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HotO?

Discussion in 'Theorycrafting and Statistics' started by FinalHippie, Jun 12, 2005.

  1. FinalHippie

    FinalHippie IncGamers Member

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    HotO?

    Why do people like this so much? I'm so confused....
     
  2. FodderCannoned

    FodderCannoned IncGamers Member

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    whats not to like, +3 to skills is great for casters in non caster classes.
    +40% FCR is one of the higher ones in the game, and resistances is just icing on the cake.
     
  3. Myrakh-2

    Myrakh-2 IncGamers Member

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    Let's see...

    +3 To All Skills
    Always nice

    +40% Faster Cast Rate
    Always nice

    +10 To Dexterity
    Replenish Life +20
    Doesn't hurt

    Increase Maximum Mana 15%
    Always nice

    All Resistances +30-40 (varies)
    Always nice

    So all in all, it's a very nice caster weapon, esp. since it's NOT random --- you don't have to wait for the 1:infinity chance to get the rare with the right mods.
     
  4. superdave

    superdave IncGamers Member

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    in case you didn't get the above it is a CASTER weapon...not meant for smackin, stabbin or slashin
     
  5. FinalHippie

    FinalHippie IncGamers Member

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    Yeah I understand... I guess it's good for non-caster class casters as someone said.

    But for like... a sorc.. something like occy + monarch would be faaaar better right?
     
  6. Arbedark

    Arbedark IncGamers Member

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    Why do you think that?

    As far as i can see, HotO is better in every respect.

    + ALL skills, not Sorc
    More Cast
    More res
    More mana

    And occy has annoying / deadly teleport.





    Arb
     
  7. Quietus

    Quietus IncGamers Member

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    In my opinion, Occy has only three advantages.

    1) Inherent MF
    2) Ability to socket it, for potentially more mf.
    3) Can easily be bought for pul. :p

    For mfing in pvm, I prefer occy for those reasons. Most the time, however, hoto is superior.
     
  8. thegiantturtle

    thegiantturtle IncGamers Member

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    I disagree.

    OCCY:
    [font=arial,helvetica][size=-1][font=arial,helvetica][size=-1]+3 To Sorceress Skill Levels
    +5 To Mana After Each Kill
    All Resistances +20
    25% Chance To Cast Level 1 Teleport When Struck[/color]
    30% Faster Cast Rate
    +20 To Vitality
    +20 To Energy
    +20% Enhanced Defense
    50% Better Chance Of Getting Magic Items

    [/size][/font][/size][/font]HOTO:[font=arial,helvetica][size=-1][font=arial,helvetica][size=-1]
    [/size][/font][/size][/font][font=arial,helvetica][size=-1][font=arial,helvetica][size=-1]+3 To All Skills
    +40% Faster Cast Rate
    +75% Damage To Demons
    +100 To Attack Rating Against Demons
    Adds 3-14 Cold Damage, 3 sec. Duration (Normal)
    7% Mana Stolen Per Hit
    +10 To Dexterity
    Replenish Life +20
    Increase Maximum Mana 15%
    All Resistances +30-40 (varies)
    Level 4 Oak Sage (25 Charges)
    Level 14 Raven (60 Charges)
    +50% Damage To Undead

    [/size][/font][/size][/font]Lets look at the important castor mods

    +skills: Hoto(3), Occy(3)
    ---> TIE

    FCR: Hoto(40), Occy(30)
    ---> HOTO

    Resists: Hoto(30-40), Occy(20)
    ---> HOTO

    Mana: Hoto(+15%mana), Occy(+20 Energy). +Energy is not multiplied by +%mana, so +20energy is 80 mana while. A sorc would only need 533 base mana for the +15% mana to be worth 80 mana. On the other hand, +energy items does slightly increase mana regeneration rate.
    ---> personally, slight to HOTO

    Life: Hoto(lvl 4 oak sage charges, Occy(+20) vitality. 20 vitality is worth 40 life on a sorc. Lvl 4 oak sage, though it can die, is worth +45% life (considerably more than 40 life) and is party friendly
    ---> HOTO

    life/mana back: Hoto (life regen +20), Occy (+5 mana/kill). Compared to the standard mana regeneration rate for sorceresses in nearly all builds (1+ warmth + adders), the +5 mana/kill is useless by the time you can use occy. Sorceresses have no base way to regnerate life, so +20 is pretty nice.
    ---> HOTO

    Magic Find: Hoto(n/a), Occy(50%)
    ---> Occy

    Open sockets: Hoto(0), Occy(1). So, Occy can have 15% more resists or 10-25% more mf (depends on wealth), or some more str to reach specific gear or some comination of those and more.
    ---> OCCY

    Intangibles: Hoto(Flails are cool), Occy(teleport on struck). I like flails, I hate teleporting randomly when struck. Yay! I got hit by one ranged missle, and now i'm in the middle of a pack of frenzytaurs!
    ---> HOTO

    Total count:
    Hoto: 6
    Occy: 2
    Tie: 1


    EDIT: Also, Hoto is normally made in a one-handed weapon (flail), so it's not Hoto vs Occy+Shield, it's just Hoto vs. Occy.
     
