Game Mechanics: Difference between revisions

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(added category for open wounds and clarified some other info)
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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.


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.
"Damage is rolled once (deadly strike included), but CB is rolled individually for each enemy hit in melee splash. Resistances still apply for each monster though." - Canight


These are included in the splash:
These are included in the splash:
* Skill damage
* Skill damage
* Converted damage (Concentrate)
* Converted damage (e.g. [[Concentrate]])
* Normal attack damage (the values you see when you select the regular attack as your skill)
* Normal attack damage (the values you see when you select the basic attack as your skill)
* Elemental and physical damage charms and gear
* Elemental and physical damage from charms and gear
* Critical Strike and Deadly Strike (still only applies to the physical damage)
* Critical Strike and Deadly Strike (still only applies to the physical damage)
* Life and Mana leech (reduced by 1/2, and only applies to the physical portion of the attack)
* Life and Mana leech (reduced by 1/2, and still only applies to the physical portion of the attack)
* Crushing Blow
* Crushing Blow
* Open Wounds


These are '''not''' included in the splash:
These are ''not'' included in the splash:
* Missile damage (such as the Nova portion of Power Strike)
* Missile damage (such as the Nova portion of Power Strike)
* Stun
* Stun
* Knockback
* Knockback
* Open Wounds
* Any other on-hit effects
* Any other on-hit effects


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=== 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 ===
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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 ==


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 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.


<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 3 different types of 1.5x damage stats:
* '''Deadly Strike''': found exclusively on items.
* '''Critical Strike''': used in the following skills - Critical Strike, Hunger
* '''Crit Mastery''': used in the following skills - Javelin and Spear Mastery, Claw Mastery, General Mastery, Polearm and Spear Mastery, Throwing Mastery


There are 3 different sources of crit chance:
* '''Deadly Strike''': items, [[Blessed Aim]]
* '''Critical Strike''': [[Critical Strike]], [[Hunger]], [[Joust]]
* '''Weapon Mastery''': [[General Mastery]], [[Polearm and Spear Mastery]], [[Throwing Mastery]], [[Claw and Dagger Mastery]], [[Javelin and Spear Mastery]]


'''Total Crit Chance''': <span class="d2-white">1 - ((1 - DS) * (1 - CS) * (1 - WM))</span> (rounded down to the nearest percent)
To calculate the chance that one of these stats rolls a crit:


: As an example, consider an Amazon with:
<span class="d2-white">1 - ((1 - MasteryCrit) * (1 - CS) * (1 - DS))</span>
:* 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


The theoretical maximum total crit chance is 95% (75% DS, 75% CS, 35% WM)
As an example lets take an Amazon with:
* 30% Crit Mastery from Javelin and Spear Mastery
* 52% CS from Critical Strike
* 25% DS from gear

<span class="d2-white">1 - ((1 - .30) * (1 - .52) * (1 - .25))</span> = ~75% chance to crit

The theoretical maximum combined crit chance is ~96%


== 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 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.


* It has greater diminishing returns against bosses (act bosses, map bosses, ubers)
* Crushing Blow <span class="nmod">now has greater diminishing returns against bosses</span> (act bosses, map bosses, ubers)
* The melee life reduction is now the same as the ranged reduction:
* <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
! 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="nmod">1/16</span> || 1/16 || <span class="omod">1/8</span> || 1/16
|-
|-
! scope="row" | Bosses
! scope="row" | Bosses
|<span class="nmod">?</span>||<span class="nmod">?</span>||<span class="omod">1/8</span>||<span class="omod">1/16</span>
| <span class="nmod">?</span> ||<span class="nmod">?</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="nmod">1/20</span> || 1/20 || <span class="omod">1/10</span> || 1/20
|}
|}
* "Most Targets" refers to pets as well as normal, minion, Champion, and Unique monsters
<references />


Also see: [https://www.theamazonbasin.com/wiki/index.php/Crushing_Blow Vanilla Info about Crushing Blow]
== Behavior of -enemy resists ==


