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Aug 30 2006 07:54am
Item Mechanics Guide v11

- Version: 11
- Date: 16/08/2008
- By ragnaroks


Table of contents:
__1 Introduction

__2 Item Mechanics
2.1 Base Stats
2.2 Quality Modifier
2.3 Item Wear

__3 Item Stats
3.1 Strength
3.2 Dexterity (+ Critical Strike)
3.3 Intelligence
3.4 Vitality
3.5 Item Drop Stats

__4 Extras
4.1 Transmutation Box FAQ
4.2 Enhanced Effect Comparison
4.3 Advanced EE Comparison
4.4 Calculating Your Damage/Defense
4.5 Prefix Spawn Chance
4.6 Life and Mana Regen

__5 Revision History & Credits


1. Introduction


The purpose of this guide is to provide as much information as possible about the items of this game. Please note that not all of this information is 100% correct (although it should be very accurate), some of the information is as stated by njaguar and some is self researched. Also, don’t get confused with the following:
- Magic level: Magical Level of an item. I.E. Magical, Rare, Mystical, etc.
- Quality/Tier Level: The Quality/Tier Level of an item. I.E. Rusted, Iron, Runewood etc.
- Stats/Prefix: Stats/Prefix of an item. I.E. +5 Int, +7 Dex, +3% Exp, etc.


2. Item Mechanics


2.1 Base Stats

These are the base stats of all the items on Ladder Slasher. These stats are excluded from the bonus you get from your items and character stats.

Code
 ---------------
| Basic Weapons |
 ---------------      Level     Sword        Axe          Dagger
Weapon Quality        Required  Base Damage  Base Damage  Base Damage
(I)    Rusted         0         1-10         5-6          4-7
(II)   Copper         0         2-20         10-12        8-14
(III)  Bronze         0         3-30         15-18        12-21
(IV)   Iron           5         4-40         20-24        16-28
(V)    Steel          10        5-50         25-30        20-35
(VI)   Alloy          15        6-60         30-36        24-42
(VII)  Fine Alloy     20        7-70         35-42        28-49
(VIII) Mithril        25        8-80         40-48        32-56
(IX)   Sapphire       30        9-90         45-54        36-63
(X)    Adamantium     35        10-100       50-60        40-70
(XI)   Diamond        40        11-110       55-66        44-77
(XII)  Tempered-      45        12-120       60-72        48-84
       Diamond
(XIII) Tintitanium    50        13-130       65-78        52-91
(XIV)  Ultimanium     55        14-140       70-84        56-98
___________________________________________________________________________
                      Level     Club         Staff         Average
Weapon Quality        Required  Base Damage  Base Damage   Damage per Tier
(I)    Splintered     0         2-9          3-8           5.5
(II)   Pine           0         4-18         6-16          11
(III)  Elm            0         6-27         9-24          16.5
(IV)   Oak            5         8-36         12-32         22
(V)    Ironwood       10        10-45        15-40         27.5
(VI)   Heartwood      15        12-54        18-48         33
(VII)  Runewood       20        14-63        21-56         38.5
(VIII) Stonewood      25        16-72        24-64         44
(IX)   Ebonwood       30        18-81        27-72         49.5
(X)    Drywood        35        20-90        30-80         55
(XI)   Darkwood       40        22-99        33-88         60.5
(XII)  Steelwood      45        24-108       36-96         66
(XIII) Angelwood      50        26-117       39-104        71.5
(XIV)  Godwood        55        28-126       42-112        77

