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Modifier

535 bytes removed, 07:27, 25 February 2008
Special Modifiers
They 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.
{|! Modifier! Properties|-| '''==Ignores Target Defense'''| This property 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 unique bows/xbows have 100% Piercing as a property, and you can find +33% piercing on the 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 to Piercing stack with the Amazon's Pierce skill. |-| '''Absorption'''| A new modifier in the Expansion is "Absorption", a type of resistance that heals you. The absorb is usually a set number to a specific type of elemental damage, but can be a percentage as well. For example, if you had 5 Lightning absorb and were hit for 20 points of lightning damage, 5 would be absorbed and added to your hps, then you'd take 15 damage, so your net loss would be just 10. Basically you can subtract double your listed absorption from any attack of that type. 20 light absorb like on [http://www.diabloii.net/items/uniques/armor-belts-excep.shtml Tgods] will erase 40 light damage every LE bolt that hits you. Note that the absorption is added first, so if you are full hps already you don't get that benefit, but you do reduce the total damage by that amount. So if you were full hps and took 20 damage with 5 resist, you'd take 15 damage net. Absorption is calculated after any "reduces magical damage" and your resistance.It's most useful against lightning, since you tend to take lots of little lightning bolts (LE bosses) for small damage. Fire and Cold absorb help, but those tend to come in huge chunks of damage.|-| <span id="demonheal">'''Demon Heal'''</span>| A modifier that is only found in the Expansion, "Demon Heal" is on a lot of Crafted items. It heals you the 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.|-| <span id="deadlystrike">'''Deadly Strike'''</span>| A % chance of dealing Double Damage. The damage is doubled after all other bonuses, including Str or Dex modifying weapon damage. Will never stack with Asn/Barb/Ama Critical Strike bonuses. It rolls for 2x damage for one, then the other if it fails. So having this increases double damage chances, but never allows 4x damage.|-| <span id="crushingblow">'''Crushing Blow'''</span>| D2C: In Diablo II, Crushing Blow was enormously powerful, since it had the listed % chance of reducing a monster's current hit points by 50%. You could hit multiple times with this and kill quickly while doing very low damage. For example hitting for 1 damage on a 100 hps monster, but with Crushing Blow the monster's hps would be 100 > 49 > 24 > 12, in just 3 hits, rather than 97, if you had no Crushing. It only worked on normal monsters, not on bosses or other characters, and didn't work with ranged attacks at all. 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. The following lists the actual percent hps removed. This is from a monster's current hps, not it's maximum, so you'll notice big drops on full hps monsters and very little on ones that are low.<blockquote>Normal monster: 1/4 Melee, 1/8 Ranged Attack.<br> Other: 1/10 Melee, 1/20 Ranged Attack.</blockquote>"Other" includes all types of boss monsters as well as other players and their hirelings. This doesn't sound like much, but if Izzy has 100,000 hps, taking off 1/20th with your bow would be worth 5,000 hps.Crushing Blow is best used with a high percentage, and when hitting very fast and for low damage it makes a big difference.|-| <span id="openwounds">'''Open Wounds'''</span>| A type of physical damage, it has a poison-like effect, causing "uncontrollable bleeding" and steady hit point drain. The damage will stack with poison so both can drain at once. It also stops healing for the duration.<br> Diablo II: The damage is very low, around 2 per second, and it lasts from 3-11 seconds and does from 7-21 damage, sliding scale based on level of the attacker.<br> Expansion: Much improved, the new formula is: <blockquote>(Attacker level * 9 + 40)/256 pts of damage per frame over 4 seconds</blockquote>There are 25 frames per second in the Diablo II engine. Examples of damage:<br> Clvl 10: 12.7 per sec over 4 seconds for a total of 50.8 damage.<br> Clvl 30: 30.3 per sec over 4 seconds for a total of 121.0 damage.<br> Clvl 50: 47.9 per sec over 4 seconds for a total of 191.4 damage.<br> Clvl 70: 65.4 per sec over 4 seconds for a total of 261.7 damage.<br> Clvl 90: 83.0 per sec over 4 seconds for a total of 332.0 damage.
This property 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 unique bows/xbows have 100% Piercing as a property, and you can find +33% piercing on the 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 to Piercing stack with the Amazon's Pierce skill.  ==Absorption==The absorption modifier completely erases some amount of damage, usually of a specific type. 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. Absorbs Magic Damage modifiers work against all types of non-physical damage. Absorbs damage mods are very useful against physical attacks, especially multiple small damage hits, such as from Flayer blow darts or skeleton archers. 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 items. It heals 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 % chance of dealing Double Damage. The damage is doubled after all other bonuses, including Str or Dex modifying weapon damage. Will never stack with Asn/Barb/Ama Critical Strike bonuses. It rolls for 2x damage for one, then the other if it fails. So having this increases double damage chances, but never allows 4x damage.  ==Crushing Blow== D2C: In Diablo II, Crushing Blow was enormously powerful, since it had the listed % chance of reducing a monster's current hit points by 50%. You could hit multiple times with this and kill quickly while doing very low damage. For example hitting for 1 damage on a 100 hps monster, but with Crushing Blow the monster's hps would be 100 > 49 > 24 > 12, in just 3 hits, rather than 97, if you had no Crushing. It only worked on normal monsters, not on bosses or other characters, and didn't work with ranged attacks at all. 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 so removing some fraction of them is far larger damage than removing that same fraction of just a few hit points.* Normal monster: 1/4 Melee, 1/8 Ranged Attack.* Other: 1/10 Melee, 1/20 Ranged Attack."Other" includes all types of boss monsters as well as other players and their hirelings. This doesn't sound like much, but if Izual has 100,000 hps, taking off 1/20th with your bow would be worth 5,000 hps.  ==Open Wounds== A type of physical damage, it has a poison-like effect, causing "uncontrollable bleeding" and steady hit point drain. The damage will stack with poison so both can drain at once. It also stops healing for the duration. In D2X the damage scales up with the level of the character inflicting the Open Wound, by the following formula. * (Attacker level * 9 + 40)/256 pts of damage per frame over 4 seconds</blockquote>This breaks down as follows:* Clvl 10: 12.7 per sec over 4 seconds for a total of 50.8 damage.<br> * Clvl 30: 30.3 per sec over 4 seconds for a total of 121.0 damage.<br> * Clvl 50: 47.9 per sec over 4 seconds for a total of 191.4 damage.<br> * Clvl 70: 65.4 per sec over 4 seconds for a total of 261.7 damage.<br> * 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.|-| <span id=="defensevsmissiles">'''+ Defense vs. Missiles'''</span>==| A modifier found on several Uniques and set items in the Expansion, this one adds a set amount to your Defense against ranged attacks that can be Avoid'ed (Amazon skill) or blocked. Works against things like arrows, quills, spears, and projectile elemental attacks from Abyss Knights. Does not work on damage over time spells like Firewall or Poison clouds.|-| <span id=="increasedblockingspeed">'''Increased Blocking Speed'''</span>== | Diablo II pre-v1.08: Found only on [http://www.diabloii.net/items/uniques/weapons_swords.shtml#culwens Culwen's Point] in Diablo IID2, it has no function.<br> Expansion: In addition to Culwen's Point Much improved in the expansion, many Excep and Elite it can now be found on numerous unique and runeword shields have this . This property. The benefits it grants are debatablehelps against becoming block locked, and lets your character block more hits, since the vast majority if multiple strikes come in a short period of blocking is not shown, but it does make your blocking animation shorter when that displaystime.|-| <span id=="slowstarget">'''Slows Target'''</span>== | 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.
[[category:modifiers]]
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