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]) |
BetweenWalls (talk | contribs) m (shifted headings by one level each - level 1 headings should be reserved for pages themselves so transclusion can be used consistently with any page) |
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= Melee Splash = |
== Melee Splash == |
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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. |
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Skill damage, Crushing blow, Open Wounds, and any other on hit effects will '''not''' be applied. |
Skill damage, Crushing blow, Open Wounds, and any other on hit effects will '''not''' be applied. |
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== Splash Radius == |
=== Splash Radius === |
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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 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. |
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{| class="wikitable" |
{| class="wikitable" |
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* '''Wolves:''' melee splash radius is 1.33 yards |
* '''Wolves:''' melee splash radius is 1.33 yards |
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== Melee splash and ranged weapons == |
=== Melee splash and ranged weapons === |
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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. |
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= Critical damage = |
== Critical damage == |
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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. |
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. |
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= Crushing Blow = |
== Crushing Blow == |
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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. |
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. |
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= Behavior of -enemy resists = |
== Behavior of -enemy resists == |
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== Breaking immunities == |
=== Breaking immunities === |
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What '''will''' break immunities: |
What '''will''' break immunities: |
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* Battle Cry (<span class="d2-gold">Physical</span>) |
* Battle Cry (<span class="d2-gold">Physical</span>) |
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* Fire Mastery |
* Fire Mastery |
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== Enemy resists above 99% (immunes) == |
=== Enemy resists above 99% (immunes) === |
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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. |
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. |
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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. |
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. |
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== Enemy resists between 0% and 99% == |
=== Enemy resists between 0% and 99% === |
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Works identically to vanilla. |
Works identically to vanilla. |
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Everything works at 100% effectiveness |
Everything works at 100% effectiveness |
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== Enemy resists below 0% == |
=== Enemy resists below 0% === |
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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. |
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. |
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* <span class="d2-white">0 - 2 - 15 = -17</span>  [final enemy cold resist] |
* <span class="d2-white">0 - 2 - 15 = -17</span>  [final enemy cold resist] |
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= Item drop mechanics = |
== Item drop mechanics == |
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== Item drop Basics == |
=== Item drop Basics === |
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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. |
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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. |
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== What's different in PD2? == |
=== What's different in PD2? === |
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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. |
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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. |
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== How does PD2 compare to LoD? == |
=== How does PD2 compare to LoD? === |
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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. |
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* p8/8 = <span class="nmod">0%</span> |
* p8/8 = <span class="nmod">0%</span> |
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== Key drop rates == |
=== Key drop rates === |
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This is a common enough question that it probably makes sense just to show what the drop rates are. |
This is a common enough question that it probably makes sense just to show what the drop rates are. |
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