 ---------------
| Heavy Weapons |
 ---------------      Level     Longsword    Battle Axe   Spear
Weapon Quality        Required  Base Damage  Base Damage  Base Damage
(I)    Rusted         0         2-20         10-12        8-14
(II)   Copper         0         4-40         20-24        16-28
(III)  Bronze         0         6-60         30-36        24-42
(IV)   Iron           5         8-80         40-48        32-56
(V)    Steel          10        10-100       50-60        40-70
(VI)   Alloy          15        12-120       60-72        48-84
(VII)  Fine Alloy     20        14-140       70-84        56-98
(VIII) Mithril        25        16-160       80-96        64-112
(IX)   Sapphire       30        18-180       90-108       72-126
(X)    Adamantium     35        20-200       100-120      80-140
(XI)   Diamond        40        22-220       110-132      88-154
(XII)  Tempered-      45        24-240       120-144      96-168
       Diamond
(XIII) Tintitanium    50        26-260       130-156      104-182
(XIV)  Ultimanium     55        28-280       140-168      112-196
___________________________________________________________________________
                      Level     War Hammer   Polearm       Average
Weapon Quality        Required  Base Damage  Base Damage   Damage per Tier
(I)    Splintered     0         4-18         6-16          11
(II)   Pine           0         8-36         12-32         22
(III)  Elm            0         12-54        18-48         33
(IV)   Oak            5         16-72        24-66         44
(V)    Ironwood       10        20-90        30-80         55
(VI)   Heartwood      15        24-108       36-96         66
(VII)  Runewood       20        28-126       42-112        77
(VIII) Stonewood      25        32-144       48-128        88
(IX)   Ebonwood       30        36-162       54-144        99
(X)    Drywood        35        40-180       60-160        110
(XI)   Darkwood       40        44-198       66-172        121
(XII)  Steelwood      45        48-216       72-192        132
(XIII) Angelwood      50        52-234       78-208        143
(XIV)  Godwood        55        56-252       84-224        154

 --------
| Armors |
 --------
Light                 Level     Robes [Padded]
Armors Quality        Required  Base  Defense  
(I)    Tattered       0         0-1   [0-2]
(II)   Cotton         0         0-2   [0-4]
(III)  Woolen         0         0-3   [0-6]
(IV)   Linen          5         0-4   [0-8]
(V)    Brocade        10        0-5   [0-10]
(VI)   Silk           15        0-6   [0-12]
(VII)  Gossamer       20        0-7   [0-14]
(VIII) Elvan          25        0-8   [0-16]
(IX)   Seamist        30        0-9   [0-18]
(X)    Nightshade     35        0-10  [0-20]
(XI)   Wyvernskin     40        0-11  [0-22]
(XII)  Silksteel      45        0-12  [0-24]
(XIII) Pixiesilk      50        0-13  [0-26]
(XIV)  Spiderthread   55        0-14  [0-28]
___________________________________________________________________________________________
Meduim                Level     Leather Armors                       Level     Scale Armors  
Armors Quality        Required  Base Defense   Armor  Quality        Required  Base Defense    
(I)    Patched        0         1-3            (I)    Cracked        0         1-4
(II)   Rawhide        0         2-6            (II)   Steel Leaf     0         2-8
(III)  Tanned         0         3-9            (III)  Bone           0         3-12
(IV)   Cured          5         4-12           (IV)   Bine           5         4-16
(V)    Hard           10        5-15           (V)    Shell          10        5-20
(VI)   Double cured   15        6-18           (VI)   Dragonbone     15        6-24
(VII)  Rigid          20        7-21           (VII)  Fossil         20        7-28
(VIII) Embossed       25        8-24           (VIII) Amber          25        8-32
(IX)   Imbued         30        9-27           (IX)   Coral          30        9-36
(X)    Runed          35        10-30          (X)    Chitin         35        10-40
(XI)   Enchanted      40        11-33          (XI)   Fossilized     40        11-44
(XII)  Tempered       45        12-36          (XII)  Crystallized   45        12-48
(XIII) Encrested      50        13-39          (XIII) Petrified      50        13-52
(XIV)  Fine honed     55        14-42          (XIV)  Dragon skull   55        14-56
___________________________________________________________________________________________
Heavy                 Level     Chain Mails   Plate Mails
Armors Quality        Required  Base Defense  Base Defense
(I)    Rusted         0         2-5           2-6
(II)   Copper         0         4-10          4-12
(III)  Bronze         0         6-15          6-18
(IV)   Iron           5         8-20          8-24
(V)    Steel          10        10-25         10-30
(VI)   Alloy          15        12-30         12-36
(VII)  Fine Alloy     20        14-35         14-42
(VIII) Mithril        25        16-40         16-48
(IX)   Sapphire       30        18-45         18-54
(X)    Adamantium     35        20-50         20-60
(XI)   Diamond        40        22-55         22-66
(XII)  Tempered-      45        24-60         24-72
       Diamond
(XIII) Tintitanium    50        26-65         26-78
(XIV)  Ultimanium     55        28-70         28-84