=== Breaking immunities ===
== Open Wounds ==

What '''will''' break immunities:
* Open Wounds deals physical damage over time
** The damage depends on the level of the character who applies it, and is <span class="nmod">now also increased by "+X Open Wounds Damage per Second"</span>
** The damage is ''not'' affected by other damage modifiers since open wounds is applied by attacks rather than increasing attack damage directly
** The damage is <span class="nmod">now affected by Physical Damage Reduction</span> (e.g. [[Battle Cry]], [[Amplify Damage]], [[Defiance]], etc)
* 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" | 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" | 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" | 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" | 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]

== 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>)
* [[Battle Cry]] (<span class="d2-gold">Physical</span>)
* [[Amplify Damage]] (<span class="d2-gold">Physical</span>)
* [[Amplify Damage]] (<span class="d2-gold">Physical</span>)
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* [[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>)
* [[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>)
* [[Conviction]] (<span class="d2-red">Fire</span>/<span class="d2-blue">Cold</span>/<span class="d2-yellow">Lightning</span>)
* [[Sanctuary]] (<span class="d2-orange">Magic</span>)
* [[Sanctuary (Skill)|Sanctuary]] (<span class="d2-orange">Magic</span>)
* [[Poison Creeper]] (<span class="d2-green">Poison</span>)
* [[Poison Creeper]] (<span class="d2-green">Poison</span>)
* [[Arctic Blast]] (<span class="d2-blue">Cold</span>)
* [[Arctic Blast]] (<span class="d2-blue">Cold</span>)
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* [[Static Field]] (<span class="d2-yellow">Lightning</span>)
* [[Static Field]] (<span class="d2-yellow">Lightning</span>)


What will '''not''' break immunities:
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 ([[Cold Mastery]], [[Fire Mastery]], [[Poison Strike]], [[Berserk]])
* -% to enemy resistance from items or skills (e.g. [[Kira's Guardian]], [[Rainbow Facet]], [[Cold Mastery]], [[Fire Mastery]], [[Poison Strike]], [[Berserk]])

=== 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.

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%).

The correct calculation looks like this:
* <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]

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]


=== Effectiveness vs 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.


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


: 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%":
Everything works at 100% effectiveness
:* <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]


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.
=== Enemy resists below 0% ===
When taking the enemy below 0% resistance you also have to apply a 1/2 penalty. This also applies to gear and items with -enemy resistance. Although things work a bit differently compared to breaking immunities.


=== Effectiveness vs Negative Resistance ===
As an example lets take an enemy with <span class="d2-blue">25</span> cold resistance, and lets apply a level 20 Lower Resist (-30%), a level 10 Conviction (-30%), and -Enemy Cold Resistance (-12%):
* <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]


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.
Or to put it another way: first the '''full''' value of the -resists is applied (<span class="d2-blue">25</span> - 30 - 30 - 12 = -47), and then if the end result is below 0 then the result is reduced by 1/2 (-47 / 2 = -23).


: 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":
Resists can be reduced to a maximum of -100%
:* <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%
Note: The 1/2 reduction only applies to damage dealt by players and pets. Negative resistance from monsters (i.e. Conviction, curses, etc.) are always at 100% efficiency.


== Item drop mechanics ==
== Item drop mechanics ==
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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? ===
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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):


LoD
LoD

Revision as of 19:09, 4 October 2023

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)

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 1/16 1/16 1/8 1/16
Bosses ? ? 1/8 1/16
Players and Mercenaries 1/20 1/20 1/10 1/20
  • "Most Targets" refers to pets as well as normal, minion, Champion, and Unique monsters

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, and is now also increased by "+X Open Wounds Damage per Second"
    • The damage is not affected by other damage modifiers since open wounds is applied by attacks rather than increasing attack damage directly
    • The damage is now affected by Physical Damage Reduction (e.g. Battle Cry, Amplify Damage, Defiance, etc)
  • 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
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
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
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
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

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.

Lets look at the TC called Swarm 2 (H). 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 /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):

LoD

  • 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%

PD2

  • 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%

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.

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%