d2jsp
Log InRegister
d2jsp Forums > Off-Topic > General Chat > User Blogs > One D2 Thread To Rule Them All
Prev1234Next
Add Reply New Topic
Member
Posts: 16,229
Joined: May 28 2015
Gold: 2,118.35
Jan 15 2019 04:21am








This post was edited by Lil_Gueto on Jan 15 2019 04:23am
Member
Posts: 16,229
Joined: May 28 2015
Gold: 2,118.35
Jan 15 2019 04:22am
The bug with +min/max damage on non weapons is as follows.

Adding a +max or +min jewel to armor/helm/shield will work as intended.
Adding %ED jewels to armor/helm/shield works as intended
Armor/helm/shield which already has +max damage will make any %ED jewel only work as "enhanced MINIMUM damage"
Armor/helm/shield which already has +min damage will make any %ED jewel only work as "enhanced MAXIMUM damage"
Armor/helm/shield which already has +min AND +max damage will make any %ED jewel not work at all.

The same is true if the +min/max damage is on the same jewel as the %ED

Few examples:
Adding a +1 min damage jewel, and then adding a 40%ED jewel to a helm will "break" the 40%ED with regards to min damage.
Adding a 40%ED jewel, and then adding a +1min dmg jewel will NOT break anything.
Adding a 40%ED/+15max jewel to a weapon will work perfectly
Adding a 40%ED/+15max jewel to a non-weapon will make the 40%ED only work as "40%enhanced minimum damage".
Member
Posts: 16,229
Joined: May 28 2015
Gold: 2,118.35
Jan 15 2019 04:25am




This post was edited by Lil_Gueto on Jan 15 2019 04:25am
Member
Posts: 16,229
Joined: May 28 2015
Gold: 2,118.35
Jan 15 2019 04:26am


This post was edited by Lil_Gueto on Jan 15 2019 04:27am
Member
Posts: 16,229
Joined: May 28 2015
Gold: 2,118.35
Jan 15 2019 04:28am
Member
Posts: 16,229
Joined: May 28 2015
Gold: 2,118.35
Jan 15 2019 04:28am
Member
Posts: 16,229
Joined: May 28 2015
Gold: 2,118.35
Jan 15 2019 04:29am



seems people are confused about what stun and hit recovery mean and how it's calculated. (also you need to take into account the hit recovery frame breakpoint of your opponent and if the skill you're using has a next hit delay)

for hit recovery chance you need to calculate in this chronological order
1.damage is applied
2.if damage causes death of the target unit there'll be no further evaluation of GetHit
3.if target unit is frozen there'll be no further evaluation of GetHit
4.if applied damage is poison only there'll be no further evaluation of GetHit
5.if applied damage is smaller than 1 (aka 256 bites) there'll be no further evaluation of GetHit **
6.get MaxLife, maximum life of target unit
7.get divisor (the value which was believed to be 1/12) ***
8.get GetHitTriggerNumber via GetHitTriggerNumber = MaxLife / divisor
9.then the applied damage counts in in several steps if damage is smaller than GetHitTriggerNumber, there'll be no further evaluation of GetHit
if damage is smaller than GetHitTriggerNumber * 2, GetHit evaluation will continue with 50% chance (rnd {0, 1} = 0 Exit, otherwise continue to next step)
if last check was successful, or damage is smaller than GetHitTriggerNumber * 4, Hit Recovery will occur with 75% Chance (rnd {0, 1, 2, 3} = 0 Exit, otherwise Hit Recovery will happen)
if damage is bigger than GetHitTriggerNumber * 4, Hit Recovery will happen
10.if target unit is no subject to Hit Recovery at all, Hit Recovery will be skipped

** ingame calculations of damage and life are always multiplied with 256 to get some extra precision, since the engine can only do integers; thus 1 point equals 256 'bites', the result is then again divided by 256, and truncated
*** the default divisor is 16, sometimes 8 is used, which would mean divisor 8 attacks require 100% more dmg than divisor 16 to have the same chance at hit recovery

tldr version

chance for hit recovery on divisor 16 attacks
37.5% of the time if it deals 1/16 your max HP
75% of the time if it deals 1/8 your max HP
100% of the time if it deals 1/4 your max HP

chance for hit recovery on divisor 8 attacks
37.5% of the time if it deals 1/8 your max HP
75% of the time if it deals 1/4 your max HP
100% of the time if it deals 1/2 your max HP


furthermore, if you have a skill that can 'stun' your opponent then all attacks put them in hit recovery, regardless of how much dmg they do. Which is why sins max mind blast and put only 1 point for low dmg traps. or why paladins throw in a smite or foh.
http://wiki.theamazonbasin.com/images/a/ae/Stun.gif


