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njaguar
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Aug 26 2006 10:41am
This will be a work in progress documentation for you guys to understand how certain stats work and affect your character. I will add more to this as time permits, but wanted to get some basics started.

Strength:
- Increases physical damage (weapons)

Dexterity:
- Increases speed and chances to strike first during each combat round
- Increases chances of delivering a critical strike
- Increases damage done when a critical strike occurs

Intelligence:
- Adds to Max Magic at level up
- Increases offensive damage of spells (charms)
- Increases defensive vs. spells cast at you (hidden value, not shown)
- Items that give +Intelligence do not increase your Magic Points!

Vitality:
- Adds to Max Life at level up
- Increases defensive properties of armor
- Items that give +Vitality do not increase your Life Points!


Monsters:
- Monsters are randomly generated when a level is chosen. (Name, stats, image)
- Each combat round, a monster will either attack with a physical attack or spell attack (not shown to player which attack was done)
- Experience given is based upon the max stats a level monster can get (str, dex, int, vit, hp) divided by what the current monster actually got rolled as. The stronger the monster, the more experience you get.


Critical Strike:
- A critical strike is a base x2 of your damage, ignoring the opponents defense (absorb)
- The actual modifier is based upon a base of x2 + dexterity modifiers.


Life/Magic per Round:
- Items can grant a + to Life and/or Magic per round. These items will heal you per combat round.
- The effectiveness of the heal is random 1 to your value, modified by the relative strength of the monster your are fighting.
- If you fight monsters of a lesser level than yourself, this heal factor is greatly deteriorated.

Mind Numb:
- This mod gives you a % chance for your spells to ignore the enemies intelligence. It's sorta like a critical strike. If the monster had low int, the effect will obviously be less, but it will have high effect vs. high intelligence opponents.
- The only way to get this is through items, your base stats will not give you any chance for this, so it differs from a critical strike in that regard.


Market Place:
- It costs 5% of the sale price to list an item. If the item is high valued, you have to prepay the fee.
- You must wait 24 hours before you can remove an item from the market.
- You must wait 3 hours to modify the price of an item you placed on the market.
- When you are allowed to modify the price of an item, you can only decrease the price, never increase it, without first removing the item, and replacing it onto the market.
- You may, at any time, discard an item completely from the market. This will permanently delete it.
- You may only sell magical and higher items.

Transmutation Box:
- You can currently only place two items into the box, they can be combined into a single item, if you get the right recipe.
- Original reroll recipe = same item, type, category, (ie, Magical Fire I + Mystical Fire I). Must be magical or above.


Master Quest:
- At level 71, you can attempt to complete the master level quest.
- More info will be posted later. smile.gif


Enhanced Effect item mod:
- On Weapons, increases the damage by the % listed
- On Armor, increases the defense by the % listed
- On Charms, increases the spell damage by the % listed


Magic Luck item mod:
- When a magic level is determined, if you have magic find, it will roll against this percent for a chance to add +1 magical level to the item.
- When an item is rolled for magical stats, it determines the magical level for each stat. This will give you a chance to increase the magical level up to the spawn level of the item.

Perm Item Link:
- Hover your mouse over the item name, then click the item name. A Perm Link will appear at the bottom of the stats. Click this link to get to a link to your items stats. You can use the link provided to show other people your item.


Shrine of Mu'rakar:
- The shrine allows you to sacrifice items in exchange to be healed.
- The higher the level of the item, and higher the magical level vs. your player level determines the percentage of life/magic you get healed.


I'll keep adding to this later, enjoy.
njaguar
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Sep 4 2006 10:00am
Added Mind Numb
njaguar
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Sep 5 2006 10:04am
Added the following mods (at next server restart):

Armor Pierce
- Gives you a % chance to ignore targets defense (damage absorption) when you score a physical attack.

Block
- Gives you a % chance to block a physical attack, which doubles your defense rating (damage absorption)

Critical Flux
- Gives you a % chance to ignore target dexterity when you score a critical strike. This works like Mind Numb, only for physical damage critical strikes.

Physical Damage Reduction
- Reduces all physical damage done to you by the % listed.

Magical Damage Reduction
- Reduces all magical damage done to you by the % listed.



All new mods can only be given through items, not base stats.
All new mods stack with each equipped item.


Modification:
Marketplace now allows you to filter by the item quality instead of level requirement, to get finer tuning of lower level items.
njaguar
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Sep 6 2006 06:14am
Added the Well of Malevolence
- Allows you to spawn strong boss monsters
- The boss will give you more experience, and nice items.
- More info later, see what you can discover yourself. wink.gif
njaguar
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Sep 14 2006 08:59am
Added ability to reroll your character back to level 1, and re-choose your character class.
- This is a permanent effect, there is no undoing this once it is done.

Fixed experience from bosses in the well.
njaguar
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Jan 21 2007 06:05pm
Added two classes:
Headhunter
Alchemist

Added ability to view ladder (non-pvp) by character class as well as overall.
njaguar
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Mar 10 2007 09:36am
Added two new tiers for all items.
- Level 50 items
- Level 55 items

Master Quest moved from level 61 to level 71.

Maximum monster level you can now fight is level 70.
njaguar
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Mar 20 2007 11:59am
Modified drop algo:

Magic Luck now also affects the quality of stats that can spawn on an item. First it rolls the base mLvl of the item, then rolls against your magic find, increasing up to the cap (spawn level) of the cap, if you are lucky enough.
njaguar
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Apr 22 2007 05:03pm
Drop chance has been doubled. You now have a 20% chance to find an item off a monster your own level.

The quality of items dropped has not been affected, you will just simply find more items, which equates to a better chance of finding something useful.
njaguar
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May 10 2007 03:09pm
Rewrote the stat drop formula (again). Stats that drop on items should be a lot more reasonable now.
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