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→Hell
Most map layouts of the levels in Hell are divided into quadrants, with long walls along the middle of the level and four large rooms in each corner. There are exceptions, and some layouts are practically honeycombs, but the majority of areas of Hell are fairly wide open and very conducive to ranged attacks. Rogues can turn these areas into a sort of bowling alley, firing in straight lines well off the visible screen and listening for the sound of their arrows hitting. Sorcerers are very happy in Hell also, with good firing lines for their spells and long, straight stretches of level to retreat to, while still firing at the advancing enemies.
====Hell Monster To/Hit Bonus====
Physical damage monsters on the lower levels of Hell have a bonus to/hit that makes them more likely to hit characters, irrespective of their defense (though hits may still be blocked). These bonus hits (more accurately described as special penalties to player defense) mean that monsters on these levels never have a to/hit lower than:
* Dlvl 14: 20%
* Dlvl 15: 25%
* Dlvl 16: 30%
They may have much higher to/hits than these; such as on a lightly-armored Sorcerer. But their to/hit is never lower than this. (There are no physical damage ranged attackers in Hell. This property is not applied to magical attacks, such as Bloodstars, Flash, or Fireballs, which are calculated differently than melee strikes.)
====Level 16====