Game Mechanics: Difference between revisions

 
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== Melee SplashGeneral ==
* Oskills are skills without a class-specific modifier, such as "+X to Battle Orders" or "+X to Zeal", and are limited to +3 from all sources when used on the class the skill belongs to. For example, the Ferocity runeword on a paladin will provide +3 to Zeal rather than the listed +12 to +14. This is a regular D2 mechanic.
 
== Melee Splash ==
 
Melee splash is an instant AoE, with no Next Hit Delay, that damages all enemies 360° around the target. The main target does not take splash damage.
 
An attack's splash damage is rolled once and applied according to each enemy's resistances, but effects that have a chance of applying (Crushing Blow, Open Wounds) are rolled individually for each enemy hit in melee splash.
It deals normal attack damage (the values you see when you select the regular attack as your skill) and this damage can be boosted by physical and elemental charms & gear, Deadly Strike, and Critical Strike.
 
These are included in the splash:
Skill damage, Crushing blow, Open Wounds, and any other on hit effects will '''not''' be applied.
* Skill damage
* Converted damage (e.g. [[Concentrate]])
* Normal attack damage (the values you see when you select the basic attack as your skill)
* Elemental and physical damage from charms and gear
* Critical Strike and Deadly Strike (still only applies to the physical damage)
* Life and Mana leech (reduced by 1/2, and still only applies to the physical portion of the attack)
* Crushing Blow
* Open Wounds
 
These are ''not'' included in the splash:
== Splash Radius ==
* Missile damage (such as the Nova portion of Power Strike)
The base player melee splash radius is 3.33 yards but this can be extended by certain skills and items. There are no breakpoints for melee splash radius so even a minor boost will still increase the radius.
* Stun
* Knockback
* Any other on-hit effects
 
=== Melee Splash Examples ===
Let's take a look at a couple of examples. First, let's take an Amazon:
* Lightning Strike for 1-10000 lightning damage and 1-10000 chain lightning damage
* Normal attack damage of 1000-5000 (900-4900 of that is physical)
 
The total splash damage would be 1001-15000 damage.
 
And if they crit then the splash damage would be 1451-17450.
 
The 1-10000 damage from the Chain Lightning is not applied.
 
 
What about a Barbarian:
* Concentrate (300% ED, 50% conversion)
* Normal attack damage of 1000-5000 (900-4900 of that is physical)
 
First the physical portion of the normal attack damage is boosted by Concentrate's ED% bonus: 900-4900 becomes ~1800-9800
 
Then 50% of the physical damage is converted to magic
 
The total splash damage would be 1900-9900 [100-100 elemental damage + 900-4900 physical + 900-4900 magic]
 
And if they crit then the splash damage would be 2800-14800
 
=== Splash Radius ===
The base player melee splash radius is 5 tiles (3.33 yards) but this can be extended by certain skills and items. The splash radius will increase by 1 tile (0.66 yards) for every 20% "increased splash radius" gained.
{| class="wikitable"
! scope="col" | Increased Splash Radius
! scope="col" | 0 !! scope="col" | 5 !! scope="col" | 10 !! scope="col" | 15 !! scope="col" | 20 !! scope="col" | 25 !! scope="col" | 30 !! scope="col" | 35 !! scope="col" | 40 !! scope="col" | 45 !! scope="col" | 50 !! scope="col" | 55 !! scope="col" | 60 !! scope="col" | 65
|-
! scope="row" | Tiles
|5||6||7||8
|-
! scope="row" | Radius (yards)
|3.33||3.5||3.66||3.83||4||4.16||4.33||4.5||4.66||4.83||5||5.17||5.33||5.5
|}
 
There are also a handful of other things that have melee splash. These are all static and cannot be increased.
* '''"Splashing" map modifier:''': melee splash radius is 5 tiles (3.33 yards)
* '''Golems:''': melee splash radius is 4 tiles (2.66 yards)
* '''Skeletons:''': melee splash radius is 3 tiles (2 yards)
* '''Wolves:''': melee splash radius is 2 tiles (1.33 yards)
 
=== Melee splash and ranged weapons ===
There are a few gloves ([[The Hand of Broc]], [[Bloodfist]], and [[Steelrend]]) that have melee splash on them and they can be used to give ranged weapons, like bows and crossbows, melee splash.
 
