Game Mechanics: Difference between revisions

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(→‎Behavior of -enemy resists: Discovered through some testing that multiple sources are _not_ added together before they are halved, they are halved individually. This just means that fractions of a resists won't get added together to make a whole resist [e.g. lvl 1 Battle Cry & lvl 1 Amplify Damage would total -12 and _not_ -13])
 
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= Melee Splash =
== General ==
* 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.
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
* 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:
* Missile damage (such as the Nova portion of Power Strike)
* 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
Skill damage, Crushing blow, Open Wounds, and any other on hit effects will '''not''' be applied.


== Splash Radius ==
=== Splash Radius ===
The base player melee splash radius is 3.33 yards but this can be extended by certain skills and items. The splash radius will increase every 20%, so there are breakpoints at 20%, 40%, etc.
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"
{| class="wikitable"
! scope="col" | Increased Splash Radius
! scope="col" | Increased Splash Radius
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There are also a handful of other things that have melee splash. These are all static and cannot be increased.
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 3.33 yards
* '''"Splashing" map modifier''': melee splash radius is 5 tiles (3.33 yards)
* '''Golems:''' melee splash radius is 2.66 yards
* '''Golems''': melee splash radius is 4 tiles (2.66 yards)
* '''Skeletons:''' melee splash radius is 2 yards
* '''Skeletons''': melee splash radius is 3 tiles (2 yards)
* '''Wolves:''' melee splash radius is 1.33 yards
* '''Wolves''': melee splash radius is 2 tiles (1.33 yards)


== Melee splash and ranged weapons ==
=== 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.
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 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.
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.
= Critical damage =


Critical Strike and Deadly Strike have been rebalanced to improve itemization - they now each cap at 75% instead of 100% and multiply damage by 1.5 instead of 2.
<span class="nmod">Each source of crit chance now caps at 75%</span> instead of <span class="omod">100%</span> and <span class="nmod">crits multiply physical attack damage by 1.5x</span> instead of by <span class="omod">2x</span>.


There are 4 different types of 1.5x damage stats:
There are 3 different sources of crit chance:
* '''Deadly strike''': found exclusively on items.
* '''Deadly Strike''': items, [[Blessed Aim]]
* '''Critical Strike''': used in the following skills - Critical Strike, Hunger
* '''Critical Strike''': [[Critical Strike]], [[Hunger]], [[Joust]]
* '''Crit Mastery (melee)''': used in the following skills - Javelin and Spear Mastery, Claw Mastery, General Mastery, Polearm and Spear Mastery
* '''Weapon Mastery''': [[General Mastery]], [[Polearm and Spear Mastery]], [[Throwing Mastery]], [[Claw and Dagger Mastery]], [[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


To calculate the chance that one of these stats rolls a crit:
The theoretical maximum total crit chance is 95% (75% DS, 75% CS, 35% 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>]


= Crushing Blow =
=== Leech Formula ===


<code>leeched life/mana = [[[leech * attack_reduction * skill_reduction] * 64 * difficulty_reduction] * physical_damage * drain_effectiveness / 64 / 100]</code>
Crushing Blow is a percentage chance to reduce the target's '''current''' life by a fraction. The fraction applied depends on the target and the type of attack. Crushing Blow also caps at 100% chance -- any extra will have no effect. This is all unchanged from vanilla, however there are a few things that have changed.


''Note: Bracketed values are rounded down''
The melee life reduction is now the same as the ranged reduction:


As an example, consider a Barbarian with 7% Life leech, using Leap Attack (5k damage) against The 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>


Another example, consider a Paladin with 9% Life leech, using Zeal (3k damage) against a Death Beatle:
* <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-gold">[[</span><span class="d2-white">4 * 64 * 1/3</span><span class="d2-gold">]</span><span class="d2-white"> * 3000 * 0.5 / 64 / 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>

== Crushing Blow ==

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.