 --------
| Charms |
 --------       Level      Ice          Fire         Lightning    Earth        Wind
Charm Quality   Required   Base Damage  Base Damage  Base Damage  Base Damage  Base Damage
Spell I         0          4-5          2-7          0-9          3-6          1-8
Spell II        0          9-11         5-15         1-19         7-13         3-17
Spell III       0          14-17        8-22         2-28         11-19        5-25
Spell IV        5          19-22        11-30        3-38         15-26        7-34
Spell V         10         23-28        14-38        4-47         19-33        9-43
Spell VI        15         28-34        17-45        5-57         23-40        11-51
Spell VII       20         33-39        19-53        6-66         26-46        13-60
Spell VIII      25         38-45        22-60        7-76         30-53        15-68
Spell IX        30         42-51        25-68        8-85         34-60        17-77
Spell X         35         47-57        28-76        9-95         38-67        19-86
Spell XI        40         52-62        31-83        10-104       42-74        21-94
Spell XII       45         57-68        34-91        11-114       46-80        23-103
Spell XIII      50         61-73        37-98        12-123       49-86        25-111
Spell XIV       55         66-79        39-106       13-133       53-93        26-120
__________________________________________________________________________________________
                Level      Focused Heal Heal         Wild Heal    Average
Charm Quality   Required   Base Heal    Base Heal    Base Heal    Damage/Heal per Tier
Spell I         0          4-5          2-7          0-9          ~4.5
Spell II        0          9-11         5-15         1-19         ~10
Spell III       0          14-17        8-22         2-28         ~15.5
Spell IV        5          19-22        11-30        3-38         ~20.5
Spell V         10         23-28        14-38        4-47         ~25.5
Spell VI        15         28-34        17-45        5-57         ~31
Spell VII       20         33-39        19-53        6-66         ~36
Spell VIII      25         38-45        22-60        7-76         ~41.5
Spell IX        30         42-51        25-68        8-85         ~46.5
Spell X         35         47-57        28-76        9-95         ~52
Spell XI        40         52-62        31-83        10-104       ~57.5
Spell XII       45         57-68        34-91        11-114       ~62.5
Spell XIII      50         61-73        37-98        12-123       ~67
Spell XIV       55         66-79        39-106       13-133       ~72.5



2.2 Quality Modifier

Magical items has 1 stat modifier.
Rare items has 2 stat modifiers.
Mystical items has 3 stat modifiers.
Angelic items has 4 stat modifiers.
Mythical items has 5 stat modifiers.
Arcane items has 6 stat modifiers.
Legendary items has 7 stat modifiers.
Godly items has 8 stat modifiers.
Epic items has 9 stat modifiers.
Relic items has 10 stat modifiers.
Artifact items has 11 stat modifiers.
Unique items has 12 stat modifiers.


