Difference between revisions of "Breakpoint Tables"
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+ | Since Diablo II runs with 2D graphics, at 25 frames per second, events can only occur at discrete numbers of frames. As a result of this, improvements to attack rate, casting speed, hit recovery, and blocking rate are not measured in incremental improvements, but only by frames. If a normal attack with a given weapon takes 10 frames, some amount of faster attack bonus will drop it down to 9 frames, but until that amount is reached, no improvement will occur. Players call the amounts of improvement necessary to cause a change "breakpoints." | ||
− | + | Speeds for all of these properties vary greatly between the different characters and items. Many attack skills have their own speeds and breakpoints. Other skills ([[Fanaticism]] modify the overall speed of attack. | |
− | + | ||
− | + | Values must meet or exceed numbers to achieve that breakpoint. If a breakpoint requires 48% Faster Hit Recovery, you will not get it with 46% or 47%. You must get to 48%, and then anything above that will cause no change until you meet or exceed the next breakpoint. | |
− | + | ||
+ | Increased speeds are displayed by dropping frames of animation. This can result in very fast movements looking choppy. For instance, if a character's basic attack with a given weapon requires 12 frames for the full animation (showing the arm swinging, the weapon descending, the hit landing, and then the weapon being lifted back to the ready pose), and your character has that attack down to 5 frames, thanks to a lot of IAS and a boost from [[Fanaticism]], 7 of the 12 frames of animation will not be shown. The game will only display the weapon at the top, halfway down, hitting, halfway back up and at rest. Hence it looks choppy. This display issue can not be avoided in a frame-based, 2D game. 3D games do not have this issue, since movements can be shown at any speed -- the refresh rate of your monitor, 3D card, and the game engine permitting. | ||
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+ | * See the [[:category:calculations|calculations category]] for many more useful pages of stats and figures. | ||
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+ | ==Breakpoint Modifiers== | ||
Modifiers that use the "breakpoint system" are: | Modifiers that use the "breakpoint system" are: | ||
*Faster Block Rate (FBR) | *Faster Block Rate (FBR) | ||
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*Increased Attack Speed (IAS) | *Increased Attack Speed (IAS) | ||
− | Given below are tables for FBR, FCR and FHR. Breakpoints for IAS depend on too many variables to be put in simple tables. There are [http://diablo2.ingame.de/tips/calcs/speedcalc_titanseal/speedcalc_english.php on-line IAS calculators] available. | + | Given below are tables for FBR, FCR and FHR. Breakpoints for IAS depend on too many variables (item, skill, character, equipment) to be put in simple tables. There are [http://diablo2.ingame.de/tips/calcs/speedcalc_titanseal/speedcalc_english.php on-line IAS calculators] available. |
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+ | In DiabloII, animation speeds are measured in "frames," as explained above. One frame is 1/25 of a second. | ||
==Faster Block Rate== | ==Faster Block Rate== | ||
− | + | A character goes into block animation if its opponent succeeds in the hit check and the character succeeds in a blocking check. The character can do nothing else during the blocking animation. Blocking is only possible while engaged in melee combat, or while walking. (Not while running.) See the [[block|blocking article]] for more details. | |
− | A character goes into block animation if its opponent succeeds in the hit check and the character succeeds in a blocking check. The character can do nothing else during the blocking animation. | + | |
− | + | Improvements to faster blocking are difficult to achieve since the bonuses to it are found almost exclusively on shields. | |
− | In some cases the equipped weapon influences the blocking speed. | + | * In some cases the equipped weapon influences the blocking speed. |
− | + | * The Assassin's [[Assassin Shadow Disciplines#Weapon Block| Weapon Block]] skill is also affected by her Faster Block Rate, and the same values as for shield blocking apply. | |
− | The Assassin's [[Assassin Shadow Disciplines#Weapon Block| Weapon Block]] skill is also affected by her Faster Block Rate, and the same values as for shield blocking apply. | + | * Act 3 mercenaries do not block even though they are capable of using a shield. |
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− | Act 3 mercenaries do not block even | ||
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Revision as of 10:35, 25 June 2009
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Since Diablo II runs with 2D graphics, at 25 frames per second, events can only occur at discrete numbers of frames. As a result of this, improvements to attack rate, casting speed, hit recovery, and blocking rate are not measured in incremental improvements, but only by frames. If a normal attack with a given weapon takes 10 frames, some amount of faster attack bonus will drop it down to 9 frames, but until that amount is reached, no improvement will occur. Players call the amounts of improvement necessary to cause a change "breakpoints."
