This is just a heads-up for anyone currently working on the Diablo II monster pages, or thinking of doing so in the future.
A monster's defence, attack rating, life, damage and experience are calculated based on their level. According to the Arreat Summit and this Wiki, that level is determined by the entries in the Level columns in MonStats.txt. However, since v1.10 that's only true for monsters in Normal, and boss monsters (as defined by the boss column of MonStats.txt) in all difficulty levels: monster levels in Nightmare and Hell are determined by area level. This means that the defence, AR, life, damage and experience listed for monsters in Nightmare and Hell will only be accurate if their MonStats.txt level is the same as that of the area in which they spawn.
For example, the Fallen page lists Fallen (fallen1 in MonStats.txt) as level 67 with 771-2,261 life in Hell, but this is only true of Fallen that spawn in the Blood Moor (level 67), which have 771-1,696 life off the Ladder and 1,028-2,261 life in Ladder and single-player games: those that spawn in the Underground Passage Level 2 (level 83) are actually level 83 with 1,116-2,455 life off the Ladder and 1,488-3,273 life in Ladder and single-player games. Fallen also spawn in six other areas of Act 1, each with a different level.
The definition of chill effectiveness listed on every page is also wrong:
Chill effectiveness is the -attack rate and -velocity applied when monsters are chilled: for example, when chilled, a monster with 50 chill effectiveness will have -50 attack rate and -50 velocity applied to it, the equivalent of being cursed with Decrepify or affected by level 12 Holy Freeze. The only time that it affects chill length is when it's <=0: a monster with 0 chill effectiveness cannot be chilled or frozen, or slowed by Holy Freeze (oddly, the aura's radial cold damage also won't be applied, although the cold damage added to weapon damage is if the monster isn't Immune to Cold).Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.
Unfortunately this definition isn't part of a template, so correcting it would involve correcting each monster page individually.
I've also become aware of a few errors where there's been confusion of which monsters spawn where:
While it's true that Vile Witches spawn in the Worldstone Keep Level 1 in all three difficulty levels, those that spawn there in Normal (succubuswitch2 in Levels.txt) are different from those that spawn there in Nightmare and Hell (succubuswitch8). The resistances listed are only for the Vile Witches in Normal, which would be Immune to Fire (Fire Resist 110%) if they spawned there in Hell, but the Vile Witches that actually spawn there in Hell are Immune to Cold (Cold Resist 155%).
There's been confusion of the Venom Lords that spawn in Act 4 (megademon3 in Levels.txt) and those that spawn in the Throne of Destruction in Act 5, as Ventar the Unholy and his minions (venomlord in SuperUniques.txt):
Incidentally, listing Resist % in a different order to that in MonStats.txt may also have led to errors in transcription.Code:VENOM LORD RESIST % (HELL) Damage Magic Fire Lightning Cold Poison ______________________________________________________________ Act 4 50 0 130 75 50 75 Act 5 0 0 95 0 0 120
I've explained how life is calculated in the Coldworm HP thread in this forum, and posted Monster Resistances.xls in the Diablo Files forum, a spreadsheet of the life and resistances of monsters in Hell (excluding the Pandemonium Event and the Diablo clone): where monsters spawn in Nightmare is identical to where they spawn in Hell (both are determined by the nmon columns in Levels.txt).