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Aug 4 2009 09:04pm
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I took time in writing this. Some you may know, some you may not know, some may not matter much at all. This is basically pointing out hidden stats, or things that the game does not tell you.
Some tips were posted from Arreat Summit. Others are ones that I have learned by experience.
If there is something I did not post, or something that is incorrect. PM ME! Do not post here, or I will NOT find it!
Some effects were too long to add, such examples are weapon speeds with WhirlWind. You will find these in the second post.


All
1. If a character gets an oskill bonus to a skill that class "owns," the bonus is restricted to a maximum of +3.
2. Items that give bonuses to skills and skill levels will not add to Synergy bonuses.
3. Some skills have a casting delay, although this does not mean you can't cast another spell. I.E a poison java can throw a Plague Javelin, then switch to Poison Javelin and throw those.
4. Any summons you have do not receive the -resist's that Nightmare and Hell have. This does not apply to Mercenaries.
5. ( This is not skill related but many skills are affected by this ) When running your defense is 0, so walk!

Barb
1. If a Barb is dual-wielding Call to Arms runeword weapons, the +3 cap is applied to the total from both weapons.
2. Find potion has the follow chances: 60% Healing 30% Mana 10% Rejuvenation
3. Find Potion/Item prevent that monster from being revived by say, a shaman.
4. Leap has a hidden radius in which the knockback-effect is caused. It has a base of 2.6 (actually 2.64) yards, and gains 0.66 yards per level.
5. Whirlwind does not work with: "On Attack", "On Striking", or "When You Kill an Enemy" item properties.
6. Defense and Dexterity are nullified when using Berserk. With 0 defense you will block all the time, meaning you can't do anything else.
7. Double Throw incorrectly displays its damage, to get your REAL damage, divide what you see in the character screen by your throw mastery % (158% throw mastery = 2.58x)
8. Double Throw does not show the %AR that it says it gives, but it does in fact give it.
9. Leap attack does not actually use your weapons attack animation, but instead hits 'instantly' when you land, and your animation comes afterwards, so weapon speed makes no difference.

Sin
1. Deadly Strike does NOT affect a sin's kicking.
2. Cloak of Shadows disables some monsters abiliteis, archers can't shoot arrows, Sand Maggot's can't lay eggs. Etc.
3. Weapon Block works while WhirlWinding, but not walking or running.
4. Fade adds a hidden 1% DR bonus. Capped at 50%
5. In addition to Curses, Fade also reduces a shrines duration. SO cast Burst of Speed before you touch the shrine.
6. If Venom is on, all your poison damage ( charms, etc ) will have it's duration reduce to 0.4 ( same as Venom ). I.E 700 poison damage over 10 seconds will only be 28 damage over 0.4 seconds.
7. Blade Sentinel, Blade Fury, Blade Shield: All three blade skills receive an additional 50% penalty to the "weapon" portion of the damage while wearing 2 handed weapons. So equipping a thunder maul would make blade fury add only 3/8 of your 'normal attack' damage instead of 3/4, and would make blade sentinel do 3/16 instead of 3/8, and blade shield do 1/8 instead of 1/4.
8. Blade Sentinel/Fury do not take effect from Open Wounds.
9. Blade Fury doesn't use a weapons durability, so use an ethereal weapon!
10. Blade Fury always attack with 6 frames per attack.
11. AR does affect Blade Fury, but it is not shown.
12. Blade Shield reduces your weapons durability.
13. You can make Blade Shield hit more often by 'spam casting it' when standing near enemies.
14. Shadow Master / Warrior both get skill levels based on your level of the skill, and your level of the minion, and will get synergy bonuses only after having casted the skill at least once, at that skill level.



