic. But under 15 seconds should be possible. Not for me though. I like optimizing to the hilt, but when I actually do 1000s of runs I tend to play too sloppy unfortunately.|||Interesting thought I hadn't considered before... if you're running windowed you could always plunk the window down up against the top-right edge of your monitor. Could be kind of annoying, but would allow for more precise teleporting. For the way I play, I'd easily get used to the window position long before I train my fingers to teleport to the same place in windowed mode without running off and clicking on my desktop somewhere. Though I factor lazy-teleporting into my map selection, so you can take that with a grain of salt |||Tried it out and promptly closed the game due to the "close window" button in the top right corner. But it may just be the solution to my "spends too much time playing D2" problem.

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