2.3 Item Wear

Code
Character       --- Basic Weapons ---          |             --- Heavy Weapons ---       |     --- Armors ---     |   --- Stats ---
Class                                          |  Long   Battle         War              |                        |
             Sword  Axe  Club  Dagger  Staff   |  Sword  Axe     Spear  Hammer  Polearm  |  Light  Medium  Heavy  |  Str  Dex  Int  Vit
Fighter      Yes    Yes  Yes   -       -       |  Yes    -       Yes    -       Yes      |  Yes    Yes     Yes    |  50   40   10   50
Barbarian    Yes    Yes  Yes   -       -       |  -      Yes     -      Yes     Yes      |  Yes    Yes     Yes    |  60   25   5    60
Rogue        Yes    Yes  Yes   Yes     Yes     |  -      -       Yes    -       -        |  Yes    Yes     -      |  30   60   25   35
Magician     -      -    -     Yes     Yes     |  Yes    -       Yes    -       Yes      |  Yes    -       -      |  20   50   60   20
Guardian*    -      -    Yes   -       -       |  Yes    Yes     Yes    Yes     Yes      |  -      -       Yes    |  30   10   55   55
Samurai      Yes    -    -     Yes     -       |  Yes    -       -      -       -        |  Yes    Yes     Yes    |  45   50   10   50
Paladin      Yes    Yes  Yes   -       -       |  Yes    Yes     -      Yes     Yes      |  Yes    Yes     Yes    |  60   55   20   55
Monk         -      -    -     Yes     Yes     |  -      -       -      -       Yes      |  Yes    -       -      |  40   65   20   40
Ninja        Yes    -    -     Yes     -       |  -      -       Yes    -       -        |  Yes    -       -      |  40   70   15   35
Warlock      -      -    -     -       Yes     |  -      -       -      -       -        |  Yes    -       -      |  15   45   75   35
HeadHunter   -      Yes  -     -       -       |  -      Yes     -      -       -        |  Yes    Yes     -      |  55   75   5    35
Alchemist    -      -    -     -       -       |  -      -       -      -       -        |  Yes    -       -      |  10   40   110  15
             6/12   5/12 5/12  5/12    4/12    |  5/12   4/12    5/12   3/12    6/12     |  11/12  6/12    5/12   |


Light  -> Robes and Padded Robes
Medium -> Leather and Scale Armors
Heavy  -> Chain and Plate Mails

* Can only equip healing charms



3. Item Stats
** Please note that these are average amounts, they can be lower/higher than the listed ones depending on your gear.


3.1 Strength

* Increases your physical damage of your weapon by (roughly) 0.90% - 1.00% per point (~0.95% average, real formula is "hidden")


3.2 Dexterity (+ Critical Strike)

Dexterity:
* Increases the chance to score a critical hit by 0.XX% for every point of dexterity
- The more dexterity you have, the less % it adds to your critical strike chance. There is no real "breakpoint". I recommend to stop around 100-150 though, just my own experience
* Increases your physical attack speed
- Same as above, the more dexterity you have, the less % it adds to your attack speed, no real “breakpoint”
* Increases the damage done when you score a critical strike by roughly 1% per point
* Decreases the damage done to you when they hit you with a critical strike

Critical Strike:
* Increases the chance to score a critical hit by 1% for every point of critical strike

Q: Dexterity or Critical Strike?
A: Here’s my personal opinion regarding dexterity and critical strike
- 1 point of critical strike > 1 point of dexterity
- 2 points of dexterity ~ (equal) 1 point of critical strike (in this case, check the other stats on that item)
- 3 points of dexterity > 1 point of critical strike


3.3 Intelligence

* Increases your spell damage of your charm by roughly 1.05% per point
* Increases your charm (spell) attack speed
- The more intelligence you have, the less % it adds to your attack speed, no real “breakpoint”
* Decreases the damage done to you when they use a spell attack (like resistance, attack type (spell or physical) of a monster are not shown)


3.4 Vitality

* Increases your defense of your armor by (roughly) 0.90% - 1.00% per point (~0.95% average, real formula is "hidden")


3.5 Item Drop Stats




4. Extras


4.1 Transmutation Box FAQ

Q: What is the transmutation box?
A: The transmutation box will "fuse" two of your items. You will lose the two items you "fused" but in return you get a new item with new stats.
Recipes:
- Armor + Ice Charm = Armor with Strength or Mind Numb
- Armor + Fire Charm = Armor with Intelligence or Armor Pierce
- Armor + Lightning Charm = Armor with Dexterity or Damage Return
- Armor + Wind Charm = Armor with Dexterity or Critical Flux
- Armor + Earth Charm = Armor with Vitality or Block
- Armor + Wild Heal = Armor with Mana Regen or Luck
- Armor + Heal = Armor with Mana Regen or Physical Damage Reduction %
- Armor + Focused Heal = Armor with Life Regen or Magical Damage Reduction %
- Weapon + Weapon = Weapon with new stats
- Armor + Armor = Armor with new Stats
- Charm + Charm = Charm with new Stats