* Crushing Blow <span class="nmod">now has greater diminishing returns against bosses</span> (act bosses, map bosses, ubers)
* <span class="nmod">The melee life reduction is now the same as the ranged reduction</span>


{| class="wikitable"
{| class="wikitable"
! scope="col" | Attack Type
! scope="col" | Target
! scope="col" | Melee<br />(PD2) !! scope="col" | Ranged<br />(PD2) !! scope="col" | Melee<br />(LoD) !! scope="col" | Ranged<br />(LoD)
! scope="col" | Melee<br />(PD2) !! scope="col" | Ranged<br />(PD2) !! scope="col" | Melee<br />(LoD) !! scope="col" | Ranged<br />(LoD)
|-
|-
! scope="row" | Most Targets
! scope="row" | Default<ref name="name">Applies to pets, normal, minion, Champion, and Unique monsters</ref>
|<span class="nmod">1/8</span>||<span class="nmod">1/8</span>||<span class="omod">1/4</span>||<span class="omod">1/8</span>
| <span class="nmod">1/8</span> || 1/8 || <span class="omod">1/4</span> || 1/8
|-
|-
! scope="row" | Super Uniques and Bosses
! scope="row" | Super Uniques
|<span class="nmod">1/16</span>||<span class="nmod">1/16</span>||<span class="omod">1/8</span>||<span class="omod">1/16</span>
| <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
! scope="row" | Players and Mercenaries
|<span class="nmod">1/20</span>||<span class="nmod">1/20</span>||<span class="omod">1/10</span>||<span class="omod">1/20</span>
| <span class="omod">1/10</span> || <span class="nmod">1/10</span> || <span class="omod">1/10</span> || 1/20
|}
|}
<references />


<span>*</span> "Most Targets" refers to pets as well as normal, minion, Champion, and Unique monsters
There is also now a cap of 65% when fighting against Champions, Uniques, Super Uniques, and Bosses. So as soon as these monsters are at 65% life, then Crushing Blow will no longer do any damage.


<span>**</span> Affected by diminishing returns: 80 + pow(missing hp%, 2)


= Behavior of -enemy resists =


Also see: [https://www.theamazonbasin.com/wiki/index.php/Crushing_Blow Vanilla Info about Crushing Blow]
== 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>)


== Open Wounds ==
What will '''not''' break immunities:
* -enemy resistance on gear
* Cold Mastery
* Fire Mastery


* Open Wounds deals physical damage over time
== Enemy resists above 99% (immunes) ==
** The damage depends on the level of the character who applies it (shown below for all levels)
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.
** 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"
As an example lets take a enemy with 110 fire resistance, and lets apply a level 20 Lower Resist (-30%) and a level 10 Conviction (-30%).
|+ 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 ==
The correct calculation looks like this:
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%.
* <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]


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.
It does '''not''' work like this:
* <span class="d2-white">-30 / 2 = -15</span> &emsp;[Lower Resist at 1/2 effectiveness]
* <span class="d2-white">110 - 15 = 95</span> &emsp;[immunity is broken with Lower Resist]
* <span class="d2-white">95 - 30 = 65</span> &emsp;[apply -resist from Conviction]


=== Breaking Immunes ===
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.
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:
== Enemy resists between 0% and 99% ==
* -% to enemy resistance from items or skills (e.g. [[Kira's Guardian]], [[Rainbow Facet]], [[Cold Mastery]], [[Fire Mastery]], [[Poison Strike]], [[Berserk]])
Works identically to vanilla.


=== Effectiveness vs Immunes ===
Everything works at 100% effectiveness


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.
== Enemy resists below 0% ==
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.


As an example lets take an enemy with 25 cold resistance, and lets apply a level 20 Lower Resist (-30%) and a level 10 Conviction (-30%):
: 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">25 - 25 = 0</span> &emsp;[the first -25% from Conviction is reduced at 100% effectiveness]
:* <span class="d2-white">-30 / 2 = -15</span> &emsp;[apply the 1/2 penalty to Lower Resist]
* <span class="d2-white">-5 / 2 = -2</span> &emsp;[apply the 1/2 penalty to the remaining -5% from Conviction]
:* <span class="d2-white">-30 / 2 = -15</span> &emsp;[apply the 1/2 penalty to Conviction]
* <span class="d2-white">-30 / 2 = -15</span> &emsp;[apply the 1/2 penalty to Lower Resist]
:* <span class="d2-white">110 - 15 - 15 = 80</span> &emsp;[take the final -resist values and apply them to the enemy]
* <span class="d2-white">0 - 2 - 15 = -17</span> &emsp;[final enemy cold resist]


