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Special modifier

2,478 bytes removed, 09:11, 7 July 2009
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These modifiers do not have Clvl requirements or Ilvls, like prefixes and suffixes do, and the character level required to use these items will always be pre-determined on Uniques and Set Items. On Crafted Items the Clvl can be pre-set, but is usually determined by the random mods (since they're usually higher than the minimum preset value).
 
The descriptions on this page are just the basic information. Click to the individual articles for far more detailed descriptions of how these modifiers function.
=Ignores Target Defense=
This property [[Ignores Target Defense]] is found on various Unique items and can also be added to a weapon by socketing the Jah rune. The name is somewhat misleading, since it does not mean you will always hit the target. It means that the target's defense is set to zero, so your odds of hitting are greatly increased, but since your character's level is factored against the target's level, the actual to/hit will depend on how that formula plays out. The greatest to/hit possible in Diablo II is 95%, under any circumstances.
=Piercing=
Numerous [[Piercing]] is a property found on numerous unique bows/xbows have and crossbows, usually set to 100% Piercing as a property, and you can find +. A 33% piercing bonus to it can be found on the Unique unique [[Razortail ]] Belt as well. Piercing is identical to the Amazon skill Pierce; it gives a projectile a chance to pass through one target and continue on to hit a second for full damage. Bonuses For Amazons, % bonuses to Piercing stack with the % granted by the Amazon's Pierce skill.  =Absorption=
The absorption modifier completely erases some amount of damage, usually of a specific type. It also heals the user that amount of damage before they take damage from the rest of the hit The value of absorption modifiers varies greatly due to how damage is inflicted. Lightning is most useful, fire, cold, and physical less so.
Absorbing lightning damage is the most useful since lightning tends to hit in multiple small bolts. Ten points of lightning absorb can completely neuter a Lightning Enchanted boss, if it's emitting dozens of 6-8 damage charges. In contrast, ten points of fire absorb would make hardly any difference against 500 damage meteors.=Absorb=
Absorbs Magic Damage modifiers work against all types [[Absorb]] grants a powerful defensive bonus. This is a fairly complicated modifier, with the order of non-physical damageoperations crucial to understanding its benefits. Check the absorb article for full details.
Absorbs Absorb comes in two types: % and absolute. The % absorb is calculated after your character's resistance to that type of damage mods are very useful against physical attacks, especially multiple small and works on whatever damage hitsyou take after resistance. Absolute absorb is absorb of a set value, such as from Flayer blow darts or skeleton archersthe +20 lightning absorb found on [[Thundergod's Vigor]] unique belt. This is calculated after % absorb. High resistances combined with high absorb can result in attacks actually healing your character.
Absorbs % damage mods are most useful against fierce melee damage monsters such as cows or minotaurs, who hit for big physical damage.
=Demon Heal=
| A modifier that is only found in the Expansion, "[[Demon Heal" ]] is on a lot of Crafted itemsfairly uncommon (and useless) modifier. It heals provides a small healing bonus for each Demon that your character listed amount of hit points (usually 1-3) for every Demon (as opposed to normal/animal or undead) you kill. This works like the +mana per kill mods, and doesn't appear to work from kills by minions.
=Deadly Strike=
A [[Deadly Strike]] grants a % chance of dealing Double Damage. The that your characters's total physical damage is will be doubled after all other bonuses, including Str or Dex modifying weapon damage. Will never stack with Asn/Barb/Ama It works just like the Critical Strike bonusesbonus granted by various character skills. It rolls for 2x damage for Both Deadly and Critical Strike are checked (when present), but only onewill ever be applied, then the other if it fails. So having this increases double damage chances, but never allows so there's no way to get both and 4x damage.
=Crushing Blow=
The [[Crushing Blow modifier ]] is found on numerous weapons and may also be added from some special items of armor. CB has a % chance to work, and it can be stacked up to 100% with multiple items adding the bonuspowerful damage modifier. CB's It deals damage is fractional; some % of the target's current (not total) hit points are removed. This makes it very powerful against targets with based on a lot of life, and hardly noticeable against weak or nearly dead enemies. CB was overpowered initially, and the effectiveness was scaled back with the Expansion (and the addition of many more items with CB on them). '''D2C v1.00-1.07:''' In Diablo II, Crushing Blow only worked on normal monsters, not bosses or other players. It was very strong still, since CB removed 50% of the monster's current hit points. For an extreme example, imagine a 10 damage weapon with 100% crushing blowand can be extremely effective in high percentages, vs. a 1000 especially against higher hit point monsterenemies. The beast would die in just 6 hits% applied varies by target type, much faster than with a 100 damage weapon and no crushing blow. (CB is calculated before weapon damage, and fractions always round up in D2.)*Monster's hit points = 1000 > 490 > 235 > 108 > 44 > 12 > 0 '''Expansion and v1.08+ D2:''' Crushing Blow works with all attacks and on all targets, but the reduction in hps is much less than it was in D2, and the chunks of hit points removed are further reduced by type of weapon and monster. Crushing blow is most useful against very large monsters, or when your character deals multiple, rapid, low-damage hits. It's most noticeable early in a fight, when the monster has the most hit points and removing some fraction of them makes a big difference.* Normal monster: 1/4 Melee, 1/8 Ranged Attack.* Boss/Champion monster: 1/8 Melee, 1/16 Ranged Attack.* Player/Hireling: 1/10 Melee, 1/20 Ranged Attack. If the damage to bosses doesn't sound like much, consider that boss monsters often have over 100,000 hit points, and substantial physical resistance. Thus one CBgame version, even from a bow, could deal many thousands of damage, while regular hits did in so check the low hundreds, after physical resistance was calculated. Multiple items granting Crushing Blow will stack up the % chance of it working, up to 100%. Over 50% or 60% makes this special modifier extremely effective against bossesarticle for full details.
Crushing Blow is affected by positive physical resistance.
 
