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 ==
 
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.
 
=== 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.
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* '''Wolves:''' melee splash radius is 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.
 
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== 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.
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== 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.
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== Behavior of -enemy resists ==
 
=== Breaking immunities ===
What '''will''' break immunities:
* Battle Cry (<span class="d2-gold">Physical</span>)
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* 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.
 
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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.
 
=== Enemy resists between 0% and 99% ===
Works identically to vanilla.
 
Everything works at 100% 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.
 
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* <span class="d2-white">0 - 2 - 15 = -17</span> &emsp;[final enemy cold resist]
 
== Item drop mechanics ==
 
=== Item drop Basics ===
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.
 
=== 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.
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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.
 
=== 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.
 
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* 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.