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Diablo 2 Hacked Mockduells

Discussion on Diablo 2 Hacked Mockduells within the Diablo 2 forum part of the Other Online Games category.

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Diablo 2 Hacked Mockduells

Video Guide:

I'm looking for new ppl to learn D2 Hacked, if you're interested join the Discord: and pm me there (Whoggy aka Alex)'

Made by HRC-Frodzet


Hello everyone and welcome to my guide.

This is an easy guide to understand but still it explain the most important stuff to know.

First i would like to give out some credits.

Calmund - For the Active Sources and Calculations.
Bhaad - For helping me with the guide and helping me learning the patch 1.12/1.13 open bnet
Risingsun - For helping me a little with the guide and like bhaad also learning about the patch 1.12/1.13 open bnet

Now lets start out with the Basics things we need to know before we creat our character.

Diablo II Patch 1.12 Hacking Guide Part 1 - Basic

Part 1 - Basic
- What is a mock
- How to creat ith jewel
- How to make items setted
Physical Immunity (PI) The Defensive Part
- Life
- Energy Shield
- Mana
- Telekinesis
- Damage Reduce 255% & Damage Reduce 63
- Absorb
- Resistance
- Life Regeneration
- NV Dodge/Avoid/Evade
Active Sources, Auras, Smite, etc The Offensive Part
- Auras
- Active Sources
- Smite Damage
- Speed
- Target Defense%
- Attack rating
- Non-Visible States


Part 1 - Basic


What is a mock


A mock PI is the most used & funniest way to build a character, the so called mock is created by the following things: Life, Mana, Mana Regeneration, Damage Reduce ( DR for short ), Absorb ( Abs for short ), Resistance ( Res or Resi for short ), Damage Goes to Mana% ( DTM% for short), NV Passive Dodge, Avoid, Evade ( NV D/A/E for short ), Energy Shield ( ES for short ), Telekinesis ( TK or Tlk for short ), Prayer, Thorns, Barbs, Holy auras & ofc a damage dealt to your opponent.
Mock PI is very interesting because it is pretty hard to get a great working mock, and it has a lot of things you need to think of before you can get it to work the right way. You need to test instantly to get it to work the way you like it.

How to create ith jewel


An ith jewel is a jewel with a rune word added to it. When you have an Ith jewel, you can add magic, and rune magic to the item giving double the effect.

To make an ITH Jewel follow these steps.

1. Click Extra
2. Click Item/Character Create
3. Click All Items
4. Click Misc
5. Click Other
6. Click Jewel & Save new item to pickedup
7. Right Click the jewel and click General Edit Of Item(In Extras Window) or move the mouse over the jewel and hold down “ctrl” while pressing “g”
8. Click Basic1 and find were it says Item Given A Runeword Flag set it to true
9. Now you are able to add attributes to Magic and Runemagic

How to make item setted


A setted item is were we have 1-5 more magic's available. Use Sigons set – sigons is 6 setted. This is the only working set item that is except of immortal king but for immortal king I will explain later what we need to do to make it work.

To make an Item Setted follow these steps.

1. Open the item you like setted – Must be 6 items at least
2. Click Basic2
3. Click Item’s Quality
4. Click Part of a Set
5. Go back and Click Quality
6. Now find the different Sigon’s
7. For each item you have setted use a different sigon, like helm Sigon’s Gage, Armor Sigon’s Wrap, Amulet Sigon’s Guard, etc, etc.
8. Now you are able to do edit set 1-5 at your item.




Physical Immunity ( PI ) The Defensive Part
Physical Immunity means PI for short and it is used to reduce the damage with Energy Shield ( ES for short ) by 95% Together with Damage Reduce ( DR for short ) at the end the damage to life is now low and we can heal us with the prayer aura or/and absorb. Damage Goes to Mana ( DTM for short ) and mana regeneration ( Mana Reg for short ) would heal our mana to keep the ES alive.

Now you are ready to get some information about the different things to creat a Mock PI

Life is our life - without setted items we can reach about 5 million life which is way to low, with setted items we can reach up around 8.3 million before our life rolls and turns to 1. But 8.x million is little too high so we go for around 6.5 – 7.6 million ( my preferred value ) feel free to use up to around 7.8 – 7.9 million. We can receive our life by adding Life 479, Life 53% and oak sage aura. We can also add Life based on character level or Life by time but this is a waste of file size.

Energy Shield the energy shield would absorb 95% of the damage and only 5% would go to life if made correctly. We set our Energy Shield in the skill tree.

Mana is the thing we use to get out Energy Shield stable, there is bad mana points and there is good – some call it negative and positive I just call it bad or good. With telekinesis 31-99 mana 1.179-1.572 million mana is what we need. 1.179 – 1.27 = low mana, 1.3-1.4 = med mana, 1.4-1.57 = high mana. Mana can be added by adding mana 223, mana 53% we can also add mana by time and based on character level but that takes up to much file size.