Crushing Blow in multiple player games does not scale up with monster hitpoints (Crushing Blow damage in multiple player games gets divided by the increase in monster hitpoints), but it does become more effective. This is because there is because a larger percentage of the monsters hitpoints are left after each hit.
=Open Wounds=
A [[Open Wounds]] is a type of physical damage, it that has a poison-like effect, causing "uncontrollable bleeding" and a steady hit point drain. The damage will stack with poison so both can drain at once. It also stops healing for the durationTargets will not regenerate hit points while Open Wounds is in effectSee the [[Open Wounds]] page for a vastly detailed explanation ' damage is based on the Character level of this skillthe player who inflicts it, with higher level characters dealing much higher damage.
For a shorter version, refer to the following formula and approximate Damage examples:
* (Attacker level * 9 + 40)/256 pts of damage per frame over 4 seconds
** Clvl 10: 12.7 per sec over 4 seconds for a total of 50.8 damage.
** Clvl 90: 83.0 per sec over 4 seconds for a total of 332.0 damage.
There are 25 frames per second in the Diablo II engine. Like poison, Open Wounds doesn't stack, but resets with each new application. It also prevents healing for the duration.
 
=+ Defense vs. Missiles=
A modifier found on several Uniques and set items in the Expansion, this one [[Defense vs. missiles]] adds a set amount bonus to your Defense character's defense that is only checked against ranged incoming missile attacks that can be Avoid'ed (Amazon skill) or blocked. Works This bonus helps against things attacks like arrows, quills, spears, and projectile elemental attacks from skeleton mages and Abyss Knights. Does It does not work on damage over time spells like Firewall or Poison clouds.
=Increased Blocking Speed=
Diablo II pre-v1[[Increased Blocking Speed]] works like [[Faster Hit Recovery]] for shields.08: Found only It cuts the recovery time between blocking animations, allowing character to block more frequently. This property is found almost exclusively on Culwen's Point in D2, it has no functionshields.
Much improved in the expansion, and it can now be found on numerous unique and runeword shields. This property helps against becoming block locked, and lets your character block more hits, if multiple strikes come in a short period of time.
=Slows Target=
=[[Slows Target=]] decreases the movement speed (but not attack or casting speed) of the target. The target turns blue and slows down, as though they were chilled, but there is no damage associated with this modifer.
This property works like cold, turning the target blue and slowing them, but it deals no cold damage. The same item on the same character will not stack, however multiple items with slow on them will, or the same/multiple items on different characters will. This property is banned in some PVP games, since it is so powerful it completely unbalances some matchups.
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