Zon
1. A CS java can farcast by throwing a Fury or Bolt, then quickly switching to CS and attacking. ( Very tricky )
2. An amazon's decoy has the skills Avoid & Dodge.
3. An amazon's valkryie's resistance is = to their level times 2. They also get a hidden bonus from Decoy which is +2 All Resist per Decoy level.
4. The equipment that a Valkyrie is spawned with is based on her Magic Level, i.e. the ilvl that her equipment is spawned with, therefore denoting which mods can be spawned. The Magic Level of any Valkyrie is equal to a base of 25 at level 1, and increases by 3 for each level.
5. Valkryie gets a bonus of +12 Dex Per Lvl
6. An amazon's jab can not be interrupted.
7. Fury works like Zeal does.
8. Strafe will fire at least this many shots at one monster, but will fire more up until the Strafe limit if there is more than one monster.
9. Exploding Arrow will carry over any +fire damage you have onto both the explosion AND the arrow itself, so it has a chance to strike twice
10. Immolation arrow does this too, except that the +fire damage listed on the skill is ALSO added to the arrow (not the case with exploding arrow, on which it is only the explosion)
11. Valkyrie gets a +25 strength per level.
12. Penetrate does not stack with Blessed Aim.

Necro
1. The Hit Points and Damage of Golems increase on Nightmare, and again on Hell Difficulty. Skeleton's life will do the same.
2. The Attack Ratings doesn't with your skeletons and golems change but these monsters are generated at the caster's level, and level plays an important part in the "to hit" formula.
3. Skeletons, when created, have a 5% chance to spawn with a shield. This shield functions to allow the skeleton to block, although skeletons only have a 3% chance to block.
4. If a skeleton mage is spawned with fire damage, he will have a higher resist to fire. Same for other elements.
5. A Fire GOlem does splash damage when it is spawned, also when it dies.
6. If you use Revive on one of those annoying Act 2 Maggots, the revive will lay eggs normally. The spawns from the eggs act as normal monsters, not Revives.
7. If Spear runs through an enemy, and hits another enemy, the spear only does half its damage to that ' other enemy '
8. Bone Wall/Prison's hitpoints increase by difficulty.
9. The front of a bone spirit is indeed a face :) and there are a few different face spawns!
10. Amplify Damage removes Physical Immune.
11. Casting Terror multiple times on a monster will stack their walk/run speed, meaning they run away faster!
12. Decripfy not only reduces the speed of your enemy, but also his damage AND reduces their physical resist by 50% ( half of Amplify Damage )
13. Lower Resist removes elemental and poison immunities.
14. If the curse breaks an immunity ( let's say fire ) the curse will only be 1/5th as effective.

Sorc
1. Even if you have -100% Enemy Resist, this will NOT affect immunities ( unlike a necro's Amplify vs physical immune )
2. Telekinesis can activate seals in Chaos, and also shrines.
3. Even though Static Field is lightning damage, it is not affected by -resists.
4. Each point in Telekinesis makes Energy Shield's damage absorption more effective. By default, for each point of damage absorbed by Energy Shield, 2 mana points are deducted - a 200% ratio. Each hard skill point in Telekinesis makes Energy Shield 6.25% more effective.
5. Warmth/Mana Regen will work at the same time. The formula is [BaseRegenrate*(100%+Warmth) ]+item.

Druid
1. Armageddon can be casted while in Wolf/Bear/Delirium form. Hurricane can NOT.
2. Ranged weapons work in Wolf form, but you swing it as a melee weapon.
3. Even though your Wolf/bear is swinging slow, he's attacking just like your druid would, only the motion of the form is slower.
4. Rabies can not be cured by antidotes.
5. Spirits are immune to Physical Damage and Poison on Nightmare. In Hell Difficulty, they're immune to Poison.
6. Antidotes will not cure Rabies damage. Why? Because Rabies is not poison, it's a 'disease'.

And finally...

Pally
1. Resist spells have a hidden 1% max resist bonus to that element with each PHYSICAL point ( +all skills don't count ).
2. They also give a PASSIVE 0.5% bonus to that element pure physical point.
3. Unlike Fade, Cleansing does not reduce Shrine duration.
4. Thorns does 1/8th the damage that it shows in PvP.
5. Each physical point in Blessed aim gives a 5% passive AR bonus.
6. Holy Freeze is not affected by 'Cannot be frozen' items.
7. Sanctuary ignores physical/elemental immunities.
8. Conviction will remove a monsters immunity, if it does, Conviction is only 1/5th as effective.
9. Smite does not work with Life/Mana % Steal.
10. Using Smite will reduce the durability of your weapon NOT shield .
11. Charge can not be used in melee range, meaning you have to be CHARGING them, you can't be standing there casting charge but all it does is look like your attacking them.


Thanks to: Arreat Summit, 9 years experience, and deathwinger for much useful information.

