View Full Version : Unique monster mods- how do they stack?
Nimbostratus
18-07-2007, 10:11
I tried searching these things, but it brought up too many irrelevant results.
I remember reading some things before about weird/buggy ways that some monster mods stack together. There are other things I'd like to know too. So...
1. What are the actual effects of each stat? (AS lists them, but it's been known to be incorrect with monster-related things)
2. What % does monster damage increase with each player? (I think it was 6.25% or something like that, just clarifying) Does it increase any elemental damage, or only physical?
3. What mods stack in weird ways, and how?
4. Where can I find the damage of monsters' elemental attacks?
1. What are the actual effects of each stat? (AS lists them, but it's been known to be incorrect with monster-related things)
Check out http://forums.diabloii.net/showthread.php?t=570540
2. What % does monster damage increase with each player? (I think it was 6.25% or something like that, just clarifying) Does it increase any elemental damage, or only physical?
It is 6.25%. It won't increase the damage done by monster skills, and there elemental damage obtained from them (eg Meph's skills), but it will increase elemental damage obtained directly from monstats, such as the tainted lightning damage and orb (this should also apply to the souls). Basically, any damage sourced from monstats should be increased.
3. What mods stack in weird ways, and how?
Hmm, the only situation that I can think of would be multiple enchanted monsters. My understanding is that because of the way the game is set up, each time a monster get's hit or dies the game will process each of it's enchanted modifiers each time, for each enchanted modifier present. For example, if a creature was fire enchanted and cold enchanted, then upon death it would call the function that handles these situations twice (once for each modifier), but the function itself will process all modifiers. So the first time it's called, it'll process both the fire and cold enchanted aspects, and then it'll be called a second time and process those again.
This is why multiple enchanted monsters are a pain.
4. Where can I find the damage of monsters' elemental attacks?
I don't really think a source has been done up to cover all the monsters elemental damage. There are bits and pieces in various posts on this forum, but I can't think of a full fledged collection in one place...someone else might though.
Darkflight
18-07-2007, 12:48
1. Here are most of them, I might forget a few:
Mana Burn: Drains 256x the damage of the boss and minions with each attack of your mana. Ranged attackers drain 5x instead. Only works on attacks and not spells like bone spirit from OKs.
Teleportation: Boss may teleport when he has low life. Pretty random when/if s/he teleports in my experience.
Aura Enchanted: Randomly gives one of these auras: Might, Fanatiscism, Conviction, Holy Freeze, Holy Shock, Holy Fire, Blessed Aim. I think there are more but I can't recall them.
Extra Strong: Increases damage of the monster by 200% IIRC.
Stone Skin: Increases defense by 200% and gives +50% physical resistance.
Fire Enchanted: Adds fire damage to attacks of boss and minions and the boss explodes on death dealing damage based on it's hit points. Increases fire resistance by 75%
Cold Enchanted: Same as fire enchanted, but it's cold damage and Frost Nova on death. 75% cold resistance.
Lightning Enchanted: Adds lightning damage to attacks of boss and minions and the boss releases Charged Bolts in all directions when damaged. 75% lightning resistance.
Spectral Hit: Adds a random elemental damage (cold, fire lightning, poison) to each attack, and gives + all resistances. I don't remember the exact amount, but I think it's 40%.
Cursed: Gives a 50% chance of casting Amplify Damage on the target when the boss attacks.
Extra Fast: Increases the speed of the boss and minions a lot.
2: I think your percentage is correct. I think it increases all non spell attacks.
3: Fire/Cold Enchnated combined with Lightning Enchanted on one of those zombies which release a poison cloud on death will sometimes bug into releasing a Frost Nova/Corpse Explosion everytime the boss release Charged Bolts. This can be EXTREMLY deadly. This is the only buggy combination I can recall in 1.11. There are some very lethal combinations, but nothing that is actually bugged.
4. Look through the game files, or ask RTB. :thumbsup:
Spectral Hit: Adds a random elemental damage (cold, fire lightning, poison) to each attack, and gives + all resistances. I don't remember the exact amount, but I think it's 40%.
Spectral Hit doesn't give resistances to the monster.
Darkflight
19-07-2007, 10:38
Spectral Hit doesn't give resistances to the monster.
Ok, my bad :azn:
Rune-Templar
19-07-2007, 18:20
There are also these two modifiers:
Magic Resistant: Gives 40% resistance to fire/cold/light and possibly magic as well.
Multiple Shot: Seems to increase ALL of the bosses ranged attacks - burning dead's arrows, tainted's lightning orb, pit lord's inferno, any LE's charged bolts and just yesterday an oblivion knight was casting 3 bone spirits at a time! Very cool but deadly as well.
PhatTrumpet
19-07-2007, 19:13
Multiple Shot: Seems to increase ALL of the bosses ranged attacks - burning dead's arrows, tainted's lightning orb, pit lord's inferno, any LE's charged bolts and just yesterday an oblivion knight was casting 3 bone spirits at a time! Very cool but deadly as well.
This is no longer the case as of 1.10. Pre-1.10 MSLE was deadly, now it's no worse than plain LE.
Nimbostratus
20-07-2007, 01:01
Thanks for the info, everyone. :grin:
EDIT: *makes note of Orphan's post in another thread* 66% extra damage in Hell just for being a unique.
Just trying to gather all the info in one place.
Rune-Templar
20-07-2007, 18:14
This is no longer the case as of 1.10. Pre-1.10 MSLE was deadly, now it's no worse than plain LE.
Really? I don't recall this change being documented anywhere. And the other day I swear I saw an MSLE and its bolts were all clumped together so it looked more like waves.
Since 1.10 there is a flag that determines which missiles are not affected by Multiple Shot. The lightning bolts released by LE monsters have this flag set, so they're unaffected by Multiple Shot.
Rune-Templar
21-07-2007, 06:54
Cool, are there any other missiles with this flag?
Dad Daniel
22-07-2007, 21:01
When we are speaking for really effective deadly monster traits combinations i think can throw here some of my own experience:
1. Nihlathak's WORST possible spawn - Aura encanted with Conviction and .. Cursed at the same time - well you actually can't imagine what his corpse explosion does when you are Amplified and flashed with Conviction :hanky:
2. Lighting enchanted Multiplyshot Extrafast Auraenchanted (Conviction) - well put this on a oblivion knight (cursing with Lower resist :) ) - i call that PAIN THE ... everywhere.
3. I put this on place number 3, but actually was one of the most deadliest encounters i ever saw in Diablo LOD - one of those winged Harlots (interesting name choosed by Blizzard) in the Cradle of all masters of Freaks in the Diablo world - the Icy Cellar, made my best chars to look like used ladies' tampons. the combination was - Extrastrong, Aura enchanted (Might), Muliplyshot,Lighting Enchanted .. and not sure if she and with Fire enchant too, but her sister from the neighbour red-lamp corner was granting her with Fanaticism aura.
Well, she was inflicting TONS of damage! IT WAS HORRIBLE!
My wolfbarb was almost oblivirated despite his 10 k health.. :sad2:
4. From the very old days of Diablo, when i was playing single player i encountered THE GOD of THE FRENZYTAURS - he was so fast that he was outrunning my sprinter werewolf (Extrafast and Extrastrong probably that freak was), and was changing on each frenzy swing his fana aura with destructuive Holy shock. I thought that was impossible but he did it. I saved and exited in terror.
Even now is possible to see really really UGLY creatures from this vicious kind. (Extrastrong Extrafast Aura enchnted (frenzy) Cursed) will be really niceee..
5. Dolls.
The diablo universe kamikadze bombers
They can swarm.
They can catch you.
They ARE deadly.
I know a lot of people that have really suffered from them.
6. Souls.. the black ones. They are mana burning in their nature, but when they have and Mana burn, well thats really sucks. And you have to teleport.
Really bad.
With Lighting Enchant Fire enchant Extrastrong And Conviction they are like a punishment squadron.
7. The Nihlathak vipers - are they ingame cheaters? Those who will vanquish the croud of third_party_programs_using kiddies, harasing the lands of Diablo?
Who can tell for sure? :)
8. WoodHead giants - They can also use frenzy, like the Minotaurs. They can hit really strong. And they can be FAST!
Bad for you if they swarm your hero.
9. The councils.
Sometimes they are like a band playing death metal with your head. In the old days were even worse.
10. The Ancients - who don't know their names, who have never listen for them?
Well, if you play fair and untwinkled, and if you had no luck at all you can see really terrible combinations of these fellows on hell.
Thats enough for now. I can recall and other painful encounters, but those are really the top of the food chain in the mosters league, i think.
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