________________________Attack Divisors___________________________________

all
standard divisor 16
the fiery throwing elixirs
divisor 8
all thrown knives
all thrown axes
all thrown javelins
arrows from standard attack
bolts from standard attack
Amazon
standard divisor 16
Fire Arrow
Exploding Arrow (explosion only)
Cold Arrow
Ice Arrow
Freezing Arrow
Charged Strike (the charged bolts)
Lightning Strike
Lightning Bolt
Lightning Fury
divisor 8
Magical Arrow
Multiple Shot (arrows or bolts)
Strafe (arrows or bolts)
Guided Arrow
Immolation Arrow (not fire on ground)
Poison Javelin (javelin only)
Plague Javelin (javelin only)
further:
immolationfire (fire on ground) has softhit and hitsound chances of 19/128
Sorceress
standard divisor 16
Fire Bolt
Fire Ball
Inferno
Meteor (center and explosion, not fire on ground)
Charged Bolt
Nova
Lightning
Chain Lightning
Thunderstorm
Ice Bolt
Ice Blast
Glacial Spike
Blizzard
Frost Nova
Chilling Armor (the released missile)
Frozen Orb
divisor 8
- none -
further:
Blaze and Firewall both have each softhit and hitsound chances of 19/128
meteorfire has softhit chance of 19/128
Necromancer
standard divisor 16
Teeth
Corpse Explosion
Bone Spirit
divisor 8
Bone Spear
further:
all Skeletal Mages' missiles may trigger GetHit, even the toxic one has some physical damage assigned
Paladin
standard divisor 16
Holy Bolt (if target is undead)
Blessed Hammer
Fist of the Heavens (both initial Fist and released Holy Bolts, the latter only vs undead)
divisor 8
- none -
further:
Holy Aura may trigger GetHit due to damage; probably standard divisor 16
Barbarian
standard divisor 16
War Cry
divisor 8
- none -
further:
there's a Leap missile with 1% KB chance ? - seems to exist an additional roll sometimes
there's a Whirlwind missile I can't track down ?
Druid
standard divisor 16
Molten Boulder (sphere only)
Arctic Blast
Twister
Shock Wave
Volcano (initial volcano and flying fiery debris)
Tornado
divisor 8
- none -
further:
Firestorm has softhit
Twister may hav stun duration assigned
Assassin
standard divisor 16
Fire Trauma (aka Fire Blast)
Blade Sentry
Blade Shield
Wake of Destruction
Wake of Inferno
Charged Bolt Sentry
Lightning Sentry
Death Sentryr (the lightning, corpsey explosion may cause GetHit clientside only!)
Fists of Fire (explosion)
Claws of Thunder (lightning and nova)
Royal Strike (aka Phoenix Strike; all but meteor fire on ground)
divisor 8
Blade Fury
further:
Shock Field has softhit
Blades of Ice may cause GetHit clientside only!
Monsters, whose missiles may cause Hit Recovery