This post was edited by Eternal_Amaranth on Aug 4 2009 09:06pm
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Posts: 31,203
Joined: Sep 26 2008
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Aug 4 2009 10:12pm
Quote (Eternal_Amaranth @ Tue, Aug 4 2009, 08:04pm)
---> Click for Old Post <--- Click for

I took time in writing this. Some you may know, some you may not know, some may not matter much at all. This is basically pointing out hidden stats, or things that the game does not tell you.
Some tips were posted from Arreat Summit. Others are ones that I have learned by experience.
If there is something I did not post, or something that is incorrect. PM ME! Do not post here, or I will NOT find it!
Some effects were too long to add, such examples are weapon speeds with WhirlWind. You will find these in the second post.


All
1. If a character gets an oskill bonus to a skill that class "owns," the bonus is restricted to a maximum of +3.
2. Items that give bonuses to skills and skill levels will not add to Synergy bonuses.
3. Some skills have a casting delay, although this does not mean you can't cast another spell. I.E a poison java can throw a Plague Javelin, then switch to Poison Javelin and throw those.
4. Any summons you have do not receive the -resist's that Nightmare and Hell have. This does not apply to Mercenaries.
5. ( This is not skill related but many skills are affected by this ) When running your defense is 0, so walk!

Barb
1. If a Barb is dual-wielding Call to Arms runeword weapons, the +3 cap is applied to the total from both weapons.
2. Find potion has the follow chances: 60% Healing 30% Mana 10% Rejuvenation
3. Find Potion/Item prevent that monster from being revived by say, a shaman.
4. Leap has a hidden radius in which the knockback-effect is caused. It has a base of 2.6 (actually 2.64) yards, and gains 0.66 yards per level.
5. Whirlwind does not work with: "On Attack", "On Striking", or "When You Kill an Enemy" item properties.
6. Defense and Dexterity are nullified when using Berserk. With 0 defense you will block all the time, meaning you can't do anything else.
7. Double Throw incorrectly displays its damage, to get your REAL damage, divide what you see in the character screen by your throw mastery % (158% throw mastery = 2.58x)
8. Double Throw does not show the %AR that it says it gives, but it does in fact give it.
9. Leap attack does not actually use your weapons attack animation, but instead hits 'instantly' when you land, and your animation comes afterwards, so weapon speed makes no difference.

Sin
1. Deadly Strike does NOT affect a sin's kicking.
2. Cloak of Shadows disables some monsters abiliteis, archers can't shoot arrows, Sand Maggot's can't lay eggs. Etc.
3. Weapon Block works while WhirlWinding, but not walking or running.
4. Fade adds a hidden 1% DR bonus. Capped at 50%
5. In addition to Curses, Fade also reduces a shrines duration. SO cast Burst of Speed before you touch the shrine.
6. If Venom is on, all your poison damage ( charms, etc ) will have it's duration reduce to 0.4 ( same as Venom ). I.E 700 poison damage over 10 seconds will only be 28 damage over 0.4 seconds.
7. Blade Sentinel, Blade Fury, Blade Shield: All three blade skills receive an additional 50% penalty to the "weapon" portion of the damage while wearing 2 handed weapons. So equipping a thunder maul would make blade fury add only 3/8 of your 'normal attack' damage instead of 3/4, and would make blade sentinel do 3/16 instead of 3/8, and blade shield do 1/8 instead of 1/4.
8. Blade Sentinel/Fury do not take effect from Open Wounds.
9. Blade Fury doesn't use a weapons durability, so use an ethereal weapon!
10. Blade Fury always attack with 6 frames per attack.
11. AR does affect Blade Fury, but it is not shown.
12. Blade Shield reduces your weapons durability.
13. You can make Blade Shield hit more often by 'spam casting it' when standing near enemies.
14. Shadow Master / Warrior both get skill levels based on your level of the skill, and your level of the minion, and will get synergy bonuses only after having casted the skill at least once, at that skill level.