This allows shapeshifters to use a ranged weapon in place of a melee weapon, while still gaining the benefits of melee splash.
 
This does '''not''' mean that ranged attacks (i.e. shooting with a bow) will have splash damage. Melee splash is always limited to melee attacks.
 
== Critical Damage ==
 
Critical damage has been rebalanced to improve itemization by making the power of Deadly Strike more comparable to other item stats, and other sources of crit chance have been changed in the same way. Skills have been rebalanced with additional damage to compensate for this difference.
= "Double" damage =
 
Critical<span Strikeclass="nmod">Each andsource Deadly Strikeof havecrit been rebalanced to improve itemization - theychance now each capcaps at 75%</span> instead of <span class="omod">100%</span> and <span class="nmod">crits multiply physical attack damage by 1.55x</span> instead of 2by <span class="omod">2x</span>.
 
There are 43 different typessources of 1.5xcrit damage statschance:
* '''Deadly strikeStrike''': founditems, exclusively[[Blessed on items.Aim]]
* '''Critical Strike''': used in the following skills - [[Critical Strike]], [[Hunger]], [[Joust]]
* '''CritWeapon Mastery (melee)''': used[[General inMastery]], the following skills - Javelin[[Polearm and Spear Mastery]], Claw[[Throwing Mastery]], General[[Claw and Dagger Mastery]], Polearm[[Javelin and Spear Mastery]]
* '''Crit Mastery (throw)''': used in the following skills - Javelin and Spear Mastery, Throwing Mastery
 
'''Total Crit Chance''': <span class="d2-white">1 - ((1 - DS) * (1 - CS) * (1 - WM))</span> (rounded down to the nearest percent)
(An attack is only able to be melee or thrown, therefore only one Crit Mastery type will be taken into account.)
 
: As an example, consider an Amazon with:
:* 50% DS crit from gear
:* 50% CS crit from Critical Strike
:: <span class="d2-white">1 - ((1 - 0.50) * (1 - 0.50) * (1 - 0))</span> = 75% chance to crit
: Another example:
:* 40% DS crit from gear
:* 65% CS crit from Critical Strike
:* 30% WM crit from Javelin and Spear Mastery
:: <span class="d2-white">1 - ((1 - 0.40) * (1 - 0.65) * (1 - 0.30))</span> = 85% chance to crit
 
ToThe calculatetheoretical themaximum total crit chance thatis one95% of(75% theseDS, stats75% rollsCS, a35% crit:WM)
 
== Life and Mana Steal ==
<span class="d2-white">1 - ((1 - MasteryCrit) * (1 - CS) * (1 - DS))</span>
 
=== Leech Reductions ===
As an example lets take an Amazon with:
'''Attack leech reduction'''
* 30% Crit Mastery from Javelin and Spear Mastery
* ''Melee Splash:'' 1/2 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
* 52% CS from Critical Strike
* ''Ranged Attacks:'' 1/2 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
* 25% DS from gear
 
'''Skill leech reduction'''
<span class="d2-white">1 - ((1 - .30) * (1 - .52) * (1 - .25))</span> = ~75% chance to crit
* ''Blade Shield:'' 1/2 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
* ''Leap Attack:'' 1/3 [<span class="d2-red">Life</span>]
 
'''Difficulty leech reduction'''
The theoretical maximum combined crit chance is ~96%
* ''Normal:'' N/A
* ''Nightmare:'' 1/2 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
* ''Hell:'' 1/3 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
 
'''Zone leech reduction'''
* ''PvP maps:'' set leech to 0% [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
 
=== Leech Formula ===
= Behavior of -enemy resists =
 
<code>leeched life/mana = [[[leech * attack_reduction * skill_reduction] * 64 * difficulty_reduction] * physical_damage * drain_effectiveness / 64 / 100]</code>
== Breaking immunities ==
What '''will''' break immunities:
* Battle Cry (<span class="d2-gold">Physical</span>)
* Poison Creeper (<span class="d2-green">Poison</span>)
* Amplify Damage (<span class="d2-gold">Physical</span>)
* Decrepify (<span class="d2-gold">Physical</span>)
* Lower Resist (<span class="d2-red">Fire</span>/<span class="d2-blue">Cold</span>/<span class="d2-yellow">Lightning</span>/<span class="d2-green">Poison</span>)
* Conviction (<span class="d2-red">Fire</span>/<span class="d2-blue">Cold</span>/<span class="d2-yellow">Lightning</span>)
* Static Field (<span class="d2-yellow">Lightning</span>)
 
''Note: Bracketed values are rounded down''
What will '''not''' break immunities:
* -enemy resistance on gear
* Cold Mastery
* Fire Mastery
 
== Enemy resists above 99% (immunes) ==
Just like in vanilla, the effectiveness of -enemy resistances is reduced when they are applied to enemies who are immune. In vanilla it was reduced to 1/5, but in PD2 this is instead reduced by 1/2. Even after the immunity is broken, immunity breaking skills still only have 1/2 effectiveness.
 