skills
standard divisor 16
Fallen Shamans' fire attack
Fallen Shamans' ice attack (Act5 guests)
[Sand Leapers' Leap (explicit KB missile?)]
Unravelers' unholy bolts (also Radament)
Willowisps' lightning attack
explosion of Vampires' Meteors (not fire on ground; softhit chance of 19/128)
Vampires' Fireballs (via explodingarrowexp submissile)
Andariel's AndrialSpray (IIRC her breath, also contains physical damage)
also UberAndariel
Mephisto's PrimeBolt (via chargedstrikebolt missile)
Mephisto's cold/phys orb (via mephisto missile oO)
Mephisto's Frost Nova
Mephisto's Blizzard
all also UberMephisto
Diablo's FireWall (via diabwallmaker missile); not his breath; not PrimeFirewall; DiabCold is melee
all also UberDiablo, plus DiabloGeddon (via diablogeddonexplosion)
Baal's BaalNova
Baal's BaalInferno
Baal's BaalCold (plus 75% KB Chance)
all also BaalClone
all also UberBaal, plus Chilling Armor
Baal's taunting effect in Worldstone areas (lightning only, not the poison cloud)
Izual's Frost Nova
also UberIzual, plus Chilling Armor
Summoner's Frost Nova
Summoner's Fire Ball
Summoner's Glacial Spike; not his Fire Wall
[AncientBarb Whirlwind ? -> see Barbar]
Cantors'Blizzard
hydra missiles from Hydrae Summons
Gargoyle Traps' missiles in Act1 Jail and Catacombs
Turrets' fiery missiles Act2 outdoors
Lightning Spires' Nova (skill is called ArcaneTower)
Lightning Spires' Lightning
[Coldworm's queenpoisoncloud when dying is poison only, so no GetHit]
FingerMages' drain mana missile (contains also physical and fire damage)
Regurgitators' spitting corpsey goo
Abyss Knights' undead missiles (the green one is poison only, so no GetHit)
Oblivion Knights' Bone Spirits (also Act5 guests)
Succubi 's and Succubuswitches' missiles
all Imps' missiles but the Inferno they'll cast from Siege Beasts and Turrets
Death Maulers' tentacle spikes
the very special special arrows of Act5 guest corrupted rogues and skeletal archers (MonExplodingArrow, MonFreezingArrow)
trapped chests' nova
almost all Catapult missiles (not meteor fire on ground and plague)
all Skeletal Mages' missiles (even the poisonous one contains some physical damage)
Shadowwarrior, -master see Assassin
divisor 8
Blood Raven's standard arrows
Rogues' standard arrows (incl Flavie)
the not so very special special arrows of Act5 guest corrupted rogues and skeletal archers (MonBow, MonFireArrow, MonColdArrow)
the toxic missiles from trapped walls in Act2&3 (contain also physical damage)
the spikey missiles from trapped walls in Act2&3 (contain also physical damage)
further:
Vampires' Firewall has hitsound chance of 19/128
standard missiles
standard divisor 16
bigheads' (Tainted et al) lightning ball missile
sandmaggots' goospit (also Coldworm, if it ever spits)
batdemons' lightning thingie (no anchor in txt files to be found, probably hardcoded to baseID)
willowisps' lightning
scarabs' emitted lightning when hit
frogdemons' fiery and cold goo (includes 33% KB chance, too; toxic goo is poison only, so no GetHit)
skeletal mages' missiles (all elements)
regurgitators' corpsey missiles
firebolt from trapped chests
megademons' inferno
Lightning Spires' arcanelightning
Pantherwomen's fiery pots (the toxic one is poison only, so no GetHit)
Imps' standard missiles
almost all Catapult missiles (not meteor fire on ground and plague)
vipers' poisonjavelin (not the cloud)
vipers' firebreathing
divisor 8
quillrats' spikes
rogues' arrows (also Flavie)
corrupted rogues' default arrows (also Blood Raven)
skeletal archers' arrows
toxic and spikey trapped wall missiles in Act2&3 dungeons
Pantherwomen's javelins
fetishs' blowgun darts
ancient thrower barbarian's axes (choose random value from last Scrabble leftovers for inserting name here)
vipers' bonespears
objects which will most probably cause Hit Recovery when run into

all fiery
probably standard divisor 16
fire small
fire medium
fire large
body (the x-tied corpse on ground in Tristram and some Act1 dungeons)
dummy hellfire1 (probably Act4 campfires)
dummy hellfire2 (probably Act4 campfires)
dummy hellfire3 (probably Act4 campfires)
Member
Posts: 16,229
Joined: May 28 2015
Gold: 2,118.35
Jan 15 2019 04:31am






This post was edited by Lil_Gueto on Jan 15 2019 04:31am
Member
Posts: 16,229
Joined: May 28 2015
Gold: 2,118.35
Jan 15 2019 04:32am







This post was edited by Lil_Gueto on Jan 15 2019 04:33am
Member
Posts: 16,229
Joined: May 28 2015
Gold: 2,118.35
Jan 15 2019 04:34am







This post was edited by Lil_Gueto on Jan 15 2019 04:34am
Go Back To User Blogs Topic List
Prev1234Next
Add Reply New Topic