Telekinesis is reducing damage dealt to us by opponent. Telekinesis level 31-99 is equal, this means that it doesn’t matter if telekinesis is level 31 or level 99 the TK ratio is the same. For few mana setups we use level 30 Telekinesis. Tk lvl 31+ uses 16 off scores damage only one point of mana. With tk lvl of 30 the mana would be divided into 8 ranges and 8 points damage would be absorbed by 1 point of mana. Set the telekinesis level under the skill tree.

Mana Regeneration is used to regenerate our mana so that our manapool is kept up. We can add Meditation, warmth from our skill tree and Mana Regeneration% .
More mana = less mana regeneration if we have to much our mana would go to 0 we can calculate the mana reg here is how to do it.

(8388607 / our mana)*3000-100= mana regeneration we need

Examples
(8388607/1572863)*3000-100=15900% for mana 1572863 we need 15900% mana regeneration
(8388607/1310720)*3000-100=19100% for mana 1310720 we need 19100% mana regeneration
(8388607/1212416)*3000-100=20656% for mana 1212416 we need 20656% mana regeneration

for mana reg we have warmth sorc skill lvl 99 = 1206% mana reg 255% mana reg to find under other and meditation aura first level would give us 300% mana regeneration and each other level gives us 25%.
for more informations look at rollsroyce aura guide


Damage Goes to Mana is used to send some of the damage dealt to your characters life to your manapool, its stabilizing your energy shield, this is very useful. This is needed to get the perfect setup.

Absorb Absorb is used to get heal by your opponents aura damage and get some of it back to your life, this is needed to make your character stand longer. We use absorb based on character level and 1 time 127% Fire, Cold and Light absorb.

Resistance is used to resist your opponent aura damage so that the damage is reduced. Your resistance doesn’t have to be to high you can actually use -100 resistance for high mana setups. Our resistance is setted up with based on character level – we can use resistance -50% to set our resistance to -100.

Damage Reduce is a thing we use to reduce the damage dealt from your opponent to us, there is to types of damage reduction the first one is damage reduce+(63) if stacking it up fully we got 178 x 63 = 11.214 damage reduced.The other one is the Damage Reduce%(255%) this is needed for your setup to work, it reduces your opponents damage by 50% per hit.

Life Regeneration to regenerate our life we need skill Prayer ( number 99 ) we also need this on our right handed skill after energy shield is casted.

NV Dodge/Avoid/Evade we use 127% NV dodge/avoid/evade to block 99% of all attacks.


Active Sources, Auras, Smite, etc The Offensive Part
Auras is used to even damage your opponent, heal yourself, heal your mana pool or return damage back to your opponent. Prayer ( number 99 ) is healing yourself, Barbs aura ( number 296 ) & Thorns ( number 103 ) is giving the damage dealt from your opponent back to themselves, Holy auras is used to send Fire ( number 102 ), Light ( number 118 ) or Cold ( number 114 ) damage to your target every 2 seconds, Oak Sage Aura( number 298 ) is used to give you life ( not healing it but higher it ) and last we have meditation ( number 120 ) which is used to heal your mana pool.

Active Sources is activating the different auras, we need different active sources for each build we creat to make it work the best possible ways. Also the deactivated sources is helping the activated once doing the different jobs.
for more informations read the advanced part

Smite Damage smite is the skill we use to hit our opponent, it is enough to use 1023 base strength + 45 x 779 strength based on character level + 45 x 491 damage + level 63 non class smite ( number 97 ). For further information look at xPerfectSmite clone by bhaad or read later in advanced guide.

Speed this is the things we use to increase our attack speed, run/walk speed, faster hit recovery and our faster cast rate. We can use increased attack speed and faster run/walk as non-visible 97%.

Target Defense this is used to lower our opponents defense this makes our smite hit better through his life.

Attack Rating well for attack rating instead of using a lot of file size we just lower this to a negative value, this can be done by setting dexterity to 1 in our base stats. This sends the attack rating to -45%

NV-States we use NV state dopplezon ( number 63 ) to improve our attack speed.

Now that you know a little about the different things and you feel you are ready for the advanced section.

Diablo II Patch 1.12 Hacking Guide Part 2
Part 2 – Advanced
- Joiner Positions
- Bytes
Physical Immunity (PI) The Defensive Part
- Mana
- Mana Regeneration
- Damage Goes to Mana
- Damage Reduce
- Life
- Absorb & Resistance
Active Sources, Auras, Smite, etc The Offensive Part
- Active Sources
- Aura
- Smite Damage
- Speed


Part 2 - Advanced

Joiner Positions
There is different kind of mocks due to the position in game.

First we have the host setup, the host is the best choice for a start, its easier to make it work pretty well, but host setup is getting bored in the end. We can use a lot of active prayer sources & a high amount of Damage Goes to Mana% to get the best regen possible without popping values.

Second we have the Higher Position Joiner ( HPJ for short ) this is easy to build also, works pretty much the same as host, but some speed is off. Aura is working the same and we can use many prayer parts for this choice, most of our host characters is also working as HPJ.