As an example, lets takeconsider a enemyBarbarian with 1107% fireLife resistanceleech, andusing letsLeap applyAttack a(5k level 20 Lower Resist (-30%damage) andagainst aThe level 10 Conviction (-30%).Cow Queen:
* <span class="d2-gold">[[[</span><span class="d2-white">7 * 1/2 * 1/3</span><span class="d2-gold">]</span><span class="d2-white"> * 64 * 1/3</span><span class="d2-gold">]</span><span class="d2-white"> * 5000 * 0.2 / 64 / 100</span><span class="d2-gold">]</span>
* <span class="d2-gold">[[</span><span class="d2-white">1 * 64 * 1/3</span><span class="d2-gold">]</span><span class="d2-white"> * 5000 * 0.2 / 64 / 100<span class="d2-gold">]</span>
* <span class="d2-gold">[</span><span class="d2-white">21 * 5000 * 0.2 / 64 / 100</span><span class="d2-gold">]</span><span class="d2-white"> =</span> <span class="d2-red">3hp leeched</span>
 
The correct calculation looks like this:
* <span class="d2-white">-30 + -30 = -60</span> [add the two skill values together]
* <span class="d2-white">-60 / 2 = -30</span> [apply the 1/2 penalty]
* <span class="d2-white">110 - 30 = 80</span> [take the final -resist value and apply it to the enemy]
 
Another example, consider a Paladin with 9% Life leech, using Zeal (3k damage) against a Death Beatle:
It does '''not''' work like this:
* <span class="d2-gold">[[[</span><span class="d2-white">9 * 1/2</span><span class="d2-gold">]</span><span class="d2-white"> * 64 * 1/3</span><span class="d2-gold">]</span><span class="d2-white"> * 3000 * 0.5 / 64 / 100</span><span class="d2-gold">]</span>
* <span class="d2-white">-30 / 2 = -15</span> [Lower Resist at 1/2 effectiveness]
* <span class="d2-whitegold">110[[</span><span class="d2-white">4 15* =64 95* 1/3</span><span class="d2-gold">]</span><span class="d2-white"> [immunity* is3000 broken* with0.5 Lower/ Resist64 / 100<span class="d2-gold">]</span>
* <span class="d2-gold">[</span><span class="d2-white">85 * 3000 * 0.5 / 64 / 100</span><span class="d2-gold">]</span><span class="d2-white"> =</span> <span class="d2-red">19hp leeched</span>
* <span class="d2-white">95 - 30 = 65</span> [apply -resist from Conviction]
 
== Crushing Blow ==
It's worth stating again, even after the immunity is broken, immunity breaking skills '''still''' only work at 1/2 effectiveness. However this is not the case for -enemy resist on gear, Cold Mastery, and Fire Mastery. While these things are not able to break immunities on their own, they do work at 100% effectiveness after the immunity is broken.
 
Crushing Blow reduces the target's life by a fraction of their ''current'' life, so it's more effective against targets with lots of life and becomes less effective as they lose life. Attacks can have up to 100% chance to cause a Crushing Blow - any extra will have no effect.
== Enemy resists between 0% and 99% ==
Works identically to vanilla.
 