  9. pncwd

    pncwd IncGamers Member

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    Dont forget that you can also make a HoTo in a staff with + sorc skills already on it, you loose defence in the shield but can gain up to 8 skills over all to one skill. +3 CL +2 Light Skills +3 all skills, for a total of 8 to CL.
    That might even be 9 but I am not sure about the +2 to Light skills, I know that that one is possible as a staff mod but not sure if you can get +3 there.

    Either way +8 or +9 is hard to pass up when it comes to Light skills or any other sorc skills.
     
  10. helvete

    helvete IncGamers Member

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    Impossible to runeword a +skill tree staff, for two main reasons.

    1: The staff would have to be magical, thus not runewordable.
    2: Even if magic items WERE runewordable (which they have never been so far) +skill tree are prefixes, and thus excludes "jewelers" which you'd need for 4 sockets.

    About +energy providing more mana regen, this is only half the truth. Mana regen is based on the actual amount of mana, after gear and battle orders, so even if +energy boosts regen, anything else which adds as much to mana will add as much to regen.
     
  11. thegiantturtle

    thegiantturtle IncGamers Member

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    Hmm, is that how mana regen works? I thought it was based on Energy for some reason.

    On a related note, Does anyone know if the chance to heal double with a potion is based on total life/mana, or if certain uppers don't increase it (like how BO doesn't up life/lvl, vit/lvl, +vit, mana/lvl, energy/lvl, and +energy, but does up +life)?
     
  12. pncwd

    pncwd IncGamers Member

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    I am not sure what you are saying here, because I have a staff on Single player that looks like this

    Heart of the Oak
    Gothic Staff
    'KoVexPulThul'
    Two-Hand Damage: 14 to 34
    Durability: 40 of 40
    Required Strength: 25
    Required Level: 55
    Staff Class - Normal Attack Speed
    Item Version: 1.10 Expansion
    Item Level: 85
    Fingerprint: 0x7861500e
    +10 to Dexterity
    All Resistances +40
    Adds 3-14 cold damage over 3 seconds
    7% Mana stolen per hit
    Replenish Life +20
    Increase Maximum Mana 15%
    40% Faster Cast Rate
    +1 to Hydra (Sorceress Only)
    +3 to Chain Lightning (Sorceress Only)
    75% Damage to Demons
    150% Damage to Undead
    +100 to Attack Rating against Demons
    +3 to All Skill Levels
    Level 14 Raven (60/60 Charges)
    Level 4 Oak Sage (25/25 Charges)
    Socketed (4: 4 used)

    and to the best of my knowledge they certainly can come with these type staff mods.
    And I am pretty sure that they can come with + to a skill tree, but that may be true about that.
     
  13. helvete

    helvete IncGamers Member

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    The chance to double heal from a potion is based on vitality and energy. Don't remember the exact formula, but I do remember that it changes when vitality/energy reaches 200. Don't know if it changes to the better or to the worse, tho.

    The mana regen formula is supposed to fill the bulb from nothing in ~2 minutes of time, no matter how much mana the character has; thus more mana must yield a faster regeneration rate. Mana regen items obviously makes it faster as well, by it's listed percentage.

    +3 chain lightning and +1 hydra are staffmods. Staffmods are boosts to ONE character skill, and normal items may have up to three staffmods. There are NO staffmods that provide entire skill tabs. Amazon bows are the "exception", however, these mods are called "automods", similar to +life/mana on orbs and resists/damage+AR on paladin shields.

    Edit: LOL, I owned thegiantturtle with my 1337 haxXx0r typing!!
     
  14. thegiantturtle

    thegiantturtle IncGamers Member

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    pncwd:

    +to specific skills can spawn on "white items"
    +to tree of skills cannot.

    You could get up to 6 to a specific skill with your staff. Not 8 or 9.


    [edit: well explained helvete :)]
     
  15. helvete

    helvete IncGamers Member

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    Some of the old runewords like Leaf and Memory give boosts to specific skills.
    Memory is especially popular, as it gives +3 sorc and +3 ES. This in a staff with inherent +3 ES results in a total +9 ES, used as a pre-buffing weapon switch. Other possible goodies on the same staff would be TS or a cold armor of some kind, saving the cold armor skill point.
     

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