D2 Smite Point For Dmg
Elite Paladin Shields (Normal Paladin Shields Exceptional Paladin Shields) Paladin Shields can only be worn by Paladins. Auto Mods Auto Mods are mods that 'automatically' show up on all versions of an item, whether it's magical, normal, low quality (Cracked, Crude, Damaged, Low Quality), or rare. D2 Dmg Calculator This will perform the predicted Diablo II damage-dealt stuff for your battles! Here's how you use this form: Fill in the fields with the stated values. If a hireling is doing the damage, adjust the difficulty. Jun 19, 2018 Smite is a special case spell/attack liThe speed of smite is based on the equipped weapon./li liSmite causes durability loss to the equipped weapon./li liSmite's damage is based on the shield. Only Paladins see the listed Smite damage on shields./li liDamage types that work with Smite: Crushing Blow and Open Wounds./li. Scepters are not class specific, but they are most often used by Paladins. Scepters are best for spell-casting Paladins, and are the weapon of choice for Hammerdins in Diablo II. Hammerdins being nerfed in the Expansion, you'll not often see them in D2X. Sorceresses and even Necromancers occasionally use scepters in D2, for the potential bonuses such as +mana and faster cast. Jun 15, 2018 Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat.
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The Smiter is a Paladin class, a very powerful one at that. Extremely effective VS. Boss's. The Smiter is one of the only known class's that can successfully kill Uber Lilth, Uber Duriel and Uber Izaul as well as Uber Tristram's Uber Mephisto, Uber Diablo, and Uber Baal solo. The Smiter uses his shield to repeatedly bash opponents, stunning them, and inflicting melee damage. Smiter's are somewhat weak against hordes of minions, so this build is not a good one for crowd bashing. The only enemies in Diablo 2 that a Smiter cannot defeat are enemies with the 'Immune to Physical' trait, since a Smiter's damage is all melee based damage.
- 1Skills
Skills
There are definitely alternatives to this build.. this is one combination of skills that is rather mainstream, it has worked for me and I am certain it will work for you as well. Keep in mind that you can only put 20 points into any skill but you can still go over that with your +skill items/charms. Many of these skills require a pre-requisite to access.. Just follow the arrows on the skill tree.
Combat Skills
Smite: Some builds use only one point into Smite.. not mine however.. Max this skill.
Charge: A pre-requisite for the Holy Shield Skill, put one point into this skill.
Holy Bolt: A pre-requisite for the Holy Shield Skill, put one point into this skill.
Blessed Hammer: A pre-requisite for the Holy Shield Skill, put one point into this skill
Holy Shield: Max this skill, it is vital to the Smiter build, adding tons of damage and defense.
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Offensive Auras
Might: A pre-requisite for Fanaticism, put one skill point into this skill.
Blessed Aim: A pre-requisite for Fanaticism, put one skill point into this skill.
Concentration: A pre-requisite for Fanaticism, put one skill point into this skill.
Fanaticism: This skill will be your main aura, Max this skill.
Defensive Auras
Resist Fire: Putting points into this skill will add to your characters passive maximum resistance for fire. For every 1 point you invest you and your party members and pets will gain +1 to maximum resist when the aura is active, additionally you and your party will also passively gain 0.5 to your maximum fire resistance when the aura is not active for each point invested. Resistances are capped at 95. I suggest putting roughly 10-15 points into this skill.
Resist Cold: Putting points into this skill will add to your characters passive maximum resistance for cold. For every 1 point you invest you and your party members and pets will gain +1 to maximum cold resist when the aura is active, additionally you and your party will also passively gain 0.5 to your maximum cold resistance when the aura is not active for each point invested. Resistances are capped at 95. I suggest putting roughly 10-15 points into this skill.
Resist Lightning: Putting points into this skill will add to your characters passive maximum resistance for lightning. For every 1 point you invest you and your party members and pets will gain +1 to maximum lightning resist when the aura is active, additionally you and your party will also passively gain 0.5 to your maximum lightning resistance when the aura is not active for each point invested. Resistances are capped at 95. I suggest putting roughly 10-15 points into this skill.
