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Mar 13 2026 08:55pm
any pokemasters want to suggest a pokemon with lots of defensive stats but barely any offensive

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Mar 13 2026 09:00pm
any pokemasters want to suggest a pokemon with lots of defensive stats but barely any offensive


Good question.
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Mar 13 2026 10:27pm
any pokemasters want to suggest a pokemon with lots of defensive stats but barely any offensive


one of those defilers from nihlathak or wsk?
I'm using one of those stygian hags from act 4, summons 5 other little guys, makes for nice meat shields
maybe one of those regurgitator guys? Their ai isn't great though, they tend to retreat.

This post was edited by FoldersUnite on Mar 13 2026 10:29pm
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Mar 14 2026 12:09pm
Does anyone know if a bound demon goatman benefits from Death Marks 25% crushing blow?
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Mar 15 2026 03:46am
Also going to add a FFF tier with a single entry

Frenzied Hell Spawn, only those created by Hell Whips in Arreat Plateau and maybe a few other demon tagged overseers, are indeed bindable. It take some finesse, only really works if you can get them to spawn on the opposite side of a wall from you and pick off anything they'd aggro upon conversion including wall sections/towers and have a way to damage them for a small enough amount because they have only 20-40% of the areas base HP but still have some regen. The difference between this pokemon and a Voltorb is that his Self-Destruct deals about 0 damage and he doesn't just 'faint'...
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Mar 15 2026 04:00am
We're implying that you're getting cursed + aura enchanted on all these bound demons, and talking about the other mods you could get, like elemental enchanted / stone skin / mana burn / etc
Since you can get cursed + aura enchanted from normal mobs in cursed TZ, there's not much benefit to searching for much harder to obtain unique enemies, because the other affixes they could have like lightning enchanted don't do much


of the three holy damage auras, holy freeze has the upside of slowing enemies as a defense. But it also has the downside that slowed enemies move into your aoe slower and block other enemies out of range, and holy freeze won't hit act bosses and get the 75% chance to curse them each tick that holy fire/shock have. Holy fire and holy shock have identical uses for spreading curse, but holy fire has slightly larger aoe because its higher level.


Wow I never knew holy freeze doesn't work on act bosses. Good sharing.
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Mar 15 2026 05:19am
I'm trying to figure out exactly how damage is actually being dealt with some ranged unit attacks for demons
Its very clearly higher than what you'd get if it was only dealing base damage, but still much lower than the melee damage
Ex, I have a TZ96 succubi shooting blood stars with cursed + holy freeze + extra strong + extra fast + multiple shot.
Level 99 succubi should have 44-83 blood star damage as pure magic, and 55-99 melee base damage. I'm adding +1283 damage / +775% as summoned (+99% extra strong)
Naive calculation would be ~200 magic per volley, ~13908 phys per melee, after moncrit, before %dr/resist.
Against 14000 hp / 0% dr / 25% magic demon gremlins, she kills them in 1 hit as melee, and about 3 shots (9 hits) for blood stars. Not 100% clear if all hits connect.
Against 21900 hp / 33% dr / 10% magic burning dead archers, she kills them in 1 hit as melee, about 5 shots (15 hits) for blood stars. Easier to manage since they stand still and trade ranged shots. A few skeletons survived with a sliver of hp after 1 melee hit.
Against 43500 hp / 25% dr / 0% magic eldritch minions, she kills them in 2 hits as melee (~60%+ dealt in 1 hit) and about 10 shots (30 hits) for blood stars, hard to count I can't tell since I have to teleport back to force ranged
The physical melee damage checks out. She should be doing 27.8k hp and that kills gremlins in 1 shot and 2 shots the minions and was just at the edge of max random HP range of skeleton archers (18.0-25.7k with 15% dr hence taking ~24.5k on a non-crit)
So I'm convinced that's accurate on how its calculated for melee.
The magic damage is WAY above what it would be normally, but nowhere near as high as the physical. And I'm not convinced its 100% magic damage either, in case its somehow either adding physical to magic as one explanation.
If it was pure magic, then it took about 2000 per hit for gremlins, 1600 per hit for archers, 1450 per hit for minions. Now assuming gremlins were being overkilled / missing a bit that could easily be ~1500 actual damage per hit as pure magic.
If that's the case, how does 44-83 magic blood star become ~1400-1600 magic? Given the +1283 base damage / +874% ed. Well if it was 9.74x damage, that would only be ~619 per hit. But if its just adding the +damage directly, its ~1347 per hit, and combine monster crit its in the ~1400 range.