* Crushing Blow <span class="nmod">now has greater diminishing returns against bosses</span> (act bosses, map bosses, ubers)
Everything works at 100% effectiveness
* <span class="nmod">The melee life reduction is now the same as the ranged reduction</span>
 
{| class="wikitable"
== Enemy resists below 0% ==
! scope="col" | Target
When taking the enemy below 0% resistance you also have to apply the 1/2 penalty. This also applies to gear and items with -enemy resistance.
! scope="col" | Melee<br />(PD2) !! scope="col" | Ranged<br />(PD2) !! scope="col" | Melee<br />(LoD) !! scope="col" | Ranged<br />(LoD)
|-
! scope="row" | Most Targets
| <span class="nmod">1/8</span> || 1/8 || <span class="omod">1/4</span> || 1/8
|-
! scope="row" | Super Uniques
| <span class="omod">1/8</span> || <span class="nmod">1/8</span> || <span class="omod">1/8</span> || 1/16
|-
! scope="row" | Bosses
| <span class="nmod">1/80**</span> ||<span class="nmod">1/80**</span> || <span class="omod">1/8</span> || <span class="omod">1/16</span>
|-
! scope="row" | Players and Mercenaries
| <span class="omod">1/10</span> || <span class="nmod">1/10</span> || <span class="omod">1/10</span> || 1/20
|}
 
<span>*</span> "Most Targets" refers to pets as well as normal, minion, Champion, and Unique monsters
 
<span>**</span> Affected by diminishing returns: 80 + pow(missing hp%, 2)
 
 
Also see: [https://www.theamazonbasin.com/wiki/index.php/Crushing_Blow Vanilla Info about Crushing Blow]
 
== Open Wounds ==
 
* Open Wounds deals physical damage over time
** The damage depends on the level of the character who applies it (shown below for all levels)
** The damage is <span class="nmod">now affected by "+X Open Wounds Damage per Second"</span> which is a new attribute that often accompanies "X% Chance of Open Wounds"
** The damage is <span class="nmod">now affected by Physical Damage Reduction</span> (e.g. [[Battle Cry]], [[Amplify Damage]], [[Defiance]], etc)
** The damage is ''not'' affected by other damage modifiers
* Open Wounds is <span class="nmod">now also applied by "Attacker Takes Damage of X"</span> as well as attacks
* Open Wounds <span class="nmod">now lasts 5 seconds</span> (was <span class="omod">8 seconds</span>) and <span class="nmod">now stacks up to 3 times per target</span>
* Open Wounds <span class="nmod">now has a ¼ penalty against mercenaries and pets</span>
* Open Wounds <span class="nmod">no longer has a <span class="omod">½ penalty</span> against stronger enemies</span> (champions, uniques, super uniques, bosses, prime evils)
 
{| class="wikitable mw-collapsible"
|+ Open Wounds Damage per Second
|-
! scope="col" | Character Level
! scope="col" | 1 !! scope="col" | 2 !! scope="col" | 3 !! scope="col" | 4 !! scope="col" | 5 !! scope="col" | 6 !! scope="col" | 7 !! scope="col" | 8 !! scope="col" | 9 !! scope="col" | 10 !! scope="col" | 11 !! scope="col" | 12 !! scope="col" | 13 !! scope="col" | 14 !! scope="col" | 15 !! scope="col" | 16 !! scope="col" | 17 !! scope="col" | 18 !! scope="col" | 19 !! scope="col" | 20 !! scope="col" | 21 !! scope="col" | 22 !! scope="col" | 23 !! scope="col" | 24 !! scope="col" | 25
|-
! scope="row" | Damage&nbsp;per&nbsp;Second
|3||4||5||6||7||8||9||10||10||11||12||13||14||15||16||17||19||21||23||25||26||28||30||32||33
|-
| class="mid-column" colspan="26" |
|-
! scope="col" | Character Level
! scope="col" | 26 !! scope="col" | 27 !! scope="col" | 28 !! scope="col" | 29 !! scope="col" | 30 !! scope="col" | 31 !! scope="col" | 32 !! scope="col" | 33 !! scope="col" | 34 !! scope="col" | 35 !! scope="col" | 36 !! scope="col" | 37 !! scope="col" | 38 !! scope="col" | 39 !! scope="col" | 40 !! scope="col" | 41 !! scope="col" | 42 !! scope="col" | 43 !! scope="col" | 44 !! scope="col" | 45 !! scope="col" | 46 !! scope="col" | 47 !! scope="col" | 48 !! scope="col" | 49 !! scope="col" | 50
|-
! scope="row" | Damage&nbsp;per&nbsp;Second
|35||37||39||40||42||45||47||50||53||55||58||61||63||66||68||71||74||76||79||82||85||89||92||96||99
|-
| class="mid-column" colspan="26" |
|-
! scope="col" | Character Level
! scope="col" | 51 !! scope="col" | 52 !! scope="col" | 53 !! scope="col" | 54 !! scope="col" | 55 !! scope="col" | 56 !! scope="col" | 57 !! scope="col" | 58 !! scope="col" | 59 !! scope="col" | 60 !! scope="col" | 61 !! scope="col" | 62 !! scope="col" | 63 !! scope="col" | 64 !! scope="col" | 65 !! scope="col" | 66 !! scope="col" | 67 !! scope="col" | 68 !! scope="col" | 69 !! scope="col" | 70 !! scope="col" | 71 !! scope="col" | 72 !! scope="col" | 73 !! scope="col" | 74 !! scope="col" | 75
|-
! scope="row" | Damage&nbsp;per&nbsp;Second
|103||106||110||113||117||120||124||127||131||134||139||143||148||152||156||161||165||170||174||178||183||187||191||196||200
|-
| class="mid-column" colspan="26" |
|-
! scope="col" | Character Level
! scope="col" | 76 !! scope="col" | 77 !! scope="col" | 78 !! scope="col" | 79 !! scope="col" | 80 !! scope="col" | 81 !! scope="col" | 82 !! scope="col" | 83 !! scope="col" | 84 !! scope="col" | 85 !! scope="col" | 86 !! scope="col" | 87 !! scope="col" | 88 !! scope="col" | 89 !! scope="col" | 90 !! scope="col" | 91 !! scope="col" | 92 !! scope="col" | 93 !! scope="col" | 94 !! scope="col" | 95 !! scope="col" | 96 !! scope="col" | 97 !! scope="col" | 98 !! scope="col" | 99 !! scope="col" |
|-
! scope="row" | Damage&nbsp;per&nbsp;Second
|205||209||213||218||222||227||231||235||240||244||249||253||257||262||266||271||275||279||284||288||293||297||301||306||
|}
Also see: [https://www.theamazonbasin.com/wiki/index.php/Open_Wounds Vanilla Info about Open Wounds], [[Deep Wounds]]
 