* All armor and charms must be magical or higher
* The tier of the armor and the charm must be the same
* The armor will be the same type of armor (possible variance on magical), with a guarenteed stat above depending on the charm type used
* Armor must be in 1st slot, charm in 2nd

Q: Does ‘Magic Luck’ have any effect regarding the result of the transmuted item?
A: Yes and no, I've seen LvL 1 chars muting a 231 EE wind charm, maybe having Magic Luck will increase your "Luck" a bit more than your normal "Luck". Nobody knows the actual formula nor has it been revealed.

Q: Which magic level will my item get?
A: Here’s a (basic) scenario with 0 Magic Luck.
Step 1: Highest Magic level Item - (minus) Lowest Magic level Item = XX
Step 2: XX + (plus) 1 = XX
Step 3: 100 : (divide) XX = XX%* To Spawn At That Magic level (see examples)

Example:
Mythical (LvL 5) - Rare (LvL 2) = 3 (5-2=3), 3+1= 4, 100:4 = 25% Chance to spawn either rare/mystical/angelic/mythical Magic level. (With insane amount of luck you can also get a magical or arcane one)

1 = Magical, 2 = Rare, 3 = Mystical, 4 = Angelic, etc.

Q: Which prefixes will my new transmuted item get?
A: You will get prefixes that are based on the item level. Therefore it's impossible to 'mute' any low level with 50+ str/dex etc. Section 3.5 for more information regarding this.


4.2 Enhanced Effect Comparison




4.3 Advanced Enhanced Effect Comparison

Ever thought of, “My 120 EE Ice XI Charm, or my 95 EE Fire XIII Charm?"
Formula:
[Average Dmg of the Tier] * [(1 + ('EE'/100))] = End Damage

Code

                Level      Ice       Fire       Average
Charm Quality   Required   Base Dmg  Base Dmg   Dmg per Tier
Spell XI        40         52-62     31-83      ~57.5
Spell XII       45         57-68     34-91      ~62.5
Spell XIII      50         61-73     37-98      ~67


Results:
120 EE Ice XI -> 57.5 x '120 EE' (2.20) = 126.5 (Average damage, without Int bonus)
95 EE Fire XIII -> 67 x '95 EE' (1.95) = 130.65 (Average damage, without Int bonus)

As you see, the second charm deals around 4 average damage more than the first one, but the first one requires less mana to use and lower level requirement. So basically, both the charms are almost the same, not worth getting both.


4.4 Calculating Your Damage/Defense

* Please note that this method is not 100% accurate, it gives you an idea what your damage/defense will become before buying/equipping the actual item.

[((Str*0.95/Int*1.05/Vit*0.95) : 100 ) + 1] * [Perm Link Damage/Defense] = Total Damage/Defense
Remember that:
1 point of Strength -> 0.95% EE (average)
1 point of Vitality -> 0.95% EE (average)
1 point of Intelligence -> 1.05% EE

How to get perm link damage back again?
[Base Damage/Defense * "EE" (100 + EE%) : 100] = XXX.XX Damage/Defense

Example: (Charm with 21-216 perm link damage and you have 157 Intelligence.
Min damage: [2.6485 (157*1.05 = (164.85 : 100) + 1] * [21] = 55.6185 -> 56
Max damage: [2.6485 (157*1.05 = (164.85 : 100) + 1] * [216] = 572.076 -> 572

The real damage of this charm was, 57-574. Miscalculation? ( http://img407.imageshack.us/img407/7206/lscharmlg8.jpg )
No, the (21.X and 216.X) ‘X’ value are not shown and they are hidden unless you calculate them yourself.
[21.6] * [2.6485] = 57
[216.6] * [2.6485] = 574