Zon
1. A CS java can farcast by throwing a Fury or Bolt, then quickly switching to CS and attacking. ( Very tricky )
2. An amazon's decoy has the skills Avoid & Dodge.
3. An amazon's valkryie's resistance is = to their level times 2. They also get a hidden bonus from Decoy which is +2 All Resist per Decoy level.
4. The equipment that a Valkyrie is spawned with is based on her Magic Level, i.e. the ilvl that her equipment is spawned with, therefore denoting which mods can be spawned. The Magic Level of any Valkyrie is equal to a base of 25 at level 1, and increases by 3 for each level.
5. Valkryie gets a bonus of +12 Dex Per Lvl
6. An amazon's jab can not be interrupted.
7. Fury works like Zeal does.
8. Strafe will fire at least this many shots at one monster, but will fire more up until the Strafe limit if there is more than one monster.
9. Exploding Arrow will carry over any +fire damage you have onto both the explosion AND the arrow itself, so it has a chance to strike twice
10. Immolation arrow does this too, except that the +fire damage listed on the skill is ALSO added to the arrow (not the case with exploding arrow, on which it is only the explosion)
11. Valkyrie gets a +25 strength per level.
12. Penetrate does not stack with Blessed Aim.

Necro
1. The Hit Points and Damage of Golems increase on Nightmare, and again on Hell Difficulty. Skeleton's life will do the same.
2. The Attack Ratings doesn't with your skeletons and golems change but these monsters are generated at the caster's level, and level plays an important part in the "to hit" formula.
3. Skeletons, when created, have a 5% chance to spawn with a shield. This shield functions to allow the skeleton to block, although skeletons only have a 3% chance to block.
4. If a skeleton mage is spawned with fire damage, he will have a higher resist to fire. Same for other elements.
5. A Fire GOlem does splash damage when it is spawned, also when it dies.
6. If you use Revive on one of those annoying Act 2 Maggots, the revive will lay eggs normally. The spawns from the eggs act as normal monsters, not Revives.
7. If Spear runs through an enemy, and hits another enemy, the spear only does half its damage to that ' other enemy '
8. Bone Wall/Prison's hitpoints increase by difficulty.
9. The front of a bone spirit is indeed a face :) and there are a few different face spawns!
10. Amplify Damage removes Physical Immune.
11. Casting Terror multiple times on a monster will stack their walk/run speed, meaning they run away faster!
12. Decripfy not only reduces the speed of your enemy, but also his damage AND reduces their physical resist by 50% ( half of Amplify Damage )
13. Lower Resist removes elemental and poison immunities.
14. If the curse breaks an immunity ( let's say fire ) the curse will only be 1/5th as effective.

Sorc
1. Even if you have -100% Enemy Resist, this will NOT affect immunities ( unlike a necro's Amplify vs physical immune )
2. Telekinesis can activate seals in Chaos, and also shrines.
3. Even though Static Field is lightning damage, it is not affected by -resists.
4. Each point in Telekinesis makes Energy Shield's damage absorption more effective. By default, for each point of damage absorbed by Energy Shield, 2 mana points are deducted - a 200% ratio. Each hard skill point in Telekinesis makes Energy Shield 6.25% more effective.
5. Warmth/Mana Regen will work at the same time. The formula is [BaseRegenrate*(100%+Warmth) ]+item.

Druid
1. Armageddon can be casted while in Wolf/Bear/Delirium form. Hurricane can NOT.
2. Ranged weapons work in Wolf form, but you swing it as a melee weapon.
3. Even though your Wolf/bear is swinging slow, he's attacking just like your druid would, only the motion of the form is slower.
4. Rabies can not be cured by antidotes.
5. Spirits are immune to Physical Damage and Poison on Nightmare. In Hell Difficulty, they're immune to Poison.
6. Antidotes will not cure Rabies damage. Why? Because Rabies is not poison, it's a 'disease'.

And finally...

Pally
1. Resist spells have a hidden 1% max resist bonus to that element with each PHYSICAL point ( +all skills don't count ).
2. They also give a PASSIVE 0.5% bonus to that element pure physical point.
3. Unlike Fade, Cleansing does not reduce Shrine duration.
4. Thorns does 1/8th the damage that it shows in PvP.
5. Each physical point in Blessed aim gives a 5% passive AR bonus.
6. Holy Freeze is not affected by 'Cannot be frozen' items.
7. Sanctuary ignores physical/elemental immunities.
8. Conviction will remove a monsters immunity, if it does, Conviction is only 1/5th as effective.
9. Smite does not work with Life/Mana % Steal.
10. Using Smite will reduce the durability of your weapon NOT shield .
11. Charge can not be used in melee range, meaning you have to be CHARGING them, you can't be standing there casting charge but all it does is look like your attacking them.


