Ondal's Wisdom

robdylan

Diabloii.Net Member
Ondal's Wisdom

Hi All

While running Hell Meph last night, the above dropped. Interestingly, it has +5% to experience gained. Has anyone ever used this thing? What sort of an impact does that extra 5% have, and does it prove an advantage at all, considering that you need to go without a shield?

Thanks
Rob
 

Chimaira

Diabloii.Net Member
I use Ondal's Wisdom on my Wind Druid, and it's a pretty sweet weapon, but the 5% experience gain isn't really all that noticeable. I'm sure it helps but don't expect miracles:). The mods on the staff are pretty sweet with faster cast rate and loads of mana, and the +skills of course, but a good 1-handed weapon + shield is (almost) always better than 2-handed. A Wind druid isn't so dependant on resists as most other characters are due to Cyclone Armor, which is the only reason I don't use a shield....and I don't have a HOTO:)
 

robdylan

Diabloii.Net Member
Sorry - what's a HOTO? (probably being dense...)

Just noticed that this thing gives you 550+ defence as well as everything else. If you can make up for the loss of resists and blocking, what a pleasure.

Might have to add a Wind Druid to my ever-expanding list of projects to try.
 

Chimaira

Diabloii.Net Member
robdylan said:
Sorry - what's a HOTO? (probably being dense...)
It's just the ultimate Wind Druid weapon ever:)

Heart Of The Oak (HOTO)

+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

The +550 defence isn't all that much, but still nice.
 

robdylan

Diabloii.Net Member
Right

Ko, Vex and Pul would prove problematic in my case. Reckon I might just have a Thul lying around somewhere...

Even when I was relatively rich in terms of runes (before I deleted 'em... idiot) The highest I had was a single Ist.
 

Chimaira

Diabloii.Net Member
DeathMaster said:
But, isn't HOTO the ultimate caster weapon? (eg cheesydin) windy is only one of them.
Yes! There are some builds might benefit from other more specialised weapons (Death's Web & Poisonmancer), but HOTO is super sweet for all casters, not just Wind Druid.
 

DeathMaster

Diabloii.Net Member
robdylan said:
Right

Ko, Vex and Pul would prove problematic in my case. Reckon I might just have a Thul lying around somewhere...

Even when I was relatively rich in terms of runes (before I deleted 'em... idiot) The highest I had was a single Ist.
The problem with HOTO is mostly Vex, the rest are relatively easy comparing to Vex, if you play through the game. Rich people make HOTO in normal Flail. Just keep it in mind.
 

DeathMaster

Diabloii.Net Member
Chimaira said:
Yes! There are some builds might benefit from other more specialised weapons (Death's Web & Poisonmancer), but HOTO is super sweet for all casters, not just Wind Druid.
poisonmancer is more melee/caster hybrid.
 

Nightfish

Diabloii.Net Member
For casters, staves usually can't beat a good weapon/shield combo in terms of pure efficiency. But if you feel so inclined you can make staves work. The main thing about ondal's is the +4 skills and the decent FCR, iirc. The defence usually doesn't amount to much on a caster and the 5% XP... Well, of course it doesn't do much. I mean, 5% is 5%. So if you do 100 hours of baal runs you'll get XP for 105 hours. Obviously not a big difference.
 

NSXdreamer

Diabloii.Net Member
DeathMaster said:
But, isn't HOTO the ultimate caster weapon? (eg cheesydin) windy is only one of them.

To me not really. For pal/dru etc. since they don't have casting weapon build for them, hoto is good, but for necro and sorc their native casting weapon (orb/wand) usually excels compare to hoto.

On topic, never used it myself, but I still prefer one hander and a shield, you can usually get the same skills, and more fcr and other goodies.
 

skoolbus

Diabloii.Net Member
DeathMaster said:
The problem with HOTO is mostly Vex, the rest are relatively easy comparing to Vex, if you play through the game. Rich people make HOTO in normal Flail. Just keep it in mind.
pretty much everyone makes a hoto in a normal flail so the requirements are as low as possible. It doesnt make sense to put it in a scourge because you arent going to be attacking anything physically.
 