Last there is the Lower Position Joiner (LPJ for short) this is the hardest build to creat, but also the funniest because of the hard work you need to do to make it perfect. LPJ is the weakest setup, but if your good enough you can creat a powerfull one that is able to kill HPJ & Host. LPJ is harder to work on because we cannot use that high amount of Damage Goes to Mana and Prayer parts we cannot use many either due to pop, the increased attack speed ( ias for short ) is lowered a whole lot so we might need stun to get it to work together with aura. The aura on LPJ is also weaker, so if we have a working HPJ aura, it is weakened a whole lot if we change it to LPJ.


BytesBytes Each normal magic attribute need 2 bytes, skills magic's need 3 bytes, magic attributes by time need 4 bytes, charged skills need 6 bytes and all resistances 205% need 8 bytes.


Physical Immunity (PI) The Defensive Part
Physical immunity is the thing we are using to survive, only mobs can be 100% immune to physical damage but we can at least gain 95% immunity only with sorceress. Theres a lot of things you have to know to gain this so called PI. First of all we need energy shield level 99 and Telekinesis. Telekinesis depends on your mana. Telekinesis 31-99 is equal, this means that it doesn't matter if your Telekinesis is level 31 or 99. Physical immunity needs also: Damage Goes to Mana% ( Often used by me as lpj, 378% - 441% ) Sometimes I use up around 710% DTM as LPJ but that also depends on my mana and my prayer. For a Hoster / HPJ we can easily use 700-1200 Damage Goes to Mana% or more. Also a Nonprayer character can use higher amount of Damage Goes to Mana% because there is no prayer to infect the manapool with.
So with the right Mana, Energy Shield & Telekinesis we actually get 95% less damage intake from every single hit, this doesn't mean that the 95% damage is just avoided and off, it means that 95% of your opponents damage is actually attacking your mana and the rest 5% is damaged to your life. So there we understand why mana is so god damn useful.

Mana


Mana is used to keep our energy shield alive, because as said before the 95% of the damage that is dealt to our life is going to our manapool instead and the rest 5% is hitting our life

Here I would like to explain what kinds of mana there is and what is the most used mana values I also explain whats a bad mana range and whats a good one.

First we start out with the most used low mana values ( all the numbers is in millions )

1.179 - 1.27 – Some people also use higher mana for low but its kinda useless because it is just taking up more space. For low mana we need resistance to survive.

Positive Sides – The positive side for low mana is that it needs a high low aura to actually double hit it without healing it too much.

Negative Sides – Low mana sucks as hell against Shiver and will pop in most cases, it is possible to creat a low mana that is stable against shiver but it's a harder work to do. If your build is only based on a low mana with no mana switch use 0 resistance and 0 absorb against light auras. Low mana has a bad point to light aura.

Second we have the med mana values

1.3 -1.4 – this is my preferred med mana values, we also need some resistance to survive with med mana I prefer 1.3 for med mana because it is using a low file size.

Positive Sides – The positive side for the med mana is that it is surviving against low aura and high aura but intakes some damage from both, also has no popping values against shiver. To kill med mana we could just creat a med aura.

Negative Sides – It is decent and still not as good working as high mana and low mana for a high mana we need a specific high aura to kill it and for a low mana we need a specific low mana to kill it ( or shiver ) but for med mana both aura hits in the range and can harm it. So since our regen isn't the best for LPJ setups I prefer only using med manas as host/hpj.

Last we have the High mana values.

1.4 -1.57 – The 1.572 mana is the most used & the best high mana we can use, its low file sized and we need a lot of damage to actually double hit the mana. Don't get over the 1572863 mana, just 1 point over and you are in the bad mana range.

Positive Side – Well the positive side is that we can use -100 Resistance together with high absorb to actually have a very very nice regeneration against high auras. We can also use High resistance but I don't prefer that for Lower position joiner.

Negative Side – If we use the -100 Resistance and your opponent is using "Capped" Aura he can actually kill us just by his aura. But the "Capped" Aura does not work against resistance so people is not using that so often ( unless using a switch or a lot of pierce which takes up some file size )

Now for the bad ranges of mana and the good ranges of mana together with the different Telekinesis levels – Negative = Bad, Positive = Good.

Mana Range/30tkl:
30tkl has four positive and four negative mana ranges of 1048576.

0 to 1048575 positive range Too low it does not have a reserve
1048576 to 2097151 negative range
2097152 to 3145727 positive range
The advantage and/or disadvantage for this mana is it twice as much is like if one Telekinesis level 31 to 99 used. Those would be favorable fact that one would have more mana for the prayer aura, this uses independently of Telekinesis level a certain quantity mana and also this mana one has twice as much available mana.

The disadvantage is however that one for the double mana value also twice as much time need around it again to regenerate. This mana setup even if high mana with -100% resi and no stun can't be immun to capped shiver if host speed, capped smite dmg.
3145728 to 4194303 negative range
4194304 to 5242879 positive range Is like 2097152 to 3145727 but takes up more file size.
5242880 to 6291455 negative range
6291456 to 7340031 positive range Like the others above.
7340032 to 8388607 negative range

Mana Range/31tkl:
31tkl has eight positive and eight negative mana ranges of 524288.

