Mercenaries: Difference between revisions
Jump to navigation
Jump to search
Removed page from translation
(Marked this version for translation) |
BetweenWalls (talk | contribs) (Removed page from translation) |
||
Line 1:
<noinclude>This page lists mercenary information in PD2. </noinclude>Changes from the vanilla game are shown in <span class="nmod">blue</span>.
== General ==
* <span class="nmod">Mercenaries now have the same stats regardless of which difficulty they're hired from, and their scaling has been improved to be more consistent throughout the game.</span>
Line 13 ⟶ 10:
* <span class="nmod">There are now two versions of Act 5 mercenaries. (see differences below)</span>
== Equipment ==
[[File:Mercenaries.png|right]]
All mercenaries can equip helms, chests, <span class="nmod">gloves, boots, & belts</span>.
Act 1 mercenaries (Rogue Scouts) can equip bows <span class="nmod">(including Amazon bows), crossbows, & quivers</span>. <span class="nmod">Rogue Scouts use the same animations for both bows and crossbows, making crossbows much stronger than they otherwise would be since crossbows normally have slower animations.</span>
Act 2 mercenaries (Desert Guards) can equip polearms, spears, & javelins.
Act 3 mercenaries (Iron Wolves) can equip shields, <span class="nmod">Paladin shields</span>, 1-handed swords, <span class="nmod">wands, scepters, tipped maces (not clubs/hammers), knives (daggers/throwing knives), & Sorceress orbs</span>. Iron Wolves don't have a blocking animation, so can't block even while wearing a shield.
Act 5 mercenaries (Barbarians) can equip swords, <span class="nmod">axes, tipped maces/hammers (all maces except clubs)</span>, & Barbarian helms. Barbarian mercenaries don't have a hit recovery animation, so cannot be put into hit recovery or be knocked back.
Mercenaries can get set bonuses when equipping multiple set items.
Ethereal items do not lose durability when mercenaries use them.
When Desert Guards or Barbarian mercenaries use 1-handed weapons, their weapon damage is doubled.
== Auras ==
* <span class="nmod">Mercenaries from all acts now have auras, rather than just Act 2 mercenaries.</span>
Line 50 ⟶ 38:
'''Act 1 Rogue Scout'''
<ul>
Line 64 ⟶ 51:
</li>
<li>
{| class="wikitable mw-collapsible mw-collapsed"
Line 77 ⟶ 63:
</ul>
'''Act 2 Desert Guard'''
<ul>
Line 91 ⟶ 76:
</li>
<li>
{| class="wikitable mw-collapsible mw-collapsed"
Line 103 ⟶ 87:
</li>
<li>
{| class="wikitable mw-collapsible mw-collapsed"
Line 116 ⟶ 99:
</ul>
'''Act 3 Iron Wolf'''
<ul>
Line 130 ⟶ 112:
</li>
<li>
{| class="wikitable mw-collapsible mw-collapsed"
Line 142 ⟶ 123:
</li>
<li>
{| class="wikitable mw-collapsible mw-collapsed"
Line 155 ⟶ 135:
</ul>
'''Act 5 Barbarian'''
<ul>
Line 169 ⟶ 148:
</li>
<li>
{| class="wikitable mw-collapsible mw-collapsed"
Line 182 ⟶ 160:
</ul>
== Skills ==
* <span class="nmod">Act 3 mercenaries (Iron Wolves) now have their own elemental masteries and use the following skills:</span>
Line 192 ⟶ 169:
**'''Whirlwind''': <span class="nmod">Whirlwind</span>, <span class="nmod">Battle Cry</span>, & <span class="nmod">Battle Orders</span> instead of <span class="omod">Bash</span> & <span class="omod">Stun</span>
'''Act 1 Rogue Scout'''
<ul>
Line 208 ⟶ 184:
</li>
<li>
'''Fire: Merc Fire Arrow |'''
Line 235 ⟶ 210:
</li>
<li>
'''Cold: Merc Cold Arrow |'''
Line 263 ⟶ 237:
</ul>
'''Act 2 Desert Guard'''
<ul>
Line 280 ⟶ 253:
</ul>
'''Act 3 Iron Wolf'''
<ul>
Line 309 ⟶ 281:
</li>
<li>
'''Fire: Merc Meteor |'''
Line 339 ⟶ 310:
</li>
<li>
'''Fire: Merc Fire Ball |'''
Line 363 ⟶ 333:
</li>
<li>
'''Cold: Merc Cold Mastery |'''
Line 390 ⟶ 359:
</li>
<li>
'''Cold: Merc Blizzard |'''
Line 414 ⟶ 382:
</li>
<li>
