Game Mechanics: Difference between revisions
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== 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
{| class="wikitable"
! scope="col" | Increased Splash Radius
Line 21 ⟶ 62:
There are also a handful of other things that have melee splash. These are all static and cannot be increased.
* '''"Splashing" map modifier
* '''Golems
* '''Skeletons
* '''Wolves
=== Melee splash and ranged weapons ===
Line 31 ⟶ 72:
This allows shapeshifters to use a ranged weapon in place of a melee weapon, while still gaining the benefits of melee splash.
This does
== 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.
There are
* '''Deadly
* '''Critical Strike''':
* '''
'''Total Crit Chance''': <span class="d2-white">1 - ((1 - DS) * (1 - CS) * (1 - WM))</span> (rounded down to the nearest percent)
: 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
== Life and Mana Steal ==
=== Leech Reductions ===
'''Attack leech reduction'''
* ''Melee Splash:'' 1/2 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
* ''Ranged Attacks:'' 1/2 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
'''Skill leech reduction'''
* ''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'''
* ''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 ===
<code>leeched life/mana = [[[leech * attack_reduction * skill_reduction] * 64 * difficulty_reduction] * physical_damage * drain_effectiveness / 64 / 100]</code>
''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:
* <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
* 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"
! scope="col" |
! 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> ||
|-
! scope="row" | Super Uniques
| <span class="
|-
! 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="
|}
<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 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
|-
| 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 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
|-
| 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 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
|-
| 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 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: [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
:* <span class="d2-white">
:* <span class="d2-white">-
:* <span class="d2-white">110 -
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 <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>  [Lower Resist]
:* <span class="d2-white">-5 - 30 = -35</span>  [Conviction]
:* <span class="d2-white">-35 - 12 = -47</span>  [-Enemy Resist]
:* <span class="d2-white">-47 / 2 = -23</span>  [apply the 1/2 penalty to get the final enemy cold resist]
Resists can be reduced as low as -100%
== Item drop mechanics ==
Line 149 ⟶ 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
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
=== What's different in PD2? ===
Line 166 ⟶ 289:
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.
Chance for NoDrop to be selected by the "pick" (i.e. the chance that
{| class="wikitable"
! 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 180 ⟶ 308:
* p7/7, p8/6, p8/7 = <span class="omod">26.47%</span>
* p8/8 = <span class="omod">21.88%</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>
Line 190 ⟶ 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 ===
{| class="wikitable"
Line 201 ⟶ 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 (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>
|}
|