conviction with chance to cast

Calizzar

Diabloii.Net Member
conviction with chance to cast

conviction works with things that have chance to cast right? like torch's firestorm will do more damage to a monster with conviction locked on them from my pally.
 

GreyGhost

Banned
Calizzar said:
conviction works with things that have chance to cast right? like torch's firestorm will do more damage to a monster with conviction locked on them from my pally.
Yea it will lower their resistances regardless of the other attacks going on, but that doesn't seem like the real issue. Does anyone know exactly how much damage the helltorch does? I mean, is it just a level 10 firestorm or whatever with crazy animation - or does it inflict increased damage? That is the real question here.
 

Eilo Rytyj

Diabloii.Net Member
yep.

conviction affects enemies, so any elemental damage will do more damage due to less resists.

EDIT: owned by a ghost... beat me by a few seconds mate
 

Orphan

Diabloii.Net Member
GreyGhost said:
Does anyone know exactly how much damage the helltorch does? I mean, is it just a level 10 firestorm or whatever with crazy animation - or does it inflict increased damage?
It's a level 10 version of Diablo's firestorm, not the Druids. RTB has already done the damage calcs, so I'll just repost them here:

RTB said:
DiabloWall (Slvl 10)
Number of submissiles = 10
phys dmg/frame: 22 - 30 (problably hitshifted to .34375 - .46875)
fire dmg/frame: 57 - 70 (problably hitshifted to .890625 - 1.09375)

Hitshift is 3, i.e. the damage is multiplied by 2^3 = 8, resulting in

Phys Dmg/Frame: 176 - 240
Fire Dmg/Frame: 480 - 584

This in turn must be divided by 256 to result in the final damage
Phys Dmg/Frame: 0.6875 - 0.9375 (17.1875-23.4375 per second)
Fire Dmg/Frame: 1.875 - 2.28125 (46.875-57.03125 per second)

Now, at first glance you might say that this is pretty low damage, but you need to understand that this is the damage per second per cell of the firestorm. A medium sized monster might be standing in around 3-4 cells of the firestorm at any single time. Likewise, the closer to the start of the firestorm, the more firestorm trails that will hit it (up to the maximum of 10 created by the skill).

So, if a creature was standing in 3 cells, and hit by all 10 trails (ie, was standing point blank in front of the char), then it would be hit for:

17.1875-23.4375 physical damage per second * 3 cells = 51.5625-70.3125 physical damage per second

46.875-57.03125 fire damage per second * 3 cells = 140.625-171.09375 fire damage per second

------------

51.5625-70.3125 physical damage per second * 10 trails = 515.625-703.125 physical damage per second

140.625-171.09375 fire damage per second * 10 trails = 1406.25-1710.9375 fire damage per second
 

RTB

Diabloii.Net Member
Here's a better version of the dmg calcs.

Code:
DiabWall
Slvl 10

missile: diabwallmaker

number of missiles: 10

diabwallmaker missile
vel: 20
range: 80

Speed: 15.625 u/s = 10.4167 yards/sec
Range: 50 units = 33.33 yards (if going in a straight line)
Duration: 80 frames = 3.2 seconds

submissile: diabwall
vel: 0
range: 36

Fire animation (3 cels)

Duration: 36 frames = 1.44 seconds

Size: 2 (5 subtiles IIRC)

Cannot cause gethit anim

hitshift: 3
physical dmg (unshifted):
base: 4 - 12
per lvl: +2
fire dmg:
base: 12 - 25
per lvl: +5

Damagerate: 41

Damage:
Phys dmg (per frame, per 3 cels): 2+16/256 - 2+208/256 (2.0625 - 2.8125)
Fire dmg (per frame, per 3 cels): 5+**/256 - 6+144/256 (5.34375 - 6.5625)

Phys dmg (per second, per 1 graphic): 51+144/256 - 70+80/256 (51.5625 - 70.3125)
Fire dmg (per second, per 1 graphic): 133+152/256 - 164+16/256 (133.59375 - 164.0625)

Phys dmg (per second, per 2 graphics): 103+32/256 - 140+160/256 (103.125 - 140.625)
Fire dmg (per second, per 2 graphics): 267+48/256 - 328+32/256 (267.1875 - 164.125)
On a related note: +% fire dmg doesn't help the fire portion of this attack.
 

krischan

Europe Trade Moderator
The main feature of the firestorm from torches is causing lags on the local computer (I have one with a rather crappy gfx card), so it hangs back behind what actually happens on the server. I particularly hate that when playing a strafer, as it gets triggered very often. Thank god WW doesn't trigger it, else I wiuld hate playing my IK barb :rolleyes:

IMO it's rather useless. It doesn't really hurt monsters and as each of the small fires deals damage independently, you probably don't need much numerical absorb in pvp to fully absorb it or even get healed by it, just as with Diablo's firestorm and a Rising Sun amulet.
 
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