'''Cold: Merc Ice Blast |'''
Line 438 ⟶ 405:
</li>
<li>
'''Lightning: Merc Lightning Mastery |'''
Line 462 ⟶ 428:
</li>
<li>
'''Lightning: Merc Lightning |'''
Line 486 ⟶ 451:
</li>
<li>
'''Lightning: Merc Static Field |'''
Line 512 ⟶ 476:
</ul>
'''Act 5 Barbarian'''
<ul>
Line 528 ⟶ 491:
</li>
<li>
'''Concentrate: [[Bash]] |'''
Line 543 ⟶ 505:
<li>
'''Whirlwind: Merc Whirlwind |'''
Line 555 ⟶ 516:
|}
{| class="wikitable"
! scope="col" | Whirlwind Level
Line 566 ⟶ 526:
</li>
<li>
'''Whirlwind: [[Battle Cry]] |'''
Line 580 ⟶ 539:
</li>
</ul>
== Stats ==
<li>
Line 617 ⟶ 574:
|}
{| class="wikitable"
! scope="col" | Merc Level
Line 647 ⟶ 603:
|}
{| class="wikitable"
! scope="col" | Merc Level
Line 679 ⟶ 634:
</li>
<li>
'''Act 2 Desert Guard |'''
Line 712 ⟶ 666:
|}
{| class="wikitable"
! scope="col" | Merc Level
Line 742 ⟶ 695:
|}
{| class="wikitable"
! scope="col" | Merc Level
Line 774 ⟶ 726:
</li>
<li>
'''Act 3 Iron Wolf |'''
Line 798 ⟶ 749:
|}
{| class="wikitable"
! scope="col" | Merc Level
Line 819 ⟶ 769:
|}
{| class="wikitable"
! scope="col" | Merc Level
Line 842 ⟶ 791:
</li>
<li>
'''Act 5 Barbarian |'''
Line 875 ⟶ 823:
|}
{| class="wikitable"
! scope="col" | Merc Level
Line 905 ⟶ 852:
|}
{| class="wikitable"
! scope="col" | Merc Level
Line 938 ⟶ 884:
<br>
'''Notes:'''
* Attack Rating values do ''not'' take into account the extra AR given from dex
Line 944 ⟶ 889:
* Their stats ''may'' differ depending on their level and which difficulty they were hired in, but this is really only an issue for early game or in instances where a low level character is in a higher difficulty than expected (see below). Any merc that's level 80 or above will have the same stats regardless of what difficulty they were hired in.
<br>
There are various level "breakpoints" in the game files that affect how things are calculated. Normal has 3, NM has 2, Hell has 1 (Normal breakpoint #3 == NM breakpoint #2 == Hell breakpoint #1)
<br>
Line 954 ⟶ 897:
* Hell: HP: 900 Def: 744 Resist: 121
You can see that all of the stats match, so in this case it does not matter which difficulty you hire your Rogue in. But what happens if we hire a level 66 Rogue?
* NM: HP: 882 Def: 729 Resist: <span class="d2-red">118</span>
* Hell: HP: <span class="d2-red">870</span> Def: <span class="d2-red">722</span> Resist: 120
In this case sometimes the Hell Rogue ends up with slightly worse stats and sometimes slightly better. So what about a level 36 Rogue?
* NM: HP: 342 Def: 279 Resist: <span class="d2-red">66</span>
* Hell: HP: <span class="d2-red">40</span> Def: <span class="d2-red">18</span> Resist: 80
This is a pretty drastic difference. However, as soon as the Rogue levels up to 67 then the stats will match again -- regardless of which difficulty they were hired in.
== Skill Probabilities ==
Each mercenary has a certain probability of using a given skill. Below are the odds for each of the skills.
''(Auras, Battle Orders, and Mastery skills are not listed here as they are always "on")''
'''Act 1 Rogue Scout'''
<ul>
Line 990 ⟶ 927:
</ul>
'''Act 2 Desert Guard'''
<ul>
Line 1,009 ⟶ 945:
</ul>
'''Act 3 Iron Wolf (Fire)'''
<ul>
Line 1,020 ⟶ 955:
</ul>
'''Act 3 Iron Wolf (Cold)'''
<ul>
Line 1,031 ⟶ 965:
</ul>
'''Act 3 Iron Wolf (Light)'''
<ul>
Line 1,042 ⟶ 975:
</ul>
'''Act 5 Barbarian (Concentrate)'''
<ul>
Line 1,056 ⟶ 988:
</ul>
'''Act 5 Barbarian (Whirlwind)'''
<ul>
Line 1,070 ⟶ 1,001:
</ul>
== Other Info ==
* <span class="nmod">Act 1 mercenaries (Rogue Scouts) now have a baseline 66% pierce chance
Line 1,082 ⟶ 1,012:
** +X to Class Skills (not even Barbarian mercs with +X to Barbarian Skill Levels)
** +X to Class Skill Tabs (e.g. +X to Offensive Auras or +X to Combat Skills)
|