Thanks to: Arreat Summit, 9 years experience, and deathwinger for much useful information.


^ I stopped reading here.
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Aug 4 2009 10:31pm
lol kudos for putting this up for those interested
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Aug 4 2009 10:34pm
Quote (sylvannos @ Tue, Aug 4 2009, 09:12pm)
^ I stopped reading here.


Well, that IS the last sentence in the post so I'd hope you'd stop reading there.
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Aug 4 2009 10:38pm
Quote (sylvannos @ Tue, Aug 4 2009, 09:12pm)
^ I stopped reading here.


so you read the entire post
vn1
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Aug 4 2009 11:27pm
"7. Double Throw incorrectly displays its damage, to get your REAL damage, divide what you see in the character screen by your throw mastery % (158% throw mastery = 2.58x)"

Do you mean multiply?
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Posts: 20,879
Joined: Aug 21 2008
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Aug 5 2009 11:15am
Quote (tyrson @ Wed, Aug 5 2009, 12:27am)
"7. Double Throw incorrectly displays its damage, to get your REAL damage, divide what you see in the character screen by your throw mastery % (158% throw mastery = 2.58x)"

Do you mean multiply?


This is something that came from deathwinger, pm him about it

Quote (sylvannos @ Tue, Aug 4 2009, 11:12pm)
^ I stopped reading here.


He pointed out alot of things I didn't know

Quote (deathwinger @ Wed, Jul 29 2009, 11:01pm)
amazon:
none of the arrow skills add the +% ar that they say they do
exploding arrow will carry over any +fire damage you have onto both the explosion AND the arrow itself, so it has a chance to strike twice
immolation arrow does this too, except that the +fire damage listed on the skill is ALSO added to the arrow (not the case with exploding arrow, on which it is only the explosion)
-exploding arrow/magic arrow mods will not work on mercenaries, they will display but not actually deal damage/etc
strafe has a nextdelay which can cause you to shoot faster than your arrows can actually hit
multishot / strafe both bug your poison damage from charms incorrectly
a valk actually gets +25 strength per level, which is what causes her +%damage
slow missiles will incorrectly cause missiles to display as if they travel their full distance, whereas in reality, they only travel 1/3 of their distance
penetrate does not stack with blessed aim

assassin:
the +damage listed on blade skills is multiplied by all %ed sources you have, just as if it was +min/max damage from jewels or whatever, except that it is not reduced by the skill penalties
blade sentinel gives no %ctc skills
blade fury gives only %ctc on striking
blade shield gives only %ctc on attack
blade shield does NOT get the +% ed like the other two, but instead the damage on the skill IS reduced by the 1/4 penalty listed
shadow master / warrior both get skill levels based on your level of the skill, and your level of the minion, and will get synergy bonuses only after having casted the skill at least once, at that skill level
-they can be 'taught' skills, which will synergize their other ones.
dragon TAIL, adds its +% fire damage based on the damage your opponent TAKES after reductions, not based upon the damage your attack 'deals', and thus against physical immunes you deal 0 damage, and against other players you deal gimpy damage

barbarian:
double throw incorrectly displays its damage, to get your REAL damage, divide what you see in the character screen by your throw mastery % (158% throw mastery = 2.58x)
double throw does not add its +% ar bonus
leap attack does not actually use your weapons attack animation, but instead hits 'instantly' when you land, and your animation comes afterwards, so weapon speed makes no difference
leap attack has no knockback radius

i got more, but im bored of writing now

i got way more but i got bored


This post was edited by Eternal_Amaranth on Aug 5 2009 11:16am
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Aug 5 2009 11:16am
so basically you stole his work
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Aug 5 2009 12:52pm
We are clearly forgetting that -5/+5 rbf only work on ladder trappers minions - this must be true because so many ladder claws & circs being sold with 5/5 jwls ;)
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Aug 5 2009 01:50pm
Quote (Inh @ Wed, Aug 5 2009, 12:16pm)
so basically you stole his work


Obviously not. I posted 76 tips. I used I think 4 or 5 from him.
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