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Queen of the Amazons - A 1.04 Adventure

Discussion in 'Single Player Forum' started by DariusTriplet, Jan 13, 2019 at 4:35 AM.

  1. DariusTriplet

    DariusTriplet IncGamers Member

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    I've been playing this game, off and on, for nearly 19 years now. In that time, I've done a lot, as one can imagine. Starting from my very first character in 2000, a Paladin with very high dexterity (he couldn't survive Act 4 Normal...), and up to cleaning up Guardians today, I've done most everything I'd like to do in this game.

    Save two things.
    I've never made a King or Queen.

    As such, my goal this year is to take at least two Classic HC characters all the way through to beating Hell Diablo. While this would be possible in 1.14 Classic, I'd like to make this a truly classic adventure, so pre-LoD patches are called for.

    My first attempt at royalty will be with a 1.04 Strafer. 1.04 is notable for being the patch in which the bow bug (in which ED% was not properly applied to bows) was fixed, but not the bug in which Strafe and Guided Arrows's ED% were applied to total bow damage*. As a result, 1.04 potentially marks the high point for bowazons, although the patch was so short-lived (~6 weeks) and so long ago that it's difficult to find documentation/experience of it. I was probably futzing with IM/BG back then, so Classic bowazons are a whole new adventure for me, although they're easily my favorite LoD archetype. It's also fitting to play a Queen with a skill fit for one :D

    The rules that I'm setting for this are as follows:
    - Single-pass, more or less - a Queen has no patience for re-running areas.
    - Players 8 only - a Queen needs her court, after all (and I don't have the patience for P1 Classic...).
    - Untwinked 1.04b HC (as if I have any other 1.04b HC characters :p)

    * If someone has more detailed information on this, I'd be thrilled to know the exact formula!
     
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  2. hackedagainanda

    hackedagainanda IncGamers Member

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    I wasn't aware that the /players x command worked pre 1.09.
     
  3. DariusTriplet

    DariusTriplet IncGamers Member

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    It doesn't - you need to use the modified .dll to self-host MP games.
     
  4. hackedagainanda

    hackedagainanda IncGamers Member

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    Ah! Let me know how it goes, I've always wanted to try classic and I've never tried a bowzon either. I just might have to join you on your quest.
     
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  5. Fruit

    Fruit IncGamers Member

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    I've been wanting to make a 1.04 strafe-zon since forever, but I can't get over the window minimizing when you click outside of it. The thing that @GalaXyHaXz and/or @fearedbliss had made fixed that issue, but they only supported 1.00 and 1.05. Now I'm just addicted to the window staying open when I click outside of it, so I gave up on 1.04 very quickly. It just frustrated me too much. :-(


    Anyway, I have not looked at 1.04 code, but in 1.00, when the missile is created, it basically goes:
    bow_damage * 256 * ( 100 + might + concentration + dexterity ) / 100 * ( 100 + strafe ) / 100
    It does that for both min and max damage, and stores the results in the missile.

    When/if the missile successfully hits a target, then it does an RNG roll for [max-min] based on those stored values, and adds min to the result. (The famous "n-1 bug" applies here, but for damage values it's usually a mere n-1/256.)
    Lastly, if the Amazon has Critical Strike, there'll be a roll here, and damage is multiplied by 2 if it succeeds.

    (Edit: The multiplication by 256 is just something the game does for extra precision, you can leave it out if you prefer.)


    I don't know exactly what changes were made, though. The changes of course fixed (cross)bow damage, but broke Blessed Hammer for example. It's possible that more stuff was affected, and maybe the order of calculations in 1.04 even differs slightly from that in 1.00.
    (In 1.07, ranged monsters were not affected at all by the +% damage from Might and Fanaticism, so I bet that that applies to 1.04 as well.)

    GA in 1.00 has a different order from Strafe; it doesn't add the % skill damage until after the roll for Critical Strike. Doesn't really matter, though. :p
     
    Last edited: Jan 13, 2019 at 8:53 AM
  6. T72on1

    T72on1 IncGamers Member

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    Cool. Good luck !!
     
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  7. DariusTriplet

    DariusTriplet IncGamers Member

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    The relics of ancient heroes have been well-studied, but little is known about these champions of the Light themselves. Who were these legends that wielded such awesome artifacts, and of whose battle hymns are still sung today?

    This is the story of an ancient queen that challenged Terror itself...


    M'avina the Amazon (and seven town-sitters) started their 1.04 journey tonight. Thankfully, from futzing around in 1.00, I had a Baron to kick off HC immediately.

    M'avina made it through the Den, Cold Plains, and Blood Raven, then cleared out the graveyard. Thus far, 1.04 hasn't been radically different than 1.14 - there are subtle differences aplenty, but nothing dramatic yet.

    Something that I've always liked about old Classic is how much more Diablo 1-esque drops are:
    Screenshot4.jpg
    One magic item, and maybe a potion, from superuniques. Early on, anything better than a plain white item is cause for celebration; gold is very limited, and magic/rare items just don't drop very often at all. I did have the fortune of finding a rare wand (3-8 base damage, 1-3 fire, 1-8 lightning), which I used to bop monsters all through the Cold Plains :p M'avina is using a 3os Hunter's Bow with a Chipped Topaz in it - thankfully, 1.04 was the first patch in which (accidentally!) gems have standard ranges (instead of variable, as per 1.00-03).

    Blood Raven was difficult, as always; I'm looking forward to having Guided Arrow to stop her from running around so much. I had thought that Cold Arrow would be a good skill to use against her (+3 damage, chills), but...
    Screenshot6.jpg

    I thought it was a bug, but from the skill description:
    Screenshot7.jpg
    Thanks, Blizzard.