It is important to note that you will only gain the passive resistance bonus's from points invested and NOT the items/charms that give skill bonus's. This applies to all three Resist Auras: Fire, Cold and Lightning.
Salvation: I suggest putting 1 point into this skill as soon as you can, the very first level of this skill gives you +60% to All Resistances when the aura is active. An absolute must at times for survival.
Gear
There are always alternatives, but for the most part this is the gear that you should be using. Starting from the top. If you are unsure of what any of these items are, please check Arreat Summit for confirmation.
Amulet
Mara's Kaleidoscope (Diablo II)
Highlord's Wrath
Armor
Mage Plate 55 Str Req & Base 225 - 261 Def 3 socket max (Best Looking)
Dusk Shroud 77 Str Req & Base 361 - 467 Def
Wyrmhide 84 Str Req & Base 364 - 470 Def
Scarab Husk 95 Str Req & Base 369 - 474 Def
Archon Plate 103 Str Req & Base 410 - 524 Def (Best Looking)
Armor Runewords
Chains of Honor Runeword (COH)
Enigma Runeword
I recommend using CHains of Honor for PVM and Enigma for PvP.
Belt
Arachnid Mesh +1 skill & Slows Target By 10% & 20% FCR
String of Ears (Diablo II) 10-15% DM & 10-15% MR
Thundergod's Vigor (Diablo II) 20% light absorb
Boots
Gore Rider 15% CB & 10% OW
Goblin Toe 25% CB
Sandstorm Trek 20% FHR
Waterwalk +5% Max FR
Gloves
Dracul's Grasp 25% OW
Laying of Hands 20% AIS
Helmet
Guillaume's Face 30% FHR & 35% CB
Crown of Ages 30 FHR & 10-15% DR (174 Str Req)
Rings
Raven Frost Cannot be Frozen & 20% cold absorb
Dwarf Star 12-15 MDR, 15 % Fire Absorb
Bul-Kathos' Wedding Band +1 skill
Stone of Jordan (Diablo II) +1 skill
I prefer Raven Frost with +20Dex and a Bul Kathos with +5% Leech.
Shield
Herald of Zakarum
Stormshield (Diablo II)
Exile Runeword in Ethereal Socketed Vortex Shield (132 Str Req)
Weapon
Phase Blade 25 Str & 136 Dex Req Indestructible
Berserker Axe 138 Str & 59 Dex Req
Flail 41 Str & 35 Dex Req
Astreon's Iron Ward 97 Str 70 Dex Req
Heaven's Light 125 Str 65 Dex Req
Stormlash 125 Str 77 Dex Req
Weapon Runewords
Grief Runeword
Last Wish Runeword
Black Runeword
Grief and Last Wish are only available on Ladder or in a modded version of Diablo II.
Weapon Switch
Call to Arms Runeword combined with Spirit (Diablo II Rune Word). Spirit is only available on Ladder or in a modded Diablo II.
Inventory
If you are building this character for the purpose of Ubering I suggest loading up on good resistance charms. Dual mods charms are always good, try to shoot for +10% Resistance Small Charms that have 5% Faster Hit Recovery, or +5 to all resistances with + life mod Small Charms. Annihilus Small Charm is a must of course.. If you are building a Player vs Player character, Throw a Paladin Hellfire Torch on, combined with Paladin Combat Skill Grand Charms and +Life Small Charms. If you are building a Uber Character you will not want a Torch, since you can only have one on a character at any given time.
Upgrading
Goblin Toe Upgrade once (95 Str Req) Upgrade twice (163 Str Req)
Herald of Zakarum This is a gamble. Base 144-168 Def Upgraded is Base 169-193 Def (142 Str Req)
String of Ears (Diablo II) Upgraded once (50 Str) adds only a max of 32 Def
Mods
Deadly Strike does not work with Smite.
Poison do not affect Smite.
Smite doesn't carry elemental damage from any source.
Open Wounds you need to have it on 1 item.
Prevent Monster Heal does not work on the Pandemonium Ubers.
