PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
whoever put a msg in mytalk... i don't know how to respond so i couldn't.
was just experimenting, you don't have to be rude.
i thought putting in a gif of the skill in action and then pictures of the skill lvls 1-20 then lvl 48
unsynergized then synergized would be neat.
that's the kind of thing i would want to see rather than just the skill progression info that, of course, could also be added.
the assassin skills are overwhelming because you also have to explain the (very confusing) way kick damage is calculated.. what exactly works with kick and blade fury and what doesnt. (for instance ed works from some places and not others for kicks, and some mods like crushing blow work but others like deadly strike don't). the speeds of the kicks and charge up moves. how the character screen doesnt show you the correct damage (esp for charge up skills.) etc etc
but anyway just basically wanted to tell whoever msged me that i was just playing around and i erased it.
Rollback Post to RevisionRollBack
they'll never see me coming.. life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
i thought putting in a gif of the skill in action and then pictures of the skill lvls 1-20 then lvl 48
unsynergized then synergized would be neat.
Putting up comparisons of how the skill develops with synergies and without is definitely an interesting idea, I think that's something we should try and incorporate, however a 2,000 pixels wide image might not be the most effective way of doing that.
An image of each skill being used is also a great idea.
Quote from "blood-doll" »
the assassin skills are overwhelming because you also have to explain the (very confusing) way kick damage is calculated.. what exactly works with kick and blade fury and what doesnt. (for instance ed works from some places and not others for kicks, and some mods like crushing blow work but others like deadly strike don't).
Well that's something I have no idea of how it works; I never play the Assassin and I don't know to what extent anyone else does. If you would like to add that info to the right Assassin skills that would be great.
Does crushing blow etc. not fork for any skills or only for some? What I mean is, would this be general info that would best be detailed on one page, or is every skill different and needs its own explanation?
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
sorry for the giant image, i'm a really visual person and that's how i would like to see it.
but i understand there's constraints that are based on limitations of both the site and with people's individual computers.
crushing blow, as far as i know, works with every melee skill.
deadly strike is the one that doesnt work with assassin kicks and i think it also doesnt work with paladin smite, but i could be wrong.
other than that, i think it's just the assassin skills that are screwy.
different mods work or don't work for blade fury, blade sentinal, and the kicks. (and they're not the same between those 3)
Rollback Post to RevisionRollBack
they'll never see me coming.. life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
sorry for the giant image, i'm a really visual person and that's how i would like to see it.
but i understand there's constraints that are based on limitations of both the site and with people's individual computers.
Well how do you propose we solve it?
I like the idea. I mean, every build, whether online of offline has to take synergies into account if they exist for the skill the build focuses on, so it's only natural that it'd be of interest to display how it scales with synergy effect. Obviously we can't do a complete analysis in the wiki of how different amounts of synergies affect a skill, but we could do some general pointers.
I'm thinking we could expand the skill data section of the template; maybe add a third row that shows how the skill increases in power with additional synergies. That might get very cluttered, so alternatively we could add a separate header (like description) to explain how it develops and perhaps even analyze how the skill scales with its synergies.
Thoughts all?
Quote from "blood-doll" »
other than that, i think it's just the assassin skills that are screwy.
different mods work or don't work for blade fury, blade sentinal, and the kicks. (and they're not the same between those 3)
See? Too much for me to learn. I need you to write this once we get to that point with the skills!
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
The synergies are way to confusing to deal with when incorporating them into a wiki.
Not necessarily. Like I said, doing a complete analysis is impossible; technically you could make graphs for the skills and show how the skill potential increases with different synergies.
That's now what I'm thinking though. If we look at synergies, we could do a third row and show how the skill is affected at lvl 20 by different synergies. How much of a damage/duration/effect boost is gets from one to several synergies depending on points spent.
It doesn't have to be as detailed as the first twenty real levels, but it could be interesting.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Like I said, keep the text in the template short, one sentence max.
Take the bullets and place outside.
was just experimenting, you don't have to be rude.
i thought putting in a gif of the skill in action and then pictures of the skill lvls 1-20 then lvl 48
unsynergized then synergized would be neat.
that's the kind of thing i would want to see rather than just the skill progression info that, of course, could also be added.
the assassin skills are overwhelming because you also have to explain the (very confusing) way kick damage is calculated.. what exactly works with kick and blade fury and what doesnt. (for instance ed works from some places and not others for kicks, and some mods like crushing blow work but others like deadly strike don't). the speeds of the kicks and charge up moves. how the character screen doesnt show you the correct damage (esp for charge up skills.) etc etc
but anyway just basically wanted to tell whoever msged me that i was just playing around and i erased it.
they'll never see me coming..
life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
An image of each skill being used is also a great idea.
Well that's something I have no idea of how it works; I never play the Assassin and I don't know to what extent anyone else does. If you would like to add that info to the right Assassin skills that would be great.
Does crushing blow etc. not fork for any skills or only for some? What I mean is, would this be general info that would best be detailed on one page, or is every skill different and needs its own explanation?
but i understand there's constraints that are based on limitations of both the site and with people's individual computers.
crushing blow, as far as i know, works with every melee skill.
deadly strike is the one that doesnt work with assassin kicks and i think it also doesnt work with paladin smite, but i could be wrong.
other than that, i think it's just the assassin skills that are screwy.
different mods work or don't work for blade fury, blade sentinal, and the kicks. (and they're not the same between those 3)
they'll never see me coming..
life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
but if you need any help be free to pm me
I like the idea. I mean, every build, whether online of offline has to take synergies into account if they exist for the skill the build focuses on, so it's only natural that it'd be of interest to display how it scales with synergy effect. Obviously we can't do a complete analysis in the wiki of how different amounts of synergies affect a skill, but we could do some general pointers.
I'm thinking we could expand the skill data section of the template; maybe add a third row that shows how the skill increases in power with additional synergies. That might get very cluttered, so alternatively we could add a separate header (like description) to explain how it develops and perhaps even analyze how the skill scales with its synergies.
Thoughts all?
See? Too much for me to learn. I need you to write this once we get to that point with the skills!
Diablo III Analyst
SC2Mapster
got the bow tree done
That's now what I'm thinking though. If we look at synergies, we could do a third row and show how the skill is affected at lvl 20 by different synergies. How much of a damage/duration/effect boost is gets from one to several synergies depending on points spent.
It doesn't have to be as detailed as the first twenty real levels, but it could be interesting.