0 to 524287 positive range This mana value is too low, strong auras would destroy the energy shild
524288 to 1048575 negative
1048576 to 1572863 positive range The most common values, you can use higher dtm with them
1572864 to 2097151 negative range
2097152 to 2621439 positive range Works like the one above but takes more file size and lower dtm.
2621440 to 3145727 negative range
3145728 to 3670015 positive range
3670016 to 4194303 negative range
4194304 to 4718591 positive range
4718592 to 5242879 negative range
5242880 to 5767167 positive range
5767168 to 6291455 negative range
6291456 to 6815743 positive range Only with 1.09 version char possible (or with SG, CE, Mod)
6815744 to 7340031 negative range
7340032 to 7864319 positive range Only with 1.09 version char possible (or with SG, CE, Mod)
7864320 to 8388607 negative range


Mana Regeneration
Mana Regeneration is very important, that's the thing that keeps our manapool up. We need our mana regeneration capped the cap is before the mana regeneration sends your mana to 0/x.xxx.xxx mana.

Well there is two ways to regenerate your mana. The first one is 255% Mana Regeneration – this one is totally a waste of file space. But here is some regeneration calculations

More mana = less mana regeneration if we have to much our mana would go to 0 we can calculate the mana regeneration. Below is stated how to do it.

(8388607 / our mana)*3000-100= mana regeneration we need

Examples
(8388607/1572863)*3000-100=15900% for mana 1572863 we need 15900% mana regeneration
(8388607/1310720)*3000-100=19100% for mana 1310720 we need 19100% mana regeneration
(8388607/1212416)*3000-100=20656% for mana 1212416 we need 20656% mana regeneration

Meditation is saving you a whole lot of file space, so you are probably wondering how do we calculate Mana Regeneration to Meditation.

First level meditation we add gives us 300% Mana Regeneration, last levels we add will give us 25% per level. So here is how to calculate your regeneration to meditation.

(meditationlevel-1)+300*25 = mana regeneration we got by meditation.

Example
(558-1)*25+300
558-1 = 557
557*25 = 13925
13925 + 300 = 14225

Now let us calculate a meditation value for 1.572.863
We need 15900% mana regeneration to get this mana capped. So what we actually do is just calculating
backwards.

(Mana Regeneration%-300)/25+1 = meditation we need to our chosen mana.

(15900-300)/25+1
15900-300 = 15600
15600/25 =624
624 + 1 = 625

But since we use Warmth level 99 we also need to take off some mana regeneration% from 15900. Warmth level 99 = 1206% so the real calculation will be

15900-300 = 15600
15600-1206 = 14394
14394/25 = 575
575+1 = 576


Damage Goes to Mana%
Damage Goes to Mana well the damage that is dealt to your life is multiplied by the % DTM you use and will be send as a regeneration to your mana pool. If we got a 1.xx mana we can heal up to 6.x mil mana but if we use 5.x mana we can only heal around 3 million. This means that if you get over the 8388607 mana you will overheal and your mana will be sended to 1 and your energy shield breaks. If you are Host/HPJ or Nonprayer your mana cannot be sended to the bad mana range. But for LPJ if damage is capped you get 713.032 + bad mana damage and baam you pop. So DTM is also depending on your DR, your joiner position, your prayer and your opponents damage.


Damage Reduce
Damage Reduce Damage Reduce ( DR for short ) is used to reduce some of the damage your opponent is dealing to you so you won't intake as much damage to your life. If you add it to everything but not your weapon you should get 178 x 63 = 11.214 damage reduced.

Damage Reduce% Damage Reduce% ( DR% for short ) is needed to get your mock pi to work. You just add 1 time 255% Damage Reduce but the max Damage you can reduce by this is 50%. So the damage dealt to you is now reduced by 50%. Normal damage dealt to you without Energy Shield is 1.42 Million now only 713.032 damage if opponents damage is capped. If we have energy shield turned on and our DR 63 is maxed out our opponent damage will only do 30044 damage per hit. If he have capped smite and we have capped thorns and if our aura pings his mana to 0/1048576 we deal out 713.032 damage and if we are HPJ & he is LPJ we will deal out extra damage to his bad mana range. If you are attacking you won't always hit him in the bad mana range but you will see that he has bigger pops. If you are LPJ and your opponent is HPJ you can only deal the 30044 damage per hit, but every 2 second you hit 713.032 damage if aura pings his mana pool to 0/1048576.


Life
Life we can get up above little over 8 million before our life rolls & turns to 1. Life 4 million is very low but you cannot overheal with it, but up around 6.5 – 7.6 is my preferred life. Don't go higher than 7.9 million this might give you overheal. For life we can use 479 life & 53% life, but to save our file size we use 479 life and Oak Sage Aura 620 x 4 is enough.