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.
= Item drop mechanics =


=== Effectiveness vs Negative Resistance ===
== Item drop Basics ==

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 let's take an enemy with <span class="d2-blue">25%</span> cold resistance, and apply Lower Resist and Conviction from before as well as an extra "-12% to Enemy Cold Resistance":
:* <span class="d2-blue">25</span> <span class="d2-white">- 30 = -5</span> &emsp;[Lower Resist]
:* <span class="d2-white">-5 - 30 = -35</span> &emsp;[Conviction]
:* <span class="d2-white">-35 - 12 = -47</span> &emsp;[-Enemy Resist]
:* <span class="d2-white">-47 / 2 = -23</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.
Lets look at a high-level example of how the drop process works.


Line 147: Line 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?
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.
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'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.
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? ==
=== What's different in PD2? ===


The baseline drop rate in PD2 is roughly equivalent to vanilla's p5/5 (5 partied players in a game) for solo play, and scales up per player until it's slightly above the equivalent of vanilla's p8/8 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.
The baseline drop rate in PD2 is roughly equivalent to vanilla's p5/5 (5 partied players in a game) for solo play, and scales up per player until it's slightly above the equivalent of vanilla's p8/8 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.
Line 161: Line 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.
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? ==
=== 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.
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.


Lets look at the TC called <span class="d2-white">Swarm 2 (H)</span>. In this example, 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.
Let's look at the TCs 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 these examples, 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):
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>
* p1/1, p2/1 = <span class="omod">83.33%</span>
* p2/2, p3/1, p3/2, p4/1 = <span class="omod">69.14%</span>
* p2/2, p3/1, p3/2, p4/1 = <span class="omod">69.14%</span>
Line 178: Line 308:
* p7/7, p8/6, p8/7 = <span class="omod">26.47%</span>
* p7/7, p8/6, p8/7 = <span class="omod">26.47%</span>
* p8/8 = <span class="omod">21.88%</span>
* p8/8 = <span class="omod">21.88%</span>
|

PD2
* p1/1, p2/1 = <span class="nmod">40.85%</span>
* p1/1, p2/1 = <span class="nmod">40.85%</span>
* p2/2, p3/1, p3/2, p4/1 = <span class="nmod">16.64%</span>
* p2/2, p3/1, p3/2, p4/1 = <span class="nmod">16.64%</span>
Line 188: Line 317:
* p7/7, p8/6, p8/7 = <span class="nmod">0.17%</span>
* p7/7, p8/6, p8/7 = <span class="nmod">0.17%</span>
* p8/8 = <span class="nmod">0%</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 ==
=== 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"
{| class="wikitable"
Line 199: Line 346:
|-
|-
! scope="row" | Blood Raven
! scope="row" | Blood Raven
|11.55%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%
|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
! scope="row" | Countess
|9.45%||9.46%||9.46%||9.46%||9.46%||9.46%||9.46%||9.46%
|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
! scope="row" | Bloodwitch
|11.55%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%
|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
! scope="row" | Summoner
|12.83%||12.88%||12.88%||12.88%||12.88%||12.88%||12.88%||12.88%
|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
! scope="row" | Izual
|11.55%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%
|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
! scope="row" | Nihlathak
|12.00%||12.02%||12.02%||12.02%||12.02%||12.02%||12.02%||12.02%
|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"|
! colspan="9"|
|-
|-
! scope="row" | Countess (LoD)
! scope="row" | Countess (LoD)
|7.14%||9.08%||9.61%||9.80%||9.80%||9.80%||9.80%||9.80%
|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)
! scope="row" | Summoner&nbsp;(LoD)
|8.62%||11.61%||12.48%||12.80%||12.80%||12.80%||12.80%||12.80%
|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)
! scope="row" | Nihlathak (LoD)
|7.93%||10.41%||11.10%||11.35%||11.35%||11.35%||11.35%||11.35%
|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>
|}
|}

Latest revision as of 01:46, 25 April 2024

General

  • 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.

