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Monsters

31 bytes added, 11:21, 25 September 2008
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[[Image:Mon-ancient-kaa-hover.jpg|center|frame]]
 
===Monster Types===
 
All monsters fit into 3 classifications: [[Demon]]s, [[Undead]], or [[Animal]]s. Demons and Undead are labeled in the game. Monsters without a label are all Animals.
* Undead monsters take 150% damage from blunt weapons.
 
===Multiplayer Changes===
See the [[Player Settings]] page for far more detail.
 
====Players X====
 
This command works only for single player characters (whether played solo, or in TCP/IP or open Battle.net games). Simply type in "/players x" where the x = the number of players you wish the game to simulate. Players who wish a greater challenge and bigger rewards can use this command to increase monster hit points and experience gains. As of v1.11 players 1-8 are valid options, and the setting can be increased or decreased at any time during the game. Values will not change for monsters once they've spawned.
Players X also affects the quantity of items dropped by chests, and the # of players check is made when the chests are opened. It's possible to clear areas on Players 1, then turn it up to players 8 to open chests, but this tactic is considered cheesy and is scorned by legit players.
 
===Monster and Player Levels===
 
Monster levels are listed on the various monster pages. Their levels are used in many calculations, too many to list here. Some quick facts:
===Monster Spells and Projectiles===
 
Monster spells always hit. Monster projectiles (arrows, spikes, blow darts, etc) have the same sort of to/hit check as melee attacks. Some monster projectiles (Spear Cat javelins) will never hit mercs or other player minions. This can be dangerous to a player standing behind the battle.
===Immunities===
Some monsters have Immunities to [[Magic]], [[Physical]] Damage, [[Poison]] Damage and [[Elemental]] Damage, and will take no damage from such attacks. Immunities were quite common in v1.09, but this aspect of the game was rebalanced in v1.10 and now in v1.11 relatively few monsters are immune. Physical immunity is the least common type of immunity, since so many characters rely chiefly on physical damage.
Some monsters have When a monster is listed as immune, it means the monster's resistance is above 100%. Immunities to Magic, Physical Damage, Poison Damage can be "broken" by various skills and Elemental Damagespells, and will take no damage from such attacks. Immunities were quite common in v1.09as [[Lower Resistance]], [[Conviction]], but this aspect of the game was rebalanced in v1.10 [[Amplify Damage]] and now in v1[[Decrepify]].11 relatively few monsters are immune. Physical These skills will not always break an immunity is , since they simply lower that resistance by a stated value/5; if a monster has such high resistance that the least common type of immunitytotal value remains above 100%, since so many characters rely chiefly on physical damageit will still be immune.
When a monster is listed as immuneMany boss monsters gain immunities from their [[Monster Modifiers]] on Nightmare and especially on Hell difficulty. For instance, it means the monster's Stone Skin modifier adds 50% physical resistance is above 100%. Immunities can be "broken" by various skills and spells, such as Lower Resistance, Conviction, Amplify Damage and Decrepify. These skills will not always break an immunity, since they simply lower that resistance by a stated value/5; if If a monster type has such high 50% physical resistance that the total value remains above on Hell, a boss with Stone Skin would increase to 100%, it will still be and become physical immune.
Many boss monsters gain immunities from their [[Monster Modifiers]] on Nightmare and especially on Hell difficulty. For instance, the Stone Skin modifier adds 50% physical resistance. If a monster type has 50% physical resistance on Hell, a boss with Stone Skin would increase to 100%, and become physical immune.
===Hit Point Regeneration===
 
All monsters regenerate their hit points at varying rates. Bosses do so faster than regular monsters, and the rate increases with the difficulty level. Poison damage (easily added to physical damage from charms) and "Prevent Monster Heal" items will stop hit point regeneration entirely.
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