Stat Points
Strength
Invest only enough into strength use your gear. Try to set it up so when you equip on piece of gear it will give you the Strength Bonus to equip item the next and so on. *STR
Dexterity
Invest Enough points into dexterity to achieve maximum block from Baal (when Holy Shield is active) which is capped at 75%, in Hell difficulty. This is usually about 95-110 Dex when Holy Shield is maxed. (It can be determined by holding your cursor over the defense number in your character information screen.) *DEX
Vitality
Dump as many points into Vita as possible..Base Hit points (Health) is crucial. *VITA
D2 Smite Point For Dmg 1
Energy
Not a single Stat point should be put into Energy as the skill 'Smite' only requires 2 Mana points to use. It's a good idea to keep Mana/Rejuvenation potions handy in case you run into enemies with the 'Mana Burn' trait. Rejuves are nice, but when your being damned by mana burn they aren't so handy because enemies often take all of your Mana as soon as you use them, (making you use another right away) while if you were to use a Super Mana potion, it would slowly recover your Mana so you can keep attacking with one single potion regardless of how many times you get hit. Just a little tip, to always carry Mana pots with your Juves' at all times.
Paladin Builds | ||
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Angelic Avenger by Saltatrix • FotH Paladin by Bahamute • Hammerdin by Hnk Savior by PhrozenDragon (Mock Build) • Smiter by dub Lucifer • |
Attack and Defense is a core concept in SMITE.
- 1Damage
- 3Penetration and Reduction
Damage[editedit source]
Damage is what attacks and offensive abilities cause on enemy targets. Damage deducts health from the affected target. If a unit loses all of their health they will die, rendering them unable to continue fighting.
There are three types of damage in the game: Physical, Magical, and True damage. Gods are classified as being either Magical or Physical, with their attacks and abilities applying the matching type of damage. Physical damage can be mitigated by physical protection, and magical damage can be mitigated by magical protection. True damage deals its full amount regardless of how much physical or magical protection the target has. True damage is relatively rare; an example is Bakasura's Butcher Blades ability.
Damage reduction is a mechanic that reduces the damage output of the afflicted god or unit. It can either affect a single type of damage or it can affect all types of damage, including True damage. The inverse of this is damage increase, which will boost damage dealt with one or any type of damage. For example, Sundering Spear Upgrade increases all damage the affected target takes.
There are rare circumstances where gods can apply damage of a different power type than their own. For example, Mystical Mail has an aura effect that deals magical damage around the user and can be acquired by physical gods.
Power[editedit source]
Gods have a 'Power' statistic which attacks and abilities scale from, increasing their damage output. Most gods start with 0 power (an example of an exception is Kukulkan whose passive ability grants him magical power equal to a percentage of his maximum mana) and can gain power from items and some god ability effects. Certain jungle buffs can also increase a god's power.
Basic Attacks[editedit source]
Unlike in most other games in the genre, basic attacks are skillshots (projectiles that move in a straight line with a travel time or area attacks with a delay) with most Ranged gods firing projectiles that move in a straight line while Melee gods deal damage to the closest enemy within range. Basic attacks scale based on the god's level and their Power stat. The 'Basic Attack' number indicates the amount of unmitigated damage a basic attack does. Each god has a formula that defines what their Basic Attack value is. The formula for how basic damage is calculated is:
All magical gods scale at 20% of their Magical Power, and all physical gods scale at 100% of their Physical Power. For example, Agni's basic attack damage is 34 + 1.5 × level + 20% of Magical Power. Izanami is the only exception to this rule; she is a hunter who has boomerang like basic attacks which can go through multiple targets and that scale at 75% Physical Power when fired and 35% while they are returning to her.
Buffs and effects that grant a percentage basic attack damage increase will apply the bonus before the physical/magical power contribution.
Attack Speed defines how many attacks a god can fire per second. The higher the value is, the sooner a god will be able to reuse their basic attacks.
Some gods have a hit progression which affects the swing time (the delay before a basic attack is actually fired) and amount of damage a basic attack does, and in some cases even granting them an additional effect. A good example of this is Ne Zha, who has a 4 stage basic attack progression where the first two attacks deal 100% damage with normal swing time, while the third attack has a 150% damage and swing time, finishing with a 200% damage and swing time attack that affects an AoE in front of him.
