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vilik
18-11-2004, 18:48
here it goes:

1) when char runs its def is set to 0 and block to 1/3 ?

2) fire enchanted monster death explosion is damage type pure fire and damage is equal to amount of hit points total (ie. max) (which scales with number of players in game) and is unblockable ?
is this damage further modified by something (besides the obvious stuff like conviction or lower resist), like the moster being extra strong for ex. ?

3) where can i get monster statistics, namely amount of their hit points?

4) stacking of superior and enhanced damage/defence: they are added together and applied to weapon/armour. only thing that modifies base is ethereal. (ie. 100 dam base weapon with superior 10% and ED 100% will result in weapon of 210 damage - same as if it was normal with 110 % ED) ?

5) defiance with holy shield work the same as above example ?

6) what is the damage type of "star" attack of the witch with wings type monster which spawns in WSK3 and throne room in hell (my guess is 50/50 physical/magic), is it blockable (guess not)?

7) ethereal weapons / armour get flat -10 stats requirements ?

8) is this weapon speed calculator

http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english

valid for 1.10 ? if not is there any calculator that is ?
i gotta admit that im a little confused by frames per attack, because this calculator shows them in 0,5 step. i would figgure that FPA need to be whole numbers?

example - A2 merc with Ghost Spear:
0 IAS - 8 FPA
9 IAS - 7,5 FPA (well isnt this rounded up - thus has no effect as a breakpoint ???)
20 IAS - 7 FPA
etc.


thanks very much for your answers

Thrugg
18-11-2004, 19:17
1. Almost right, it is actually worse. The monsters will always hit when you run (even 0 def would not mean always hit).

Someone else will have to answer 2, I have not been keeping up with that stuff.

3. The Arreat Summit (http://www.battle.net/diablo2exp/monsters/) pages are about the best easily accessible source. They are not exactly right (because HPs get scaled by mlvl, and mlvls are not fixed in 1.10) but they are close enough.

4. You are correct.

5. Holy Shield will increase your shield's defence as above. Defiance wil scale up your final, total defence from all your gear. It does not add individually to each item. This makes Defiance quite a big factor.

Again, someone else will need to answer 6. The attacks are called blood stars but what they consist of is not my area.

7. Yep.

8. That calc is up to date and right on almost all counts. The half frame thing is caused by some attacks (eg act 2 merc) having two animations (you can see the difference if you watch closely). The game uses the two animations alternately. As they are not always exactly the same length, they will get sped up at different break points. eg at one IAS they might both be 8 frames long, but with a little more the faster one might be 7 frames while the slower is still 8 - hence 7.5 frames average. A little more and they both get to 7 frames. 2 attacks every 15 frames, if you prefer.

krischan
18-11-2004, 20:31
6. I'm quite sure that it's blockable. When my hammerdin gets surrounded by the red balls, I switch off run mode and he has no problems to survive them. However, I don't know if all of the damage is physical and if the non-physical part is blockable as well. I'm also quite sure that the amazon skills dodge/avoid/evade help against the balls.

krucker13
19-11-2004, 03:10
2. Correct me if i'm wrong but doesnt the monster corpse explode when it dies? That would make the dmg half phz and half fire. The percent would vary but i think blizzard nerfed it some because of the insane ammounts of life on the uniques in hell.

smashin234
19-11-2004, 07:13
(2) It is the same as a necro's corpse explosion. This is dangerous bc as was mentioned by Krucker, some unique monsters have an INSANE amount of life.

The amount of life is not based on how many players are in the game, its the base amount of life the monsters has in 1 player games. This was fixed not too long ago since this would mean instant death for just about every character. This also severly hurt corpse explosion as a usable skill for necro's in large games. I can tell you that its not even worth using with more then 2-3 players in the game.

vilik
19-11-2004, 11:06
thanks much for input. :worship:

let me re-type what im unsure about.

2) fire enchanted monster death explosion damage type
- so its same as CE (50/50 physical/fire) ?
- this would mean that its actually similar to doll explosion, being blockable, only doll explosions do scale up with players in game and CE does not... as you can see im still quite confused here
- im still curious if it can be modified by something on the exploding monster - like might for instance

BTW taken from AS:
Fire Enchanted:
Fire Minimum Damage: +66% damage
Fire Maximum Damage: +100% damage
Chance to Hit: x2
Fire Resist: 75%
If dead, does damage of 75%-100% of max hit points, in a radius of 4 yards.

In Nightmare and Hell, Minions gain +33-50% Fire Damage.


6) blood star damage type
- so its 50/50 physical/magical and its blockable ?

5) defiance with holy shield ?
- well i thought that as of 1.10 HS added bonus on top of all armour, not just shield.
lemme make another simple ex. total def is 200 (100 from shield, 100 other pieces of armour), i have 100%ED from HS and 100%ED from defiance.
so is it
- (100 + 100*2 (HS is applied to shield))*2 = 600 total or
- (200*2 (HS) )*2 (defiance) = 800 total or
- 200*3 (HS and defiance added together) = 600 total
basicly the question is if HS works as ED for items

thanks again

Pitboss_2000
19-11-2004, 11:12
I think that the CE from fire enchanted bosses is 50/50 indeed, it seems to do far more damage when you get hit by it while cursed.

And isn't the blood star thing 100% physical damage? (Not sure, I seem to remember reading this somewhere)