== Reducing Resistances ==
Resistances are now reduced at <span class="nmod">1/2 effectiveness</span> (was <span class="omod">1/5 effectiveness</span>) when those resistances are above 99% (immunes) or below 0%.
 
This effectiveness penalty only applies to effects caused by players and pets. Negative resistances caused by monsters (e.g. Conviction, Amplify Damage) are always applied at full effectiveness.
 
=== Breaking Immunes ===
These effects "reduce" or "lower" enemy resistances and ''will'' break immunities. They all apply an effect to the enemy which persists and reduces their resistance while it is active, which allows all players to benefit:
* [[Battle Cry]] (<span class="d2-gold">Physical</span>)
* [[Amplify Damage]] (<span class="d2-gold">Physical</span>)
* [[Decrepify]] (<span class="d2-gold">Physical</span>)
* [[Lower Resist]] (<span class="d2-red">Fire</span>/<span class="d2-blue">Cold</span>/<span class="d2-yellow">Lightning</span>/<span class="d2-green">Poison</span>)
* [[Conviction]] (<span class="d2-red">Fire</span>/<span class="d2-blue">Cold</span>/<span class="d2-yellow">Lightning</span>)
* [[Sanctuary (Skill)|Sanctuary]] (<span class="d2-orange">Magic</span>)
* [[Poison Creeper]] (<span class="d2-green">Poison</span>)
* [[Arctic Blast]] (<span class="d2-blue">Cold</span>)
* [[Inferno]] (<span class="d2-red">Fire</span>)
* [[Static Field]] (<span class="d2-yellow">Lightning</span>)
 
These effects "penetrate" or "pierce" enemy resistances and will ''not'' break immunities. They only benefit the character who uses them:
* -% to enemy resistance from items or skills (e.g. [[Kira's Guardian]], [[Rainbow Facet]], [[Cold Mastery]], [[Fire Mastery]], [[Poison Strike]], [[Berserk]])
 
=== Effectiveness vs Immunes ===
 
All effects which "reduce" resistances (those that can break immunities) are applied simultaneously against immune enemies, rather than sequentially. This means that even if multiple immunity-breaking skills are used and one of them would be powerful enough to break an immunity alone, they all still apply at 1/2 effectiveness.
 
