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'''Life loss per frame:'''
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier<br>Clvl=16-30: ((18*Clvl-104)/256) * Modifier<br>Clvl=31-45: ((27*Clvl-374)/256) * Modifier<br>Clvl=46-60: ((36*Clvl-779)/256) * Modifier<br>Clvl=61-99: ((45*Clvl-1319)/256) * Modifier
where '''Modifier''' differs for attack type and target:
life loss per frame=<br>
=((45*85-1319)/256) * 1=<br>=(3825-1319)/256=<br>=9.7890625
For life loss per second, multiply life loss per frame by 25:
9.7890625*25=<br>
=244.7265625
For total life loss, multiply life loss per second by 8 (the total duration of OW):
244.7265625 * 8 =
= 1957.8125
=FAQ=
===So what can I do against OW in PvP?===
The duration of the state "openwounded" is subject to curse length reduction. So an Assassin's Fade and a Paladin's Cleansing can reduce the duration of OW. Note that Cleansing uses a different approach and won't reduce OW duration.
===Will every target suffer from OW?===
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.
===Does OW work the same in ever version of DII?===
The basics, yes. The formula, no. In 1.09 OW's life loss used the same formula for every character level and lasted only 4 seconds:
life loss per frame = (cLvl * 9 + 40) / 256
Taking the above example of a level 85 character hitting a normal monster:
life loss per frame = (85 * 9 + 40) / 256 =
= (765 + 40) / 256 =
= 805 / 256 =
= 3.14453125
life loss per second = life loss per frame * 25 =
= 3.14453125 * 25 =
= 78.61328125
total life loss = life loss per second * 4 =
= 78.61328125 * 4 =
= 314.453125