Absorb & Resistance
Absorb & Resistance will just explain quick about absorb(bocl) & resistance(bocl). Well I normally just fill up as much absorb as possible to get the highest regeneration from your opponent's aura. Remember the more resistance the less healing by aura. 1.57 mana ( High mana ) works very nice with -100 resistance but dies vs capped aura & might pop against capped shiver ( 8.388.598 PVM – 8.388.598 x 0,17 = 1.426.062,66 PVP ).

A low mana needs resistance to survive nearly any aura, therefore i normally use a mana switcher from 1.26/1.27 20k resistance to 1.57 -100 setup. This is a pretty good switch because if your opponent aura is meant to kill let us say 1.27 mana with resistance then you can switch to a -100 1.57 mana and you will be nearly unkillable to him. Other way around you cannot die to a capped aura with a 1.27 mana. You will also need 127% Holy Fire, Holy Freeze & Holy Light Absorb.


Active Sources, Auras, Smite, etc The Offensive Part

Active Sources
Here is a little explanation about active sources. The aura that is active is the highest numbered one.

1 Armor = 1 Active Source ( Doesn't matter if set or not )
1 Helm = 1 Active Source ( Doesn't matter if set or not )
1 Shield = 1 Active Source ( Doesn't matter if set or not )
1 Belt = 1 Active Source ( Doesn't matter if set or not )
1 Gloves = 1 Active Source ( Doesn't matter if set or not )
1 Boot = 1 Active Source ( Doesn't matter if set or not )
1 Charm = 1 Active Source
1 Jewel = 1 Active Source ( Doesn't matter if ith or not )
1 Ring = 1 Active Source ( Doesn't matter if set or not )
1 Amulet = 1 Active Source ( Doesn't matter if set or not )

So if we have an amulet with 620 prayer only, we have 8 active sources for that item. Because the setted ring itself is 1 Active source and there is 7 ith jewels in which gives us 7 active sources. 7 + 1 = 8 ( that's hard math ^^ )

Prayer needs to be active by charms because charms somehow gives the best results of life regeneration. So if we say we want 40 active prayer sources which is not bad choice for Lower Position Joiner, we fill out all our charms with Prayer only. Let us say if we add 1 time level 31 thorns to one out of the 40 charms we only got 39 Active prayer sources.

Even if the source is deactivated it still helps the activated sources regeneration and the holy auras damage so we still need to fill out prayer in nearly all our items.

Thorns, Barbs Aura, Oak Sage Aura and Meditation only needs to be active 1 time it doesn't matter if its active 1 time or 40 times no differences..


Some information about the different active source amount we should use for each position.

Lower Position Joiner Well for a LPJ we need a low amount of active prayer sources, we can actually use 0 prayer at all, it can survive just by a high amount of absorb. But it dies easy against Prayer/Thorner Setup ( PT for short ). But a good startout for LPJ is around 40 Parts.

HPJ/Host Well since Host and HPJ is pretty much the same we can use the same amount of parts. I prefer around 56-75 parts for this setup, sometimes I use up around 95 parts but it all depends on your setup.

Well some of you are probably asking how to get so many active sources. So here is the explanation:

Creat a ring, make it rare or unique. Add "prayer" to it, add "increased sockets", now creat a jewel and put prayer in ( doesn't have to be ith ) put the jewel in the ring 7 times so we now have 8 Active sources. Creat a Cube and put your current setted rings in the cube(we can use stash also). Put the rings on the character.
Then go creat a game, take the setted rings from cube and put it on the unique rings, (do not remove the unique rings first and then put on the setted rings, this will crash your game). There you go now you got 16 more active sources.
Remember this can be done with any item, so you can do it for your amulet etc. I also sometimes creat a shield and a weapon, add prayer to them, then I switch to my setted shield and I got 16 more active sources that way. Simply and effective.


Auras
There is different kind of auras we are able to use.

Prayer is to regenerate your life and it is very useful.

Thorns is to deal damage back to your opponent, this is very useful – add as much as you can until the damage rolls. Test this out with bhaads xPerfectSmite clone. There is no Capped amount of return damage, it all depends on your DR+ and your opponents damage.

Barbs Aura is working the same as thorns but is like 4 times weaker than thorns but its good if space enough and if you need few levels to get your return damage "capped".

Oak Sage Aura is working like life% but is a lot more effective and needs less times added than life 53% so we save a lot of file space by adding this instead.

Meditation is used to regenerate your mana instead of Mana Regeneration%, we need to add this a lot less than mana regeneration%. Meditations is regenerating mana by 25% per level so 1 time 31 = 775 ( but first level meditation gives us a additional regen of 300% ) so the first level 31 meditation is giving us 1075%. And the rest level 31 meditation gives us 775%.

Now for the Holy auras

The holy auras is an aura that is dealing damage to your opponent. Auras can deal up to 8388598 damage to PVM but for PVP we have to x 8388598 with 0,17 = 1.426.061,66 for 1 active source. There is three types of holy auras we are able to use.