    Defeating Blood Raven awards M'avina her first mercenary. This is very unexciting, as Classic mercs are remarkably weak, and generally most useful as brief distractions for monsters. However, Basanti is sporting a rather snazzy skullcap, which IIRC doesn't happen post-LoD:
    Screenshot12.jpg

    Next up - Saving Cain.
     
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  8. DariusTriplet

    DariusTriplet IncGamers Member

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    Thanks! I suppose what confuses me is that it seems like Strafe/GA's ED% are multiplied over the total bonuses to the skill, so I'm not really clear as to the difference between "bow base damage" and "bow total damage". Does 1.04 factor in things like elemental damage?
     
  9. Fruit

    Fruit IncGamers Member

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    Good start! That was a pleasant-to-read write-up. :)
    Act 3 mercenaries also have alternate graphics!
    I wonder if the removal of these alternate graphics was intentional or not. They're fun, I miss them in newer patches. :>

    Well as you can see in the formula, Dexterity, Might and Concentration multiply the "bow damage" directly, while strafe will then multiply the result of that, hence "total bow damage". The wording isn't the best, I suppose. :>
    Elemental damage from gear is added to Strafe arrows/bolts regularly -- it isn't multiplied by anything.

    An example to sketch the damage difference between 1.04 and 1.05:
    Code:
    1.04: bow_damage * 256 * ( 100 + might + concentration + dexterity ) / 100 * ( 100 + strafe ) / 100
    1.05: bow_damage * 256 * ( 100 + might + concentration + dexterity + strafe ) / 100
    
    Let's just say a bow does 50-50 damage exactly, to make this read slightly easier. And we'll just make all skills add 100%, and set dexterity to 100:
    Code:
    1.04: 50 * 256 * ( 100 + 100 + 100 + 100 ) / 100 * ( 100 + 100 ) / 100 =
          [[12800 * 400 / 100] * 200 / 100] =
          [51,200 * 200 / 100] =
          102,400 (divided by 256 makes 400 damage)
    1.05: 50 * 256 * ( 100 + 100 + 100 + 100 + 100 ) / 100 =
          [12800 * 500 / 100] =
          64,000 (divided by 256 makes 250 damage)
    
    So even though that's just hypothetical, it shows that the difference is quite big -- a 60% damage increase.

    Even without Might or Concentration, 700+ average arrow damage should be relatively easy to get in 1.04 with a Gothic Bow. With good gear and pumped Dexterity, you will reach 1300+ in.104, while in 1.05 you'd be in the low 800 with the same setup. Strafe does have a bigger search radius in 1.05, but the damage increase easily makes up for it. :cool:

    I've never quite done the math, but I'm wondering now if a crossbow can actually outperform a bow for Strafe...

    (By the way, in earlier patches, Strafe doesn't yet reduce damage to 75%, so in 1.14 the damage would be even lower than in 1.05.)
     
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  10. DariusTriplet

    DariusTriplet IncGamers Member

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    @Fruit Many thanks for the explanation! So, the net result is that the ED% contributed from off-weapon sources (dex, auras, and I think just Frostburn for items?) is modified by Strafe's ED% - in other words, Strafe provides enhanced enhanced damage on top of normal ED% :p

    This makes HC character building much more interesting, since the value of dex is effectively doubled by slvl 20 Strafe. Vitality is obviously still paramount, but I'll likely focus on it early (before dex really does anything) and dex later (when the full +100% modifier from Strafe is in effect).

    It's a pity that auras don't impact SP play; I'd love to see a 1.04 Strafer taking advantage of doubled Might+Conc boosts :D
     
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  11. Fruit

    Fruit IncGamers Member

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    ᵗᵐ

    :D

    Unfortunately, not Frostburn (or other armor with +% Damage).
    The problem is that these items enhance their own damage, not that of your equipped weapon. And all armor (except shields) have 0-0 damage..

    When +% Damage spawns, the game will first check if the value that is to be enhanced is 0, and if it is, the game sets the value to 1. So the +85% Damage that's on Frostburn ends up enhancing 1-1 damage.
    To top it off, the division will not keep any decimals, like 1*85/100 = 1.85 = 1, and so the damage stays at 1-1 even after the +85%. This 1-1 is then added to your weapon damage. (Great, thanks Blizzard.)

    In short, Frostburn adds 1-1 to your weapon damage. (And so from that point on it will be treated as weapon damage, and thus is enhanced by dexterity and skill damage, but it still is not exactly spectacular.)

    Gloves with stats like IAS, dexterity or resistances sound like the better option to me. :>

    Yeah, Strafe Amazon + Concentration Paladin was a very popular team while 1.04 was live. :> I've actually tried leveling 2 characters at the same time, while one of them was an aura-provider, but I really don't recommend it. Especially on HC. :E


    Agreed! It sure is tempting to go for more dex, knowing how much you get out of it. But without a shield you'll (probably) be low on resistances, so you really can't neglect your hitpoints too much. Though that's what makes building a character like this so much fun, imo. ^^
     
    Last edited: Jan 15, 2019 at 11:15 AM
  12. cheerupemokid10

    cheerupemokid10 IncGamers Member

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    So, is this fix in the bliss version switcher? I just used trenshadows because of what I read in the sticky about it being the preferred method for time traveling as there was something about bliss having made some mods that were not allowed. This may fix my issue with getting streaming figured out and still running windowed mode. More tinkering to do...

    And very cool idea! I was kind of bummed to hear that 1.00 was not a great patch for zons. So I may have to make a stop here during all my time traveling. Can’t wait to hear more of your progress.
     

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