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])
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 ==


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.


== 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 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.
{| class="wikitable"
{| class="wikitable"
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* '''Wolves:''' melee splash radius is 1.33 yards
* '''Wolves:''' melee splash radius is 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.


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= Critical damage =
== 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.
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 ==


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 ==


== Breaking immunities ==
=== Breaking immunities ===
What '''will''' break immunities:
What '''will''' break immunities:
* Battle Cry (<span class="d2-gold">Physical</span>)
* Battle Cry (<span class="d2-gold">Physical</span>)
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* Fire Mastery
* Fire Mastery


== Enemy resists above 99% (immunes) ==
=== 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.
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.


== Enemy resists between 0% and 99% ==
=== Enemy resists between 0% and 99% ===
Works identically to vanilla.
Works identically to vanilla.


Everything works at 100% effectiveness
Everything works at 100% effectiveness


== Enemy resists below 0% ==
=== 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.
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> &emsp;[final enemy cold resist]
* <span class="d2-white">0 - 2 - 15 = -17</span> &emsp;[final enemy cold resist]


= Item drop mechanics =
== Item drop mechanics ==


== Item drop Basics ==
=== 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.


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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.


== 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.
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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.


== 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.


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* p8/8 = <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.
This is a common enough question that it probably makes sense just to show what the drop rates are.