Holy Freeze is the first aura and for "noobs" its pretty easy to creat a holy freeze aura that is working well without healing your opponent too much. The holy freeze has a low spread amount and is therefore very stable and easy to calculate.

Holy Fire is a little harder to creat but still easy and it is very effective the fire aura does not heal your opponent much either if setted up correctly, the spread damage is a little higher than cold but nothing special. Holy Fire is a very strong holy aura and can make out some great double hits to high mana.

Holy Shock is the harder to creat it needs a pretty high amount of Active sources to work correctly and it is definitely not a good choice for LPJ because it has some problems to kill -100 resistance setup. For host it is a good choice if you know what you are doing. Holy shock has a very very high spread amount and can kill manas from low to high. It can hit from nearly 0 damage to a very high million damage, but is also very unstable if you don't know what you are doing. Holy shock often needs some stun to make it work decent if our choice is a LPJ shock.

Gap Aura is an spread aura like holy shock, holy shock itself is a "gap" aura. Gap aura is created to hit different mana values without using an aura switch, the bad side to this aura is that it doesn't work very well for lower position joiners, but it is very good for HPJ/Host. Every aura can receive the gap aura.

Gap reduces the basic parts u have depending on how much the max damage is in the rolled range but it is mostly random how much the aura becomes reduced so that a gap aura deals diffrent damages.I will post a fire gap aura below.

Holy Fire Level: 3286
Passive Fire Masteries: 73221%
This is hitting from 1425884,5 to 1426133,8 damage per active source.

Now that our aura is hitting from below 1.426.061,66 to 1.426.133,8 we have one of the so called gap auras because our damage is hitting in the unrolled min damage range and the rolled max damage range

Here I will explain how to calculate your aura. First of all we need to find a holy aura we like. Lets just start with Fire level 3286 & Passive 73217.

For PVM we can make 8388598 Damage per active holy aura source so if we have 8 sources we deal out 67108784 damage per aura hit. If we want to find the damage for PVP we need to multiply the damage with 0,17 which gives us an damage of 11408493 damage. So 1 active source for pvp can max deal out 1.426.061,66 damage

Now how to calculate how much damage you do for 1 part.

Holy freeze damage = (totallvl –28 ) * 5 + [67]min damage + [68]max damage
Holy fire damage = (totallvl – 28) *3,5 + [36,5]min damage + [38,5]max damage

1# Take your Holy Fire Level and – 28 ( 3286 – 28 = 3258 )
2# 3258 x 3,5 + 36,5 dmg min = 11439,5 min damage
3# 3258 x 3,5 + 38,5 dmg max = 11441,5 max damage
4# 11439,5 x (1+73217/100)
5# 1+73217/100 = 732,18
6# 11439,5 x 732,18 = 8375773,11 PVM min damage
7# 11441,5 x (1+73217/100)
8# 1+73217/100 = 732,18
9# 11441,5 x 732,18 = 8377237,47 PVM max damage
10# 8375773,11 x 0,17 = 1423881,4287 PVP min damage
11# 8377237,47 x 0,17 = 1424130,3699 PVP max damage

So we have a spread aura from 1.423.881 damage to 1.424.130 damage.
The other two holy auras is accurate the same but with other multiply than 3,5, min & max damage than 36,5 for min and 38,5 for high.

Now for the freeze aura
We multiply the aura with 5 instead of 3,5 and we plus the dmg min with 67 dmg instead of 36,5 and the max dmg is 68 instead of 38,5.


Smite Damage
Smite is a physical attack method physical attack is the thing we use to kill mocks, smite is hitting through the Dodge, Avoid, Evade.
Smite can reach a damage of 1.426.064 Player vs Player ( PVP for short ) but we use 255% Damage reduce which gives us 50% damage reduction so we have to half the damage, so we only deal out 713032 damage, which is the capped amount. Just to let you know if we fight Player vs Mob ( PVM for short ) we deal out 8388607 Damage per hit. If we add 1 more damage our damage will be rolled and do like 1 damage to your opponent. So you are probably wondering how to reach this so called capped damage.

There is a lot of ways to reach this, you can use damage, enhanced min dmg%, enhanced damage, strength etc. But the best choice is strength and damage only because it saves us some file size. Well its easy, set your base strength to 1023 and add level 63 nonclass smite ( number 97 ). Now add 45 times strength Based on Character level ( Bocl for short ) add also 45 times 491 damage. Add 100% Chance of Crushing Blow, 100% Chance of Open Wounds. This is the first step to get the capped damage you need one time more damage 4xx to get the fully capped damage, but there is different types of shield and they are dealing out different damages, so we need to find the last 4xx for our chosen shield.

