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1. Technical Details | 6/13/2004 12:01:14 AM PDT
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Page 1: Ilkroi's Kicksin Guide v2.0
Page 2: In-depth look at Skills and Equipment.
Page 3: Equipment Setups.
Page 4: The Kicksin's Guide to Fade.
Page 5: Technical Details.


TECHNICAL DETAILS

Short and Sweet List of Links
Arreat Summit (runewords page, other pages are easy to find) http://www.battle.net/diablo2exp/items/runewords.shtml
Assassin FAQ (link to index) http://www.battle.net/forums/thread.aspx?FN=d2-skills&T=45550&P=5
IAS Tables (kicks at bottom) http://www.diabloii.net/characters/assassin/ias.shtml
FHR, FBR, FCR (includes all classes) http://www.namelezz.planetsmilies.com/tables.html
All items containing Crushing Blow (and other mods) http://www.tearsofdoom.com/tzon/bonus.html#crush
Armor Appearance http://www.geocities.com/alainpp66/ArmourAppearance.html


Speed Tables
  Casting             Hit Recovery           Blocking

FCR Frames FHR Frames FBR Frames
0 16 0 7 0 5
8 15 9 6 13 4
16 14 20 5 32 3
27 13 48 4 86 2
42 12 86 3
65 11 200 2
.

For PvM you don't really need to worry about any of these. However, for PvP you'll want at least 20 FCR, 86 FHR, 32 FBR for melee duels, and claws for caster duels (don't need FBR).


Kicking Speed

Kicks are almost useless without the maximum speed. This holds more for PvP then PvM, but the principle is still the same. You need 63 EIAS to get a 7-frame initial kick, and 67 EIAS to get the 2-frame kicks on the follow-up. The formula for EAIS is:

EIAS = ((120*IAS)/(120+IAS)) + SIAS – BWS,

where EIAS is the Equivalent IAS, IAS is all equipment increased attack speed, SIAS is the sum of all skill sources of IAS (BoS and Fanat), and BWS is the Base Weapon Speed of your primary weapon (called WSM in other guides). For many setups, you can use Fuzzbox's IAS tables (kicks are at the bottom) http://www.diabloii.net/characters/assassin/ias.shtml To figure out how quickly you will be kicking by hand, use this table with your calculated EIAS.
            Frames/Kick

EIAS Initial Follow-up
0 12 4
9 11 4
19 10 4
25 10 3
31 9 3
45 8 3
63 7 3
67 7 2
.


Kick Damage Calculation

Min Kick Damage = [ (str+dex-20)/4] * [ (100+Kick_ED)/100] + Boot_Damage*[ (100 + [str*1.2] + Kick_ED)/100]
Max Kick Damage = [ (str+dex-20)/3] * [ (100+Kick_ED)/100] + Boot_Damage*[ (100 + [str*1.2] + Kick_ED)/100]

These are the equations for the physical damage in the kick. Kick_ED is the enhanced dmaage listed on your kicking skill, and Boot_Damage is found on the boots (a listing can be found on Arreat Summit). Anywhere there are square brackets [ ] the number needs to be rounded down (i.e. drop off any decimal places) to get the correct values. Paladin Auras also affect kicks, though I still need to test for exactly where that damage is added in. Enhanced damage from equipment is not added to kick damage. Elemental, poison, and magic damage are all added to kicks in addition to this, but not displayed on the character screen.


Notes on Dual Wielding Claws

This section has been tested by myself, but most of the work figuring out these strange results was done by others.

IAS and any melee modifiers from a secondary claw are not included when kicking. This is a royal pain in the rear, but it's the way the game works. The primary claw is determined one of two ways. The first way is based on which one is placed in the inventory first. However, once you swap weapons the game will default to your left inventory slot for the primary.

The BWS for dual-wielding is the average speed of both claws if the left claw is the primary. However, some very strange IAS results can come from having the right claw as primary. I won't go into deep detail with this, but you can read this link if you have any questions: http://forums.rpgforums.net/showthread.php?t=127905


Defence Calculations

Because Assassins have Cloak of Shadows as a prominent skill, this section is going to be included.
<Final Defence> = 

[ <Sum of Equip Def> + <Dex Def> - <Red Def> ]
* [ [100 + <Skill %EDef> + <Equip %Edef> - <%Red Def> ] / 100]
"Equip Def" is the total defence provided by one piece of equipment. The equipment defence is calculated before it is added into this formula. For example, Gladiator's Bane has these stats:

Base Defense: 375-481 (The max value is always used, and it has 1 added to it)
+150-200% Enhanced Defense (varies)
+50 Defense

If we take a "perfect" Glad's Bane, then we end up with this equation:

[<Max base def> + 1]*[100 + <Max %Edef> ]/100 + <Additional Def>
= (481+1)*(100+200)/100 + 50 = 481*3 + 50
= 1496

The only changes for other grades of Glad's Banes is modifying the %EDef (since the base is "fixed" at one more than the normal range for the armor). Items without a base defence (like weapons, amulets, and charms) with +def bonuses add directly to your equipment defence, however, the +%def bonuses are applied in the final defence calculation rather than as a bonus to that piece of equipment.