These are included in the splash:

  • 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:

  • Missile damage (such as the Nova portion of Power Strike)
  • 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.

Increased Splash Radius 0 20 40 60
Tiles 5 6 7 8
Radius (yards) 3.33 4 4.66 5.33

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.

Each source of crit chance now caps at 75% instead of 100% and crits multiply physical attack damage by 1.5x instead of by 2x.

There are 3 different sources of crit chance:

Total Crit Chance: 1 - ((1 - DS) * (1 - CS) * (1 - WM)) (rounded down to the nearest percent)

As an example, consider an Amazon with:
  • 50% DS crit from gear
  • 50% CS crit from Critical Strike
1 - ((1 - 0.50) * (1 - 0.50) * (1 - 0)) = 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
1 - ((1 - 0.40) * (1 - 0.65) * (1 - 0.30)) = 85% chance to crit

The theoretical maximum total crit chance is 95% (75% DS, 75% CS, 35% WM)

Life and Mana Steal

Leech Reductions

Attack leech reduction

  • Melee Splash: 1/2 [Life/Mana]
  • Ranged Attacks: 1/2 [Life/Mana]

Skill leech reduction

  • Blade Shield: 1/2 [Life/Mana]
  • Leap Attack: 1/3 [Life]

Difficulty leech reduction

  • Normal: N/A
  • Nightmare: 1/2 [Life/Mana]
  • Hell: 1/3 [Life/Mana]

Zone leech reduction

  • PvP maps: set leech to 0% [Life/Mana]

Leech Formula

leeched life/mana = [[[leech * attack_reduction * skill_reduction] * 64 * difficulty_reduction] * physical_damage * drain_effectiveness / 64 / 100]

Note: Bracketed values are rounded down


As an example, consider a Barbarian with 7% Life leech, using Leap Attack (5k damage) against The Cow Queen:

  • [[[7 * 1/2 * 1/3] * 64 * 1/3] * 5000 * 0.2 / 64 / 100]
  • [[1 * 64 * 1/3] * 5000 * 0.2 / 64 / 100]
  • [21 * 5000 * 0.2 / 64 / 100] = 3hp leeched


Another example, consider a Paladin with 9% Life leech, using Zeal (3k damage) against a Death Beatle:

  • [[[9 * 1/2] * 64 * 1/3] * 3000 * 0.5 / 64 / 100]
  • [[4 * 64 * 1/3] * 3000 * 0.5 / 64 / 100]
  • [85 * 3000 * 0.5 / 64 / 100] = 19hp leeched

Crushing Blow

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.

  • Crushing Blow now has greater diminishing returns against bosses (act bosses, map bosses, ubers)
  • The melee life reduction is now the same as the ranged reduction
Target Melee
(PD2)
Ranged
(PD2)
Melee
(LoD)
Ranged
(LoD)
Most Targets 1/8 1/8 1/4 1/8
Super Uniques 1/8 1/8 1/8 1/16
Bosses 1/80** 1/80** 1/8 1/16
Players and Mercenaries 1/10 1/10 1/10 1/20

* "Most Targets" refers to pets as well as normal, minion, Champion, and Unique monsters

** Affected by diminishing returns: 80 + pow(missing hp%, 2)


Also see: 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 now affected by "+X Open Wounds Damage per Second" which is a new attribute that often accompanies "X% Chance of Open Wounds"
    • The damage is now affected by Physical Damage Reduction (e.g. Battle Cry, Amplify Damage, Defiance, etc)
    • The damage is not affected by other damage modifiers
  • Open Wounds is now also applied by "Attacker Takes Damage of X" as well as attacks
  • Open Wounds now lasts 5 seconds (was 8 seconds) and now stacks up to 3 times per target
  • Open Wounds now has a ¼ penalty against mercenaries and pets
  • Open Wounds no longer has a ½ penalty against stronger enemies (champions, uniques, super uniques, bosses, prime evils)
Open Wounds Damage per Second
Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Damage per 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
Character Level 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
Damage per 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
Character Level 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75
Damage per 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
Character Level 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
Damage per 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: Vanilla Info about Open Wounds, Deep Wounds