What we do is to + 485 and reduce it by the minimum damage our shield is damaging. Lets take as an example the shield Troll Nest, it has a minimum damage of 24 and a maximum damage of 38. (485 – 24 = 461 Damage, so for that shield we add 45 times strength 779 bocl, 45 times damage 491 and 1 time 461 damage )

Here is some shields that Is already calculated.
+468dmg for Luna
+471dmg for Hyperion
+473dmg for Monarch
+467dmg for Aegis
+459dmg for Blade Barrier
+461dmg for Troll Nest
+474dmg for Ward
+469dmg for Heater

But remember capped damage isn't always the best, because you are taken more damage from thorns & barbs with a higher damage than a low damage.
Well we could also try another build, by lowering our damage to 600.000 ( test with xPerfectSmite ) and use a 15/15 stun on attack / hit. This will give you more double hits and let you intakes less thorns damage – this was just an example, its not just adding stun and lower you damage, you need to test a lot.


Speed
Increased Attack Speed Well back in 1.10/1.11 people were using a negative increased attack speed ( IAS for short ), to gain the best workable speed to double hit your opponent with your aura, damage and thorns. Me myself I was using -359 together with None-Visible Attack Speed ( NV-As for short ) 25% and delirium on attack / hit ( Delirium is number 350 ). But later in patch 1.11 some guys found that positive ias worked the same and that we only needed 107% Ias & NV 97% AS + Delerium on attack / hit. This saved some file space to. But we do need the 97% NV AS to attack as fast against holy freeze user due to the freezing will slow you. We can also use delirium on 2 different levels on Attack/Attack for example. Delirium level 59 on attack 100% / Delirium level 58 on attack 100%. But the level on delirium doesn't matter. We can use delirium level 1 100% on attack/hit or we could use level 63 on attack/hit.

To increase our attack speed we can use the skill stun ( number 139 ) on attack / hit, but stun must be a very low % lets say 10% on attack / hit ( level doesn't matter ) if we have capped damage because we are hitting extremely when we hit the 10% and we can actually double hit in the 10% range with just smite. But if we use low damage like 400.000 or less we can use stun a lot higher, but we can never use stun at 100% because its over lagging the game. And nowadays stun for LPJ is nearly needed to kill anything, 5/5 would be enough if we have the right setup. Hosts should not use stun, because there ias is already fast due to there hoster connection. Unless we lower the damage we should not use stun for host, maybe a really low %. Also here the level doesn't matter.

Faster Run/Walk Faster run/walk ( FRW for short ) is taken up alittle file space and it is actually little useless because why do we want to run faster. Well I just use 1 time 107% FRW and 2 times NV 97% FRW else I think it is little too slow to run around with.

Faster Cast Rate Faster Cast Rate ( FCR for short ) is completely useless for a mock because all we need to cast is our energy shield and probably our battle orders ( Bo for short )

Faster Hit Recovery Faster Hit Recovery ( FHR for short ) Well I find it useless but some say that it helps there attacks hitting through there target, also that after a Knock Back ( KB for short ) we are faster to get back to our opponent and start hitting again. If I use FHR I use -36% and not more or less it's a well working value

Diablo II Patch 1.12 Hacking Guide Part 3 - Extreme
Part 3 - Extreme
- Perfect Damage Calculation + Bad Mana Ranges
- Damage Goes to Mana%
- Mana Drain & Prayer Heal


Perfect Damage Calculation + Bad Mana Ranges

Here you will learn everything about bad mana ranges after opponent hits our mana to 0/1048576.

8388607 = Smite Damage Player Vs Mob If capped. <- Per Hit

8388607 x 0,17 = 1426063 ( Smite Damage Player vs Player ) <- Per Hit
1426063 x 0.05 = 71303 ( Damage to life When Energy Shield On ) <- Per Hit
71303 - 11214 = 60089 ( Damage to life When 178 x 63 DR ) <- Per Hit
60089 x 0,5 = 30044 ( Damage to life When 50% DR ) <- Per Hit

If we are host and we fight vs P/T Joiner with "Capped" Thorns & Capped Smite

Hoster Speed = 10,23 Hits Per second

Therefore each second - 30044 x 10 = 300.440 this is smite damage from you dealt to your opponent.

Now he have capped smite & capped thorns but he have joiner speed which is from between 5,5 - 7,5 hits per second.
Lets say 7 - 30044 x 7 = 210308 so each second you will get - 300.440(damage from his thorns) + 210.308(smite damage dealt to you) = 510.748 damage.

However prayer heals you only every 2 seconds so you would need a heal over 1 million to survive a Prayer/Thorns Setup.

This is calculated when basic lag = 5,5 - 7,5 hits every second, ofc we don't always get 510.748 damage every second due to our opponents connection.

Now when we fight against a setup with a aura that hits our mana lets say 1.572.683 ( High Aura )

Aura Heals us, so we will gain heal not only from our prayer but from Holy Freeze, Holy Fire or Holy Shock
We are still host but this time we fight vs a Character with "Capped" Thorns, Smite Damage Capped & High Aura. We again get damage of 510.748 Damage every second but every 2 seconds he deals out 713.032 additional damage only if his aura is strong enough to ping the mana to the range 0/1048576.