Draco

Diabloii.Net Member
I used ondal's only for the extra exp cous baalrunning is boring if it goes so slow (high lvl baalruns)
 

pharaoh

Diabloii.Net Member
Nightfish said:
For casters, staves usually can't beat a good weapon/shield combo in terms of pure efficiency. But if you feel so inclined you can make staves work. The main thing about ondal's is the +4 skills and the decent FCR, iirc. The defence usually doesn't amount to much on a caster and the 5% XP... Well, of course it doesn't do much. I mean, 5% is 5%. So if you do 100 hours of baal runs you'll get XP for 105 hours. Obviously not a big difference.
Actually, I was wondering about this myself, some time back. It would also apply to experience shrines and (on the realms or in certain modded SP games) the Annihilus charm.

I was thinking that these +%exp effects might actually be much more significant, depending on how they are applied in the calculations. If they are applied to the base exp award to get a total which is then reduced by the built-in penalty, they probably don't amount to much. However, if they are used in an additive manner with the penalty, with the result being used to adjust the actual exp award, then they could be very nice.

According to Arreat Summit (which we all know is never wrong :)), a character of level 91 receives a penalty of roughly 95%. So, an exp award of 1000 becomes a mere 50. If the +5% exp increases this to 1050, and the player receives 5% of that, they get approximately 52 exp. Now, if it is calculated by adding all the modifiers together, and then applying it to the base award of 1000, it can make a big difference: -95 + 5 = 90. 1000 - 90% = 100. In this case, it amounts to a 100% increase.

It's much like how resists amount to more and more the higher they get. Like, +50 resist when you have none will cut the damage in half. To cut it in half again, you only need 25, then 12.5, and so on.

I, for one, would be interested in knowing exactly how this is calculated. Perhaps RTB or Shade might know.
 

bill_n_opus

Diabloii.Net Member
Didn't Hakai? Or was it Stridje? That used an Ondal's for the kill - on switch presumably? - for the extra xp?

Since they both made it to level 99 I would be inclined to believe that even 5% is worth it when considering super high levels like 97 and above. Making my summoner necro budge a pixel on the xp bar (mid 94) is brutal enough.

5% may be only 5% ... but it's 5% more than the next person if you in the race to 99,
 

Twoflower

Banned
well, on bnet many ppl use it and annihilus ( also + exp % ) while just standing in the back on baalruns. i m not sure though if it works, dont you have to make the kill yourself ?

anyway, would be a pretty nice way to get a char up faster, the 2 items and ( if lucky hehe ) even a exp shrine
 

parawizard

Diabloii.Net Member
bill_n_opus said:
Didn't Hakai? Or was it Stridje? That used an Ondal's for the kill - on switch presumably? - for the extra xp?

Since they both made it to level 99 I would be inclined to believe that even 5% is worth it when considering super high levels like 97 and above. Making my summoner necro budge a pixel on the xp bar (mid 94) is brutal enough.

5% may be only 5% ... but it's 5% more than the next person if you in the race to 99,
well pharaoh made an important post. That would make much more sense. So if you only get 5% and under after exp penalty

5% Extra + 5% Taken = 10% Total -- Ratio 2:1 (100%) @ lvl 91
5% Extra + 4% Taken = 9% Total --- Ratio 2.25:1 (225%) @ lvl91<
5% Extra + 3% Taken = 8% Total --- Ratio 2.7:1 (270%) @ lvl91<
5% Extra + 2% Taken = 7% Total --- Ratio 3.5:1 (350%) @ lvl91<

I dont know what the EXP penaltys max out at at lvl 98 but the Ondals helps progressively as you get higher lvl. If my math is right. Its been a long day. :lol:
 

parawizard

Diabloii.Net Member
I had made up a huge block table with the exact stats.... The forums said its been too long to edit, which I was fine with. When it didnt let me view my typed data in that damned edit form I broke my keyboard tray on my desk :clap:

So here it is again

Lvl----90-----91-----92-----93-----94-----95-----96-----97-----98---
Exp---5.96---4.49---3.42---2.54---1.95---1.46---1.07---0.78---0.59---
Exp+---5%----5%----5%----5%----5%----5%----5%----5%----5%----
Total-10.96--9.49---8.42---7.54---6.95---6.46---6.07---5.78---5.59---
%+---83----111----146----196----256----342----467----641----847--

*Exp is %s
*Exp+ is the amount of Exp bonus
*Total is Bonus + Base(@lvl)
*%+ is the added percent onto 100%
 
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