: As an example let's take an enemy with 110% fire resistance, and apply both Lower Resist and Conviction each at levels where they have "Enemy Resistances -30%":
:* <span class="d2-white">-30 / 2 = -15</span> &emsp;[apply the 1/2 penalty to Lower Resist]
:* <span class="d2-white">-30 / 2 = -15</span> &emsp;[apply the 1/2 penalty to Conviction]
:* <span class="d2-white">110 - 15 - 15 = 80</span> &emsp;[take the final -resist values and apply them to the enemy]
 
Effects which "penetrate" resistances rather than "reduce" them (e.g. [[Rainbow Facet]], [[Cold Mastery]]) will be applied afterward and will work at full effectiveness against enemies that have had their immunities broken.
 
=== Effectiveness vs Negative Resistance ===
 
When taking an enemy below 0% resistance, the effectiveness penalty only applies to whatever portion becomes negative. Everything applies at full effectiveness and then afterward, if the enemy's resistance is negative, it gets halved.
 
: As an example letslet's take an enemy with <span class="d2-blue">25%</span> cold resistance, and lets apply aLower levelResist 20and LowerConviction Resistfrom (-30%)before andas awell levelas 10an Convictionextra ("-3012%) to Enemy Cold Resistance":
:* <span class="d2-whiteblue">-3025</span> +<span class="d2-white">- 30 = -605</span> [add the two skill values&emsp;[Lower togetherResist]
:* <span class="d2-white">25-5 - 2530 = 0-35</span> &emsp;[the first -25% is reduced at 100% effectivenessConviction]
:* <span class="d2-white">-35 /- 212 = -1747</span> &emsp;[apply-Enemy the 1/2 penalty to the remaining -35%Resist]
:* <span class="d2-white">0 -47 17/ 2 = -1723</span> &emsp;[apply the 1/2 penalty to get the [final enemy cold resist]
 
Resists can be reduced as low as -100%
 
== Item drop mechanics ==
 
=== Item drop Basics ===
Lets look at a high-level example of how the drop process works.
 
Line 121 ⟶ 272:
The number of players only affects item #1, the number of potential drops. It has no affect on the quality of the items that drop (this is where magic find comes into play). Now the question is, how does the number of players affect how many items drop?
 
Any time you do something that drops loot (opening a chest, killing a monster, etc.) the game selects from a list of treasure classes (TC) that will decide what kind of items will drop. Each TC has a list of items (or other TCs) that can drop, as well as a probability that that given item will drop. There is also a number of "picks" for each TC that decides how many potential items can drop. The last piece of the puzzle is "NoDrop", which is a probability that a pick will drop no items. NoDrop is the '''only''' parameter that player count affects.
 
There's a lot that goes into how the new NoDrop value is calculated when more players join the game, but the short version is: the higher the player count, the lower the NoDrop chance (potentially reaching 0 with enough players).
 
There are some TCs that '''start''' with NoDrop at 0. These are not affected by player count, since 0 is the lowest possible value.
 
=== What's different in PD2? ===
 
The baseline drop rate in PD2 is roughly equivalent to vanilla's p5/players5 (5 partied players in a game) for solo play, and scales up per player until it's slightly above the equivalent of vanilla's p8/players 8 when there is a full game of 8 players. This means that overall NoDrop for all TCs is significantly lower, and it becomes easier to reach a NoDrop of 0 with fewer players.
 
You still get loot increases from more players like vanilla, but the difference between a solo player and a group of 8 is overall much smaller.
Line 135 ⟶ 286:
Rune TCs are also the same as in vanilla, so [https://discord.com/channels/701658302085595158/739761245074489355/829461448509358111 rune drop rates are the same]. Miniscule differences may exist in some cases due to new valuable items such as [[Larzuk's Puzzlebox]] being able to drop.
 
=== How does PD2 compare to LoD? ===
It's hard to directly compare the two since there are hundreds of TCs, and PD2 has even more than LoD (mostly because of maps). But we can compare a TC from LoD to a TC from PD2 and see how the NoDrop chance has changed.
 
LetsLet's look at the TCTCs called <span class="d2-white">Swarm 2 (H)</span>, a worst case scenario, and <span class="d2-white">Act 2 (H) H2H A</span>, a common case used by many monsters. In thisthese exampleexamples, the first number is the amount of players in the game and the second number is the amount of players in the party. So p3/2 means 3 players in the game but only 2 in your party. If you used the <span class="d2-white">/players 8</span> command in single player that would be equivalent to p8/1.
 