Now his mana was on 0/1048576 because his LPJ his prayer would heal him after 0/1048576 and his prayer needs
for example a average prayer mana drain for joiner is around 80.000 and for each point in the bad mana range he gets 16 damage intaken to life.
His mana is now 0/1048576 -80.000 = 968.576 he is now 80.000 in the bad mana range he will now gain 80.000 x 16 = 1.280.000 however this is multiplyed with 0.5
due to 255% DR ( 50% Damage Reduced ) = 640.000 Extra Damage. The Reason why we multiply with 16 is because 16 damage drains 1 mana if Telekinesis is 31-99.
The 31-99 tk is x16 ratio, and there are 16 onscreen rolls, and 16 ranges.

Host: 10 hit + 10 hit - 1 = 19 hit that deals out 30044 damage per hit and last hit deals out 713032 damage if aura pings mana to the range 0/1048576.
Joiner: 7 hit + 7 hit - 1 = 13 hit that deals out 30044 damage per hit and last hit deals out 713032 damage if aura pings mana to the range 0/1048576.

So the actual damage in 2 seconds dealt to us if host is 30044 x 20 = 600880 thorns damage + 30044 x 13 = 390572 ( opponents smite ) + 713032 damage = 1704484.

The Lower Position Joiner would get in 2 seconds 30044 x 19 = 570836 smite damage + 30044 x 14 = 420616 ( damage he takes from thorns ) + 713032 = 1704484 + extra damage from bad mana range.

"Note: This is from 0-2 seconds this is not what we hit every 2 seconds."

Anyways when we hit 713.032 + 640.000 every 2 seconds we deal out 1.353.032 damage = Hi's Energy Shield cannot
absorb the damage and he will get 100% Damage dealt to his life and POW he would get popping points!

Or when we use 1 point smite damage + 640k + a lot of stun = POW!

The 0/1048576 is the line between Negative & Positive mana so for our mana.

However we cannot always hit lpj to the bad mana range
but you will see that he have bigger pops / less healing from our aura.

"Notice: Hoster/HPJ & Nonprayer setups cannot be sended to the bad mana range.The nonprayer cannot be sended to
the bad mana range because there is no prayer to drain our mana after aura pinged us to 0/1048576 so we will get
our regeneration just through absorb"

Read Fully explanations about Telekinesis lvls, ratios, onscreen rolls & ranges
at Tan's Telkinesis Guide: Click Here

Damage Goes to Mana%


Now for some Damage Goes to Mana%

Well we can use different Damage Goes to Mana due to our positions in game, our opponents damage, our dr, our mana and our prayer ( Host/HPJ/LPJ & Nonprayer )

Everything here will be calculated for Mana 1572863, "Capped" Thorns & Capped Smite in seconds not per hit.

Max mana = 8388607 so to figure out how much we can actually heal from DTM% we need to take 8388607 - 1572863 = 6815744 max heal for this mana.

First lets just try to calculate how much a 378% Damage Goes to Mana heals vs PT build like the one stated above
which had the maximum damage of 510748 per second.

What we need to do is divide our DTM% with 100 and then multiply with damage dealt to our life.

DamageToLife x (DTM/100)

510748 x (378/100)
378 / 100 = 3,78
3,78 x 510748 = 1930627 mana heal.

Now i think we should try as LPJ with the average mana drain from prayer around 80.000 and an aura that pings our 1572863 mana setup to 0/1048576.

713032 + (80.000 x 16 x 0.5)
80.000 x 16 = 1280000
1280000 x 0.5 = 640000
713032 + 640000 = 1353032
1353032 x 3,78 = 5114460 mana heal

The more heal the better but we cannot go over the 8388607 million mana else our Energy Shield will break due to
our mana is sended to 1 and we will die.

Mana Drain & Prayer Heal


Well to figure out how much prayer drains from our manapool we need to calculate it, by this we will now learn how many points our mana can be sended to the bad mana range so that we can calculate how much extra damage we intake from auras when hitting us as LPJ and to see how much Damage Goes to Mana% we can use.

This calculation below is from Calmund, but i decided to make some examples to it.

Calculation
1. Get total Lvl of Prayer
2. Get heal of this Lvl by using the formula
3. Multiply this Heal/ Manadrain with your number of active sources

Prayer heal = ( Skilllvl –28 ) *3 + 41

Prayer Mana drain = ( Skilllvl –28) *0,376 + 6

Example Prayer Heal:
( 5518-28 ) *3 + 41
5518-28 = 5490
5490 x 3 = 16470
16470 + 41 = 16511

This is the heal for one active source of prayer, so if we got 40 we need to multiply the 16511 with 40 to get our prayer heal
16511 x 40 = 660440 prayer heal, this is the life we heal every 2 seconds.

Example Mana Drain:
( 5518-28 ) * 0,376 + 6
5518-28 = 5490
5490 x 0,376 = 2064,24
2064,24 + 6 = 2070,24

This is the mana drain for one active source of prayer, so if we got 40 we need to multiply the 2070,24 with 40 to get our mana drain
2070,24 x 40 = 82809,6 mana drain, this is the max point our mana can get in the bad range if 5518 prayer level and 40 active sources.
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