Physical gods have access to Critical Chance, which gives them a chance to land critical strikes with their basic attacks. Critical strikes deal 200% (twice) as much damage as a regular basic attack. The item Deathbringer increases how much damage critical strikes do by an extra 30% (230% total).
Launching a Basic Attack while moving will apply a movement penalty that reduce movement speed by 50% for ranged gods and 35% for melee gods (The movement speed counter will not change while doing so). The 'Haste' passive effect of items such as Hastened Katana and Hastened Ring removes this movement penalty on activation.
Abilities[editedit source]
Similar to basic attacks, the majority of abilities are skillshots that must land on a target for them to have any effect. There are also area of effects (AoE), line shapped attacks, etc. with a few allowing to lock on specific targets or automatically targetting gods within range. Most damaging abilities have a base amount of damage (which may increase each time a point is put into the ability), plus an additional amount based on the god's Power stat. For example, Ra's Celestial Beam at max rank will do (335 + 90% of Magical Power) unmitigated damage. Some abilies may also scale with Basic Attack Power, which is equal to the damage the god currently deals with their basic attacks.
There are a few abilities in the game, like Mercury's Made You Look and Ne Zha's Armillary Sash, that can be affected by Critical Chance, which is normally something that only affects basic attacks.
Protections and Mitigation[editedit source]
Protections and mitigation alleviate the impact of incoming enemy attacks and abilities on the victim's health, which can prevent (or at least delay) their death.
A god's magical and physical protection values will reduce the amount of damage the corresponding types of damage apply. A god's inherent protections scale with level. For example, Ymir's total physical protection is 23 + 3.3 × level + Physical Protection From Items. Ignoring penetration for now, the formula for how a protection value reduces damage is:
The result of this equation means that a protection value of 50 will reduce damage by 33%, 100 will reduce it by 50%, and 150 will reduce it by 60%.
For example (still ignoring penetration), if Ra's Celestial Beam is listed as doing 335 damage, and he hits someone with 70 magical protection, then the actual damage will be 197 = ((100 × 335)/(70 + 100)).
Damage can also be mitigated by percentage damage reduction like Athena's Defender of Olympus. Percentage damage reduction can't be penetrated by any means and, unless otherwise stated, will affect even True damage.
Some abilities and items, like Geb's Hard as Rock passive or Spectral Armor, can lower the amount of extra damage dealt by critical strikes.
As the majority of abilities and attacks in this game are skillshots, they don't lock on targets and can be dodged if the victim moves out of their way, completly nullifying any damage (or healing) they could have done. This makes aim and quick reaction timing something critical in SMITE that can and will define a victory or a loss regardless of the damage or defense of either player.
Penetration and Reduction[editedit source]
Penetration and reduction help counter an enemy's defenses, increasing the efficiency of attacks and offensive abilities.
A target's protection values can be lowered or bypassed with certain items and abilities that grant penetration and reduction effects. They are (in order):
- Percent Reduction. This will reduce a target's protection values by a percentage. For example, Void Shield will reduce a target's physical protection by 15%.
- Flat Reduction. This will reduce a target's protection values by a specific amount. There are currently no items that grant this effect.
- Percent Penetration. This will ignore a target's protection values by a percentage. For example, Titan's Bane will ignore 15-40% of a target's physical protection.
- Flat Penetration. This will ignore a target's protection values by a specific amount. For example, The Crusher will ignore 15 of a target's physical protection.
Thus, to determine the actual protection values of a target, the equation is:
Percent penetraton is capped at 40% while Flat penetration is capped at 50. The protection values cannot go below zero.
Example[editedit source]
An example of a highly unlikely build for a Mage is:
- Demonic Grip: +10% Reduction per stack
- Pythagorem's Piece: +10% Penetration
- Spear of the Magus: +10 Penetration
D2 Smite Point For Dmg Download
This mage has a Basic Attack value of 105. Fighting against an opponent with 238 magical protections, the first basic attack will do:
Now that a Demonic Grip stack is applied, the next basic attack will do:
And the next basic attack now with 2 Demonic Grip stacks:
And the final basic attack now with 3 Demonic Grip stacks: