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  1. #1
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    Question Poison damage and monster regeneration

    How many poison damage is enough to stop monster regeneration?
    Does any poison damage stop all monster regeneration as in 1.09?
    How much life does monster regenerate every second if he is Hell Act5 Possessed in /players8 game.

    I know that Prevent Monster Healing or Open Wounds properties can solve any regeneration problems. I know that in 1.09 or before it we needed just any poison damage to prevent non poison immune monster from regeneration. Is it the same in 1.10?
    I sought a thread here with poison & regeneration testing results. Where is it?
    :scratch:

    P.S.: It seems like search function doesn’t work for me. Does it? Try searching “poison and regeneration” on SPF.

    Quote Originally Posted by Rpgforums
    Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /home/rpgforums/public_html/search.php on line 951

    Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 0 bytes) in Unknown on line 0



  2. #2
    IncGamers Member Nightfish's Avatar
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    Imo it's best to treat poison like regular damage as it's no better suited to stop monster healing than anything else. Calculate the damage per second and compare that to the damage you could be dealing otherwise.

    For example, a 100 poison over 5 seconds damage charm does 20 damage per second. Now, how often do you attack per second? Let's take my zealot for example, he attacks at 6 frames so that's 4 times per second. Hence he deals the equivalent of 5 poison damage per attack. If I can find a charm with more than 5 average damage that is already better than the poison charm. In the case of my zealot a simple +2 damage charm would already do the trick.

    Basically, the faster you hit the monster again, the more useless poison is.

    If you are using something like strafe get open wounds instead of poison. It is much easier to achieve the same effect with OW. Especially if you consider that OW prevents monster heal and does damage at the same time.




  3. #3
    IncGamers Member RTB's Avatar
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    Poison still sets the regen rate to its own rate, but then negative to cause dmg. Open Wounds tends to do much more dmg per second, but lasts only 8 seconds.

    Edit:
    OW btw, subtracts itself from the regen rate of monsters. If your OW isn't strong enough (very unlikely) monsters can still regenerate.




  4. #4
    IncGamers Member Nightfish's Avatar
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    Then again, how often do you fight monsters that live longer than 8 seconds but don't get hit often enough to trigger OW again? If you've got a heavy hitter like a zerker the monster is surely dead before 8 seconds are over, if you've got a low-damage char like a strafe you'll surely hit often enough to reset...




  5. #5
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    OK. Any poison damage works like Prevent Monster Healing.

    Lets calculate regeneration of a tough monster.

    Quote Originally Posted by Ruvanal
    life recovery from the DamageRegen is calcuated as
    recovery per frame = Max_life*DamageRegen/4096
    note: Max_life must be handled the way the game stores which is with an extra 8 bits of precision (or in increments of 1/256), so the life on the screen would need to be multiplied by 256. The result will be the amount in 256ths that will be recovered per frame of game time.
    He is talking about merc regeneration, but mercs and monsters are the same for the game.

    Lets take for example Possessed Thorned Hulk in /players8 mode in Hell Act5.
    He has DamageRegen=4.
    Normal level 82 (Bloody Foothils=80 + champion=2) Thorned Hulk has around 15000 max life.
    Possessed monsters has 12x life if Arreat Summit is true (it may be wrong, but I can’t find another info source).
    So Possessed Thorned Hulk has 180000 life in solo game.
    In /players8 game monsters has 4.5x more life IIRC.
    So Possessed Thorned Hulk has 810000 life in /players8 mode.
    So players8 Possessed Thorned Hulk regenerates 791 life per frame or 19775 life per second!!!

    BTW normal players8 Thorned Hulk regenerates 1647 life per second.

    This number looks unbelievable. Did I get something wrong?




  6. #6
    IncGamers Member Nightfish's Avatar
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    Quote Originally Posted by Igor Potapov
    OK. Any poison damage works like Prevent Monster Healing.
    No, it doesn't. Prevent monster heal stops monsters from regenerating. Poison does damage to the monster, just like lightning, fire or physical.




  7. #7
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    OK. Any litle poison damage doesn’t stop regeneration forever, but it stops regeneration until the monster is poisoned.




  8. #8
    IncGamers Member Nightfish's Avatar
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    I'm not sure you're getting this right. Or I don't understand what you're saying. Either way, poison doesn't stop regeneration any better than regular damage.

    Take this one monster that regenerates 1647 life per second. How many 100 poison damage over 5 seconds charms do you need to offset just the regen? One charm does 25 damage per second, you need 1647 dps. That means you need 1647/25 = 65 of these charms.

    Just for comparison, how many 1-39 lightning charms would do the trick? They are 20 damage per hit, assuming a moderate attack rate of 12 fpa you get about 2 hits per second. So you need 1647/40 = 41 charms.




  9. #9
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    It was tested by a user of AB forum. Any poison damage set monster regeneration to zero and then apply actual poison damage. See RTB’s post above.

    I can post a link, but you know – AE will delete the link and ban me.

    EDIT: AE's name is edited.




  10. #10
    IncGamers Member Nightfish's Avatar
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    Maybe it was that way in 1.09 but in 1.10 I can definetly see the green monsters regenerating.




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