Speeds for all of these properties vary greatly between the different characters and items. Many attack skills have their own speeds and breakpoints. Other skills (Fanaticism modify the overall speed of attack.
Values must meet or exceed numbers to achieve that breakpoint. If a breakpoint requires 48% Faster Hit Recovery, you will not get it with 46% or 47%. You must get to 48%, and then anything above that will cause no change until you meet or exceed the next breakpoint.
Increased speeds are displayed by dropping frames of animation. This can result in very fast movements looking choppy. For instance, if a character's basic attack with a given weapon requires 12 frames for the full animation (showing the arm swinging, the weapon descending, the hit landing, and then the weapon being lifted back to the ready pose), and your character has that attack down to 5 frames, thanks to a lot of IAS and a boost from Fanaticism, 7 of the 12 frames of animation will not be shown. The game will only display the weapon at the top, halfway down, hitting, halfway back up and at rest. Hence it looks choppy. This display issue can not be avoided in a frame-based, 2D game. 3D games do not have this issue, since movements can be shown at any speed -- the refresh rate of your monitor, 3D card, and the game engine permitting.
- See the calculations category for many more useful pages of stats and figures.
Contents
Breakpoint Modifiers
Modifiers that use the "breakpoint system" are:
- Faster Block Rate (FBR)
- Faster Cast Rate (FCR)
- Faster Hit Recovery (FHR)
- Increased Attack Speed (IAS)
Given below are tables for FBR, FCR and FHR. Breakpoints for IAS depend on too many variables (item, skill, character, equipment) to be put in simple tables. There are on-line IAS calculators available.
In DiabloII, animation speeds are measured in "frames," as explained above. One frame is 1/25 of a second.
Faster Block Rate
A character goes into block animation if its opponent succeeds in the hit check and the character succeeds in a blocking check. The character can do nothing else during the blocking animation. Blocking is only possible while engaged in melee combat, or while walking. (Not while running.) See the blocking article for more details.
Improvements to faster blocking are difficult to achieve since the bonuses to it are found almost exclusively on shields.
- In some cases the equipped weapon influences the blocking speed.
- The Assassin's Weapon Block skill is also affected by her Faster Block Rate, and the same values as for shield blocking apply.
- Act 3 mercenaries do not block even though they are capable of using a shield.
Character | Weapon / Skill / Form | Block Frames | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | ||
Amazon | 1H swinging weapon (*) | 0 | 4 | 6 | 11 | 15 | 23 | 29 | 40 | 56 | 80 | 120 | 200 | 480 | ||||
Other weapons | 0 | 13 | 32 | 86 | 600 | |||||||||||||
Assassin | all | 0 | 13 | 32 | 86 | 600 | ||||||||||||
Barbarian | all | 0 | 9 | 20 | 42 | 86 | 280 | |||||||||||
Druid | Human form | 0 | 6 | 13 | 20 | 32 | 52 | 86 | 174 | 600 | ||||||||
Bear form | 0 | 5 | 10 | 16 | 27 | 40 | 65 | 109 | 223 | |||||||||
Wolf form | 0 | 7 | 15 | 27 | 48 | 86 | 200 | |||||||||||
Necromancer | all | 0 | 6 | 13 | 20 | 32 | 52 | 86 | 174 | 600 | ||||||||
Paladin | normal | 0 | 13 | 32 | 86 | 600 | ||||||||||||
with Holy Shield | 0 | 86 | ||||||||||||||||
Sorceress | all | 0 | 7 | 15 | 27 | 48 | 86 | 200 | ||||||||||
Character | Weapon / Skill / Form | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Block Frames |
(*) 1-handed swinging weapons include 1-handed axes, clubs, 1-handed maces, orbs, scepters, 1-handed swords, 2-handed swords wielded in one hand, throwing axes, and wands.
Faster Cast Rate
General Information
The Faster Cast Rate (FCR) determines how rapidly a character can make use of non-timered spells.
Note that the sorceress' spells Lightning and Chain Lightning have different breakpoints than her other spells.