"Red Def" refers to any numerical reduction on an opponent's defence. "%Red Def" refers to any percentile reduction to defence (like Cloak of Shadows). For example, the Malice runeword is a great example. It has both of these stats:

-25% Target Defense
-100 To Monster Defense Per Hit

Each hit would reduce 100 defence from a monster (but not a player in PvP). Also, whenever that weapon targeted an opponent there would be the 25% penalty. If the target already had a 100% bonus to defence (like level 1 Shout), that would give a net increase of 100% - 25% = 75%.


SMALL CHARM EQUIVALENTS (sce's)

This is a rather simple concept that can help you figure out what the beast gear is. It takes a little bit of math (simple adding), and can't be applied to any mods which are not available on charms. It also takes some thinking. Even the most "valuable" mod can be entirely worthless if you don't need it.

Str & dex vs life: For most characters, you get 3 life per point in vitality. On a small charm it is possible to have up to 20 life, or 2 strength/dexterity. On large charms, you can get 5 strength, but 2 small charms give 40 life. So, with 5 stat points, you can have them equivalent to 15 life (minimum 10, max 20), or into 5 str/dex. You do the math.

A few common Mods

Mod SCE
4-5 Strength 2
4-5 Dex 2
10 vitality 1 to 2 - depends on class
15-20 Life 1
15-17 Mana 1
3 max dmg (1.5 ave) 1
4-5 Resist All 1
10 Resist single 1
10% FHR 2
10% FRW 3.3
100 Defence 3 to 4



For example, let's compare Waterwalks and Sandstorm Treks (useless mods removed)

Waterwalks: (~22 sce)
Defense: 112-124 (varies) ~4 sce
20% Faster Run/Walk ~6 sce
+100 Defense Vs. Missile ~0 or 4 sce (using 2)
+15 To Dexterity ~5-7 sce
+5% Maximum Fire Resist - N/A
+45-65 To Life (varies) ~2-3 sce

Sandstorm Treks: (~28 sce)
Defense: 158-178 (varies) ~6-8 sce (9-12 if Eth)
+20% Faster Hit Recovery ~2 sce
+20% Faster Run/Walk ~6 sce
+10-15 To Strength (varies) ~4-7 sce
+10-15 To Vitality (varies) ~1 sce
Poison Resist +40-70% (varies) ~4-7 sce

As you can see, the Trek's are a better pair of boots, but waterwalks are still a fairly decent boot.



List of common abbreviations
~X - This means "Approximately X." The notation is from mathematics, and I use it a lot
BoS - Burst of Speed
BWS - Base Weapon Speed - this is the weapon speed given on Arreat Summit (Also WSM)
C/C - Claw/Claw - Weapon setup using two claws
C/S - Claw/Shield - Weapon setup using a claw and shield
CB - Crushing Blow
CoS - Cloak of Shadows
DC - Diablo Clone
dex - Dexterity Attribute
DF - Dragon Flight
DS - Death Sentry
DT - Dragon Talon - in this guide. Note that DT can also refer to Dragon Tail (but not here)
EIAS - Equivalent IAS - See the IAS section for more details
FCR - Faster Cast Rate
FHR - Faster Hit Recovery
FRW - Faster Run/Walk
IAS - Increased Attack Speed - See the IAS section for more details
OW - Open Wounds
PMH - Preven Monster Heal
PvM - Player vs Monster
PvP - Player vs Player
SCE - Small Charm Equivalent (see my explanation in this post)
SS - Stormshield unique shield
str - Strength attribute
W/S - Weapon/Shield - Weapon setup using a 1-handed weapon and a shield. This is the most common type of kicksin setup.
WIAS - Weapon IAS, this is only added from the primary Weapon for kickers - See the IAS section for more details
WSM - Weapon Speed Modifier - The Base Weapon Speed displayed on Arreat Summit.


Recognition and Thank-you's
All of these are understatements, or the list would be a post in and of itself.

-GF and the Blizz Web team for the Arreat Summit
-jRichard for doing extensive research on kicking properties
-Pheonix-Hawk and HBM for posting their Assassin FAQ
-Wizadept for PvP advice and reminding me of some basics
-xu-godx and aceboomcoom for PvP advice and keeping the guide to the high standards all assassin guides deserve
-everyone else I've gotten tips from along the way


Last edit: 06-13-04


Page 1: Ilkroi's Kicksin Guide v2.0
Page 2: In-depth look at Skills and Equipment.
Page 3: Equipment Setups.
Page 4: The Kicksin's Guide to Fade.
Page 5: Technical Details.