4.5 Prefix Spawn Chance

The % chance that the item will spawn with the prefix you wanted! (EG. An 'Epic' item has 31,28% chance to spawn with the prefix you wanted! Like 'EE' on your sword)
Total amount of prefixes ingame at the moment: [[ 33 ]] (See Item Drop chart for the prefixes)

Code
Magic level     Spawn chance
Magical         3,03%
Rare            6,15% (+3,12)
Mystical        9,38% (+3,23)
Angelic         12,71% (+3,33)
Mythical        16,16% (+3,45)
Arcane          19,73% (+3,57)
Legendary       23,43% (+3,70)
Godly           27,28% (+3,85)
Epic            31,28% (+4,00)
Relic           35,45% (+4,17)
Artifact        39,80% (+4,35)
Unique          44,34% (+4,54)



4.6 Life and Mana Regen

Here's the Life and Mana regen formula:
Your 'Base' Life/Mana regen [+]
Life/Mana regen from your gear [+]
1 extra Life/Mana regen for every 25 point of Int/Vit. (Stacks with items) [+]

Code
Level    Base Life/Mana regen
1-4      1
5-9      2
10-14    3
15-19    4
20-24    5
25-29    6
30-34    7
35-39    8
40-44    9
45-49    10
50-54    11
55-59    12
60-64    13
65-69    14
70-74    15
75-79    16
80+      17



5. Revision History & Credits


Version 11, 16/208/2008
- Reworked the whole guide again, much improved and beter view
- Added base damage of the new "heavy weapons"
- Prefix spawn chance updated majorly, old one was incorrect
- New Item drop chart and EE comparison chart
- Updated item wear section

Version 10, 07/07/2008:
- Updated section 3.5 (Item drop prefix guide, the picture and stats values)
- Updated section 2.6 (Better overview and Guardian added)
- Updated section 4.3 (Better formula)
- Added average damage/heal stats on the weapons and charms section
- Minor updates on some sections

Version 9c, 07/02/2008:
- Added base damage/heal of the new 5 charms. (Earth, Wind, Focused Heal, Heal and Wild Heal)
- Improved various sections to support beter "understandings". (Like lvl req everywhere etc.)


Special Thanks

* benglish11, XnaadgeHc, hikiko and InsaneBobb for providing me some useful information
* Paul (njaguar) for creating and hosting this game
* The Ladder Slasher Community for keeping this game alive
* You for reading this guide

Legal Junk

I assume no responsibility if any of the listed information is incorrect (it should be very accurate but not perfect). If you have any trouble or doubts about this guide, stop reading it or either visit the Ladder Slasher forum, someone there will gladly assist you.

This guide is copyright © 2006-2008 by ragnaroks (d2jsp username). Feel free to pass (copy/paste) it around, if you wish to use it elsewhere, please ask my permission first. Just don't sell it or take credit for any of my work expressed herein.


This post was edited by Balakai on Aug 16 2008 01:51pm
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Aug 30 2006 09:59am
How very useful!
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Aug 30 2006 10:06am
ty for info that helps....
kinda
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Aug 30 2006 10:14am
ah ty.... i searched for such a list smile.gif
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Aug 30 2006 04:36pm
Bump, finished the base damage and defense on all items, hopefully a mod will edit it soon smile.gif
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Aug 30 2006 04:38pm
heh thiks i been wondering obout this
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Aug 30 2006 04:43pm
Good stuff.
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Aug 30 2006 04:43pm
i won't be the last to say this should be stickied smile.gif

i've added it to my notepad so it can be bumped if need be untill then

Edit: Weapons & Armors & Charms Class Mechanics


should be

Weapon, Armor & Charm Class Mechanics


This post was edited by Cordelious on Aug 30 2006 04:45pm
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Aug 30 2006 04:45pm
Quote (Hiney @ Wed, Aug 30 2006, 10:59am)
How very useful!


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Aug 30 2006 04:46pm
Quote (Flipped @ Wed, Aug 30 2006, 10:43pm)
Good stuff.


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