My guess at this moment is that the +damage affix on bind demon is being added directly to the A2 damage parameter for enemies that use non-physical A2 damage for their skills, which is the case for some ranged attackers - but not scaling with %ed provided by bind demon, mastery, might aura, etc.
It likely still doesn't work on ranged spells that scale with levels instead of via monster stats, I'd need to test that more, my guess is they are doing the absolute minimum fuck-all damage
Now another question might be- are there any physical projectiles that DO scale with % ed / might aura on mobs, that use their A1/A2 parameters and could actually scale with both +damage and %ed? I need to test each case

But as per this case, we can see that at a minimum; some ranged mobs appear to be getting the +damage towards their ranged attack, not the %ed, and it does shotgun with multiple shots.
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Mar 15 2026 06:09am
also I tested all the ranged mobs in the game by just save editing the same bound demon with multiple shots - there aren't many ranged demons anyway- and indeed can confirm that;
all the demons that cast elemental spells (fallen shamans, fetish shamna, balrogs, demon imps) deal negligible damage / their base unscaled skill damage
blowdart fetishes also deal negligible damage, apparently using skill damage instead of a1/a2 damage, too bad
corrupted archers & succubi are the only two demons classes dealing significant ranged damage.

For some reason, succubi are appearing to deal significantly more even though I'm spreading amp damage on targets and that should scale physical damage more (or if its adding phys to the magic, the two should be nearly identical)
I'm trying to make sure all 3 missiles connect, maybe there is a nextdelay for arrows that doesn't exist for blood star? That or just their spread might be higher, arrows are faster and no time to penetrate for nextdelay. I could look it up in missiles.txt but that's a pain to navigate
Furthermore, I encountered a weird glitch where dark archers failed to cast/attack at all. She did her bow shooting animation and no missiles. No damage dealt, they aren't invisible. Sometimes locked up for 10+ seconds. If I teleport her away and reset she can fire.
Either way, its very clearly that succubi are dealing way more damage than dark rangers, and are the only ranged attacker with any kind of reliable damage at all. My guess is just because the blood stars are actually connecting and dark ranger arrows aren't because nextdelay / spread / glitching / smaller missile size

Overall this is mediocre damage. Melee attacks with that same +skills swap gear are hitting for 23000+ damage before amp. This succubi is presumably hitting something like ~5000 magic when all 3 blood stars connect
But hey that's definitely nice compared to other ranged mobs not even making enemy hp bars move



This post was edited by Goomshill on Mar 15 2026 06:10am
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Mar 15 2026 10:24am
This thread needs yet another addendum

Turns out the act 5 variant of urdars have only 3 damage regen and lose -25% regen compared to the acts 2-4 versions which all have 4 damage regen.
Normal monsters have 1.22%/s, urdars from act 5 have 1.83%/s, urdars from acts 2-4 have 2.44%/s

So this creates the tradeoff that act 5 urdars have 200% hp / 75% dr / 160% ar / 3 regen, while acts 2-4 urdars have 230% hp / 55% dr / 110% ar / 4 regen
For a blood boil build in particular the extra regen matters more than the hp/dr/ar, and the cold immune variant found in Tal Rasha's Tomb, in P8 TZ96 cursed games, will now be the #1 option imo
So my recommendation has changed from frigid highlands urdar (very hard to get, 22% per game) to tal's tomb (much easier, 42% per tomb, 7 tombs per game, 97%+ chance to get one)
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Mar 15 2026 12:54pm
Damn, just some hours ago, after a hundred tries i got my tz96 cursed cold act 5 urdar :rofl:

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