Reducing Resistances

Resistances are now reduced at 1/2 effectiveness (was 1/5 effectiveness) 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:

These effects "penetrate" or "pierce" enemy resistances and will not break immunities. They only benefit the character who uses them:

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%":
  • -30 / 2 = -15  [apply the 1/2 penalty to Lower Resist]
  • -30 / 2 = -15  [apply the 1/2 penalty to Conviction]
  • 110 - 15 - 15 = 80  [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 let's take an enemy with 25% cold resistance, and apply Lower Resist and Conviction from before as well as an extra "-12% to Enemy Cold Resistance":
  • 25 - 30 = -5  [Lower Resist]
  • -5 - 30 = -35  [Conviction]
  • -35 - 12 = -47  [-Enemy Resist]
  • -47 / 2 = -23  [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.

Mephisto is killed! What does the game do to determine your reward?

  1. calculates the number of items to drop (max 6)
  2. selects item types
  3. selects item qualities
  4. selects certain unique or set items (when applicable)
  5. selects item properties (when applicable)

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 p5/5 (5 partied players in a game) for solo play, and scales up per player until it's slightly above the equivalent of vanilla's p8/8 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.

Rune TCs are also the same as in vanilla, so 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.

Let's look at the TCs called Swarm 2 (H), a worst case scenario, and Act 2 (H) H2H A, a common case used by many monsters. In these examples, 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 /players 8 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):

Treasure Class LoD PD2
Swarm 2 (H)
  • p1/1, p2/1 = 83.33%
  • p2/2, p3/1, p3/2, p4/1 = 69.14%
  • p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = 57.63%
  • p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = 47.92%
  • p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = 39.02%
  • p6/6, p7/5, p7/6, p8/4, p8/5 = 32.43%
  • p7/7, p8/6, p8/7 = 26.47%
  • p8/8 = 21.88%
  • p1/1, p2/1 = 40.85%
  • p2/2, p3/1, p3/2, p4/1 = 16.64%
  • p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = 6.68%
  • p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = 2.75%
  • p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = 0.99%
  • p6/6, p7/5, p7/6, p8/4, p8/5 = 0.33%
  • p7/7, p8/6, p8/7 = 0.17%
  • p8/8 = 0%
Act 2 (H) H2H A
  • p1/1, p2/1 = 62.50%
  • p2/2, p3/1, p3/2, p4/1 = 38.78%
  • p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = 24.05%
  • p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = 14.29%
  • p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = 9.09%
  • p6/6, p7/5, p7/6, p8/4, p8/5 = 4.76%
  • p7/7, p8/6, p8/7 = 3.23%
  • p8/8 = 1.64%
  • p1/1, p2/1 = 9.52%
  • p2/2, p3/1, p3/2, p4/1 = 0.88%
  • p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = 0%
  • p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = 0%
  • p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = 0%
  • p6/6, p7/5, p7/6, p8/4, p8/5 = 0%
  • p7/7, p8/6, p8/7 = 0%
  • p8/8 = 0%

Key drop rates

Players 1 2 3 4 5 6 7 8
Blood Raven 11.55% 11.58% 11.58% 11.58% 11.58% 11.58% 11.58% 11.58%
Countess 9.45% 9.46% 9.46% 9.46% 9.46% 9.46% 9.46% 9.46%
Bloodwitch 11.55% 11.58% 11.58% 11.58% 11.58% 11.58% 11.58% 11.58%
Summoner 12.83% 12.88% 12.88% 12.88% 12.88% 12.88% 12.88% 12.88%
Izual 11.55% 11.58% 11.58% 11.58% 11.58% 11.58% 11.58% 11.58%
Nihlathak 12.00% 12.02% 12.02% 12.02% 12.02% 12.02% 12.02% 12.02%
Countess (LoD) 7.14% 9.08% 9.61% 9.80% 9.80% 9.80% 9.80% 9.80%
Summoner (LoD) 8.62% 11.61% 12.48% 12.80% 12.80% 12.80% 12.80% 12.80%
Nihlathak (LoD) 7.93% 10.41% 11.10% 11.35% 11.35% 11.35% 11.35% 11.35%