"New" player here, need advice on Warrior stats

Diablo 1 HD, codename Belzebub - General forum.
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aleeque
Posts: 27
Joined: 07 Mar, 2016 19:31

"New" player here, need advice on Warrior stats

Post by aleeque »

Hello everyone! First of all, this mod is amazing. Much better than the original game.

Speaking of which, I used to play vanilla D1 a lot and I'm by no means an amateur, but the mod changes a lot of things and a lot of things are unclear.

First of all, what is the level cap for characters?

Second, what are the best stats to invest in for a Warrior? In vanilla, we had stat elixirs so it didn't actually matter where to put points, i.e. no character could be "ruined" by wrong stat allocation. I imagine this is different here?

Also, are there stat caps, like in classic D1? Or can any stat on any character be invested into indefinitely?

Thanks in advance.
pocket951
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Joined: 04 Jan, 2016 14:39

Post by pocket951 »

There are no stat caps at all, and elixirs work totally different now. they are temporary 10 minute stat buffs.

Elixirs add 10 +(Characeter level/2) to their respective stat for 10 minutes


The level cap is 60

I could be wrong, but personally I think a little dex for hit chance and then just pump pure strength is the best way to go.

Pumping pure strength might be the best way to go since dex and hit chance are obtainable through gear


also, warrior is one of the harder classes to start off as because they are super gear dependent



also, I am playing a sorcerer right now who is level 40, and for all my levels I have done nothing but pump magic. I think thats the correct way to play because I can use jewelry/rings/elixirs to get the str needed for my gear.
aleeque
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Joined: 07 Mar, 2016 19:31

Post by aleeque »

Ah, I see.

But don't Warriors use spells? Like in vanilla D1, you'd get magic high enough to read Healing and Teleport books.

Also Vitality, is it unneeded for a Warrior?
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DacianDraco
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Post by DacianDraco »

Hi aleeque and welcome to the forum!

What pocket said is correct, and to get an idea of what else changed you can also check the docs: http://awake.diablo1.eu.org/diablo-1-hd ... t1211.html Not quite complete but has lost of info.

As for the follow up questions, with dedicated MAG gear you can learn more spell levels than you could in vanilla D1, because now items can have as high as 8 affixes on top quality rares and even more on some high level crafted items. For ex on a perfect roll rare you can have 30 MAG + 20 All Attributes and on a perfect Archamage recipe craft you can have 60 MAG + 20 All Attributes, plus you have Elixirs to temporarily boost it further. So you could not spend any point into MAG to learn any spells. Also VIT is not really useful (except for the Necromancer's skills), because it gives very few life points, you could just have jewelry and any of armor pieces (plus we got a new item slot, the belt) with an affix of +80-150 life (or mana to cast spells). All characters can and should use certain spells depending on situation, plus there are some crafting recipes that can spawn +1-3 (any) Spell level on crafted items.

So i think it's best to just focus on the only attribute that increases your character's new Skills, maybe a few more points somewhere else (if you need more STR to wear gear on casters or some DEX for % to Hit early on for melee chars). And be aware that the mod is not played as classic D1, you might not like all changes but i believe they are for the best and breath new life into such an old game, that otherwise is pretty boring to play by today's standard.
aleeque
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Joined: 07 Mar, 2016 19:31

Post by aleeque »

Yeah, I figured as much.

By the way, does this mod handle exp progression like vanilla D1 (takes months of non-stop grinding to reach level cap) or like D3 (takes like a month of casual playing to reach level cap)?

Because I see some items that require lvl 50 to equip, and that sounds pretty insane.
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DacianDraco
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Post by DacianDraco »

Firstly take what i'm about to say lightly, forget everything you knew from vanilla D1, it's redundant, this mod is more challenging and complex and you'll have to learn new things and play it differently. Also in this mod the monster density is increased, and just by clearing all dungeons once on all 4 difficulties you'll get to about clvl 50, which is enough to wear everything, then the last 10 levels take much longer to gain, so you will grind for some extra attributes points and to increase the character skills further if you want to have max clvl. Some players also increase monster power to gain xp faster and get better drops, usually anytime they can decently clear out such tough monsters set to X monster power.
aleeque
Posts: 27
Joined: 07 Mar, 2016 19:31

Post by aleeque »

Aha, thanks. Got one more question though:
in the game guide it says that the Rogue gets

Per point in Dexterity: +0.5% To Hit (Weapon) +0.125% Critical Hit Chance (min 57 points) +0.2 Armor Class


Nowhere does it mention damage though? I thought Rogue gets a plain damage boost from Dex as well? And what does it mean where it says "(min 57 points)"?

Thanks!
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DacianDraco
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Post by DacianDraco »

Rogue just doesn't get base dmg (like when unarmed) from DEX points, she does from STR. But it's not a prob, her skills increase with DEX and you won't be using normal attack much once you unlock them. However when you use a bow there is a hidden Dexterity Damage Bonus and it depends on the type of bow, also this happens for all other weapons, like swords have Strength Damage Bonus, etc. And "(min 57 points)" means you must have a minimum of 57 points into it before it starts increasing.
aleeque
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Joined: 07 Mar, 2016 19:31

Post by aleeque »

means you must have a minimum of 57 points into it before it starts increasing.
Does this take into account stats from items? And does it work retroactively, i.e. when I finally get 57 points into DEX, do I get 0.125%*57 that very moment?
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DacianDraco
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Post by DacianDraco »

Any DEX point, but the game rounds them down, so you have to have several DEX points (from either source) to get one full % point increase in Critical Chance. For stats that behave differently i've mentioned in brackets, softpoints are the ones from gear and hardpoints are attribute points you spend from leveling, like you see with gains from VIT and MAG in her case.
Keighn
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Joined: 08 Jul, 2015 20:00

Post by Keighn »

Level 60 is the cap? Damn.. I was hoping unlimited.
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