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View Full Version : Does anything affect frequency of Unique monster mods?


Nimbostratus
17-03-2006, 01:55
It seems like nearly every unique monster I see in the Cold Plains in Hell difficulty has "Cursed" as one of its mods. Is there a reason for this, or do I just notice them more since I actually stop to kill things while teleporting through (so I don't wind up teleporting into the middle of a huge pack of Dark Hunters/Spearwomen if I need to turn around). Also, if anything at all affects the chances of a monster spawning with certain mods, I'd like to hear them.

Orphan
17-03-2006, 05:01
Some superuniques have preset modifiers. That said, I'm not sure but I don't think there is any frequency check associated with the modifiers that a unique monster can spawn with.

Just the other day, I ran into a conviction aura boss in Cold Plain, normal difficulty (it was one of those yetis).

I do agree that some modifiers seem to spawn more-so than others, but unless it's hardcoded in the data files somewhere because the entry for "Cursed" in MonUMod.txt is almost identical to the entry for "Cold Enchanted", which at first glance would indicate that both have the same chance to spawn.

Stevebo
17-03-2006, 10:59
The frequency is entirely dependent on your characters weakeness.

If you are a wind druid everything you encounter will be cold and phys immune. If you have low cold resistance everything will be cold enchanted. Melee chars will come across many physical immunes with fanatiscm auras. Met Orbs will always find cold/fire immunes with stone skin.

Not really - but I think you tend to notice only the attributes that make things difficult - say you're a windy, you might find 20 unique monsters and 2 will have physical/cold immune - but those two will give you more trouble than the other 18, and so they stick in your mind much more. the others you kill quickly and easily and maybe not even notice but those colf/phys ones you'll really notice.

Hrus
17-03-2006, 11:39
I also think that choosing mods is entirely random, but don't forget, that in hell, monsters have much more mods than in NM or normal, so the "unwanted" mod is seen quite often.

Frosty_The_Snowman
17-03-2006, 14:33
I also think that choosing mods is entirely random, but don't forget, that in hell, monsters have much more mods than in NM or normal, so the "unwanted" mod is seen quite often.I guess the unwanted mods are Fanaticism and Conviction :grin:.

Some days ago, I was on my way to Lilith, and just next to her, there was a pack of Succubus (the nastiest ones, that cast Amp Damage on you...). The boss had the fanaticism aura (among others)... I didn't even have the time to cast Life Tap from my wand... Instant death (Lilith + Fanaticism + Amp Damage) :rolleyes:...

jiansonz
17-03-2006, 14:56
IŽd say they are completely random, but like all truly random events, specific outcomes quite often pop up in aggregated patterns.

Since 'aura enchanted' is as common as any of the other attibutes but there are seven different auras, each specific aura will be seven times as rare as any of the other attributes.

harley98
17-03-2006, 22:59
im beginning to think there is something to this. because i have noticed that depending on the type of character, you will run into monsters with certain abilities or will cast there spells in a certain order.

example: everytime my golemmancer comes across doom knights, the first thing they do is cast bone armor. so now my merc and golem are surrounded by doom knights with bone armor.

lCE
17-03-2006, 23:12
It is very funny, but Ive noticed a definite correlation - if you see an Experience shrine in hell, there ALWAYS will be a cursed bosspack nearby, or the area will have some monsters casting curses. Ive yet to come across a shrine without a cursed boss guarding it. Very weird, test it if you dont believe me.

RTB
18-03-2006, 00:24
There is one. Magic Resistant shouldn't be able to spawn in normal difficulty.

harley98: Abyss/Oblivion Knights only cast Bone Armor when hurt, AFAICT at 80% or less hp.

Orphan
18-03-2006, 00:33
The only other restriction is that it looks like the mod "Lightning Enchanted" cannot spawn on a sand leaper type of creature.

Konfu
18-03-2006, 17:06
You got me there Orphan, I was very shure that I killed a LE leaper with my windy...

But yes, those nasty souls do spawn with conviction TO MUCH :)

I think it's random, but ppl notice some mods more often, not only based on the char, but also on the monster that spawns with the mod..

A very rare, but one of THE worst combination of mods is imho lightning enchanted + multi shot... or whatever that mod is called. When hit the bastards spam TONS of lighning bolts that kill most chars almost instantly (if someone ever came acros this on the high council in travi he knows what I'm talking about...)

Evrae Altana
18-03-2006, 21:33
A very rare, but one of THE worst combination of mods is imho lightning enchanted + multi shot... or whatever that mod is called. When hit the bastards spam TONS of lighning bolts that kill most chars almost instantly (if someone ever came acros this on the high council in travi he knows what I'm talking about...)The god awful MSLE bosses of the past are no longer a threat today.