Faster Cast Rate Breakpoints
Character | Skill / Form | Casting Frames | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
23 | 22 | 21 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | ||
Amazon | all | 0 | 7 | 14 | 22 | 32 | 48 | 68 | 99 | 152 | ||||||||
Assassin | all | 0 | 8 | 16 | 27 | 42 | 65 | 102 | 174 | |||||||||
Barbarian | all | 0 | 9 | 20 | 37 | 63 | 105 | 200 | ||||||||||
Druid | Human | 0 | 4 | 10 | 19 | 30 | 46 | 68 | 99 | 163 | ||||||||
Bear form | 0 | 7 | 15 | 26 | 40 | 63 | 99 | 163 | ||||||||||
Wolf form | 0 | 6 | 14 | 26 | 40 | 60 | 95 | 157 | ||||||||||
Necromancer | Human | 0 | 9 | 18 | 30 | 48 | 75 | 125 | ||||||||||
Vampire | 0 | 6 | 11 | 18 | 24 | 35 | 48 | 65 | 86 | 120 | 180 | |||||||
Paladin | all | 0 | 9 | 18 | 30 | 48 | 75 | 125 | ||||||||||
Sorceress | Lightning / Chain Lightning | 0 | 7 | 15 | 23 | 35 | 52 | 78 | 117 | 194 | ||||||||
other spells | 0 | 9 | 20 | 37 | 63 | 105 | 200 | |||||||||||
Merc Act 3 | all | 0 | 8 | 15 | 26 | 39 | 58 | 86 | 138 | |||||||||
Character | Skill / Form | 23 | 22 | 21 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 |
Casting Frames |
Faster Hit Recovery
General Information
Faster hit recovery (FHR) comes into play when a target (monster or player) is struck by a successful attack that causes any type of damage greater than 1/12 of the target's maximum life. When this happens, the target (in this instance, your character) goes into a "hit stun" animation. When your character is stunned, it can't make any other kind of movement during the recovery phase. You can be stunned repeatedly while stunned. This is known as "stun lock" and it is potentially lethal, especially in PvP.
Please note that in some cases the equipped weapon influences the hit recovery rate.
Faster Hit Recovery Breakpoints
Character | Equipped weapon | Hit Recovery Frames | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | ||
Amazon | all | 0 | 6 | 13 | 20 | 32 | 52 | 86 | 174 | 600 | |||||||
Assassin | all | 0 | 7 | 15 | 27 | 48 | 86 | 200 | |||||||||
Barbarian | all | 0 | 7 | 15 | 27 | 48 | 86 | 200 | |||||||||
Druid; Human form | 1H swinging weapon (*) | 0 | 3 | 7 | 13 | 19 | 29 | 42 | 63 | 99 | 174 | 456 | |||||
Other weapons | 0 | 5 | 10 | 16 | 26 | 39 | 56 | 86 | 152 | 377 | |||||||
Druid; Bear form | all | 0 | 5 | 10 | 16 | 24 | 37 | 54 | 86 | 152 | 360 | ||||||
Druid; Wolf form | all | 0 | 9 | 20 | 42 | 86 | 280 | ||||||||||
Necromancer; Human form | all | 0 | 5 | 10 | 16 | 26 | 39 | 56 | 86 | 152 | 377 | ||||||
Necromancer; Vampire form | all | 0 | 2 | 6 | 10 | 16 | 24 | 34 | 48 | 72 | 117 | ? | ? | ? | ? | ||
Paladin | Spears and staves | 0 | 3 | 7 | 13 | 20 | 32 | 48 | 75 | 129 | 280 | ||||||
Other weapons | 0 | 7 | 15 | 27 | 48 | 86 | 200 | ||||||||||
Sorceress | all | 0 | 5 | 9 | 14 | 20 | 30 | 42 | 60 | 86 | 142 | 280 | |||||
Merc Act 1 | all | 0 | 6 | 13 | 20 | 32 | 52 | 86 | 174 | 600 | |||||||
Merc Act 2 | all | 0 | 5 | 9 | 14 | 20 | 30 | 42 | 60 | 86 | 142 | 280 | |||||
Merc Act 3 | all | 0 | 5 | 8 | 13 | 18 | 24 | 32 | 46 | 63 | 86 | 133 | 232 | 600 | |||
Merc Act 5 | all | 0 | 7 | 15 | 27 | 48 | 86 | 200 | |||||||||
Character | Equipped weapon | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 |
Hit Recovery Frames |
(*) 1-handed swinging weapons include 1-handed axes, clubs, 1-handed maces, orbs, scepters, 1-handed swords, 2-handed swords wielded in one hand, throwing axes, and wands.
Credits
All information has been compiled from various sources, mainly the Diabloii.net Facts & Formulae Archive (FBR, FCR, FHR), Tommi Gustafsson's pages (FBR, FHR, including formulae), The Amazon Basin (accurate Act3 Merc breakpoints) and Technomage-C01's tables (Necromancer Vampire form FCR & FHR, accurate FHR for Paladins wielding spears and staves).