 
Chance for NoDrop to be selected by the "pick" (i.e. the chance that '''no''' item drops):
 
{| class="wikitable"
LoD
! scope="col" | Treasure Class
! scope="col" | LoD !! scope="col" | PD2
|-
! scope="row" | Swarm 2 (H)
|
* p1/1, p2/1 = <span class="omod">83.33%</span>
* p2/2, p3/1, p3/2, p4/1 = <span class="omod">69.14%</span>
Line 152 ⟶ 308:
* p7/7, p8/6, p8/7 = <span class="omod">26.47%</span>
* p8/8 = <span class="omod">21.88%</span>
|
 
PD2
* p1/1, p2/1 = <span class="nmod">40.85%</span>
* p2/2, p3/1, p3/2, p4/1 = <span class="nmod">16.64%</span>
Line 162 ⟶ 317:
* p7/7, p8/6, p8/7 = <span class="nmod">0.17%</span>
* p8/8 = <span class="nmod">0%</span>
|-
! scope="row" | Act 2 (H) H2H A
|
* p1/1, p2/1 = <span class="omod">62.50%</span>
* p2/2, p3/1, p3/2, p4/1 = <span class="omod">38.78%</span>
* p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = <span class="omod">24.05%</span>
* p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = <span class="omod">14.29%</span>
* p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = <span class="omod">9.09%</span>
* p6/6, p7/5, p7/6, p8/4, p8/5 = <span class="omod">4.76%</span>
* p7/7, p8/6, p8/7 = <span class="omod">3.23%</span>
* p8/8 = <span class="omod">1.64%</span>
|
* p1/1, p2/1 = <span class="nmod">9.52%</span>
* p2/2, p3/1, p3/2, p4/1 = <span class="nmod">0.88%</span>
* p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = <span class="nmod">0%</span>
* p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = <span class="nmod">0%</span>
* p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = <span class="nmod">0%</span>
* p6/6, p7/5, p7/6, p8/4, p8/5 = <span class="nmod">0%</span>
* p7/7, p8/6, p8/7 = <span class="nmod">0%</span>
* p8/8 = <span class="nmod">0%</span>
|}
 
=== Key drop rates ===
This is a common enough question that it probably makes sense just to show what the drop rates are.
 
There's very little difference between p1 and p2-p8 so group key farming isn't really necessary.
 
{| class="wikitable"
Line 173 ⟶ 346:
|-
! scope="row" | Blood Raven
|11.55%||11.58%||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>
|-
! scope="row" | Countess
|9.45%||9.46%||<span class="omod">9.46%</span>||<span class="omod">9.46%</span>||<span class="omod">9.46%</span>||<span class="omod">9.46%</span>||<span class="omod">9.46%</span>||<span class="omod">9.46%</span>
|-
! scope="row" | Bloodwitch
|11.55%||11.58%||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>
|-
! scope="row" | Summoner
|12.83%||12.88%||<span class="omod">12.88%</span>||<span class="omod">12.88%</span>||<span class="omod">12.88%</span>||<span class="omod">12.88%</span>||<span class="omod">12.88%</span>||<span class="omod">12.88%</span>
|-
! scope="row" | Izual
|11.55%||11.58%||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>||<span class="omod">11.58%</span>
|-
! scope="row" | Nihlathak
|12.00%||12.02%||<span class="omod">12.02%</span>||<span class="omod">12.02%</span>||<span class="omod">12.02%</span>||<span class="omod">12.02%</span>||<span class="omod">12.02%</span>||<span class="omod">12.02%</span>
|-
! colspan="9"|
|-
! scope="row" | Countess (LoD)
|7.14%||9.08%||9.61%||9.80%||<span class="omod">9.80%</span>||<span class="omod">9.80%</span>||<span class="omod">9.80%</span>||<span class="omod">9.80%</span>
|-
! scope="row" | Summoner&nbsp;(LoD)
|8.62%||11.61%||12.48%||12.80%||<span class="omod">12.80%</span>||<span class="omod">12.80%</span>||<span class="omod">12.80%</span>||<span class="omod">12.80%</span>
|-
! scope="row" | Nihlathak (LoD)
|7.93%||10.41%||11.10%||11.35%||<span class="omod">11.35%</span>||<span class="omod">11.35%</span>||<span class="omod">11.35%</span>||<span class="omod">11.35%</span>
|}