Difference between revisions of "Breakpoints"

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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."   
 
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."   
  
Weapon breakpoints are listed elsewhere in this wiki, since they require so much space to list for every character with every skill and every type of weapon. This page lists the other key breakpoints, those to Faster Casting Rate, Faster Hit Recovery, and Faster Blocking Rate.
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Speeds for all of these properties vary greatly between the different characters, and sometimes with different types of weapons as well.
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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.
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Weapon breakpoints are listed elsewhere in this wiki, since they require so much space to list for every character with every skill and every type of weapon.
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* See the [[:category:calculations|calculations category]] for many more useful pages of stats and figures.
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==Faster Block Rate Breakpoints==
 
==Faster Block Rate Breakpoints==

Revision as of 23:09, 21 March 2009

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 sometimes with different types of weapons as well.

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.

Weapon breakpoints are listed elsewhere in this wiki, since they require so much space to list for every character with every skill and every type of weapon.


Faster Block Rate Breakpoints

Improvements to faster blocking are difficult to achieve since the bonuses to it are found almost exclusively on shields.

Character Weapon/Skill/Form
Block Frames
17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Amazon 1-handed swinging weapons* O 4 6 11 15 23 29 40 56 80 120 200 480 -- -- -- --
--
Other weapons -- -- -- -- -- -- -- -- -- -- -- -- O 13 32 86 600
Assassin All -- -- -- -- -- -- -- -- -- -- -- -- O 13 32 86 600
Barbarian All -- -- -- -- -- -- -- -- -- -- O 9 20 42 86 280 --
Druid Human -- -- -- -- -- -- O 6 13 20 32 52 86 174 600 -- --
-- Werebear -- -- -- -- -- O 5 10 16 27 40 65 109 223 -- -- --
-- Werewolf -- -- -- -- -- -- -- -- O 7 15 27 48 86 200 -- --
Necromancer All -- -- -- -- -- -- O 6 13 20 32 52 86 174 600 -- --
Paladin Without Holy Shield -- -- -- -- -- -- -- -- -- -- -- -- O 13 32 86 600
-- With Holy Shield -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- O 86
Sorceress All -- -- -- -- -- -- -- -- O 7 15 27 48 200 200 -- --
  • * One-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 Casting Rate Breakpoints

Faster casting rate is found on a variety of equipment. This stat is most important for spell-casters, for obvious reasons. All spells are affected by this value, but note that some spells have a 1 second, or longer, delay between uses. For those spells, FCR equipment will lower the frames required for the actual casting animation, but the 1 second delay will still run (for 25 frames) after each cast.

For instance, if your character takes 11 frames to cast a spell that has a 1 second delay, that's 11 + 25 = 36 frames per use. If you you use FCR equipment to cut your casting frames to 7, you'll still have to wait 7 + 25 = 32 frames to cast it again. Saving 4 frames ever time you cast a spell will certainly add up over hundreds of casts, but the difference is less noticeable than it is with spells you can "spam" as quickly as your character can cast them.

Frames Amazon A3 Mercenary Assassin Druid Human Druid WW Druid WB Pal/Nec Barb/Sorc
19 O -- -- -- -- -- -- --
18 7 O -- O -- -- -- --
17 14 10 -- 4 -- -- -- --
16 22 15 O 10 O O -- --
15 32 30 8 19 6 7 O --
14 48 40 16 30 14 15 9 --
13 68 60 27 46 26 26 18 O
12 99 90 42 68 40 40 30 9
11 152 140 65 99 60 63 48 20
10 -- -- 102 163 95 99 75 37
9 -- -- 174 -- 157 163 125 63
8 -- -- -- -- -- -- -- 105
7 -- -- -- -- -- -- -- 200
  • * One-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 Hit Recovery Breakpoints

This counter registers how long your character takes to recover from a hard hit; one powerful enough to cause the hit recovery animation to trigger. Various skills and spell effects can cause all hits to trigger this animation, while they are in effect.

Character Weapon
Hit Recovery Frames
17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
Amazon All -- -- -- -- -- -- O 6 13 20 32 52 86 174 600 --
Assassin All -- -- -- -- -- -- -- -- O 7 15 27 48 86 200 --
Barbarian All -- -- -- -- -- -- -- -- O 7 15 27 48 86 200 --
Act 5 mercenary All -- -- -- -- -- -- -- -- O 7 15 27 48 86 200 --
Druid, human 1-handed swinging weapons* -- -- -- O 3 7 13 19 29 42 63 99 174 456 -- --
-- Other weapons -- -- -- -- O 5 10 16 26 39 56 86 152 377 -- --
Druid, werebear All -- -- -- -- O 5 10 16 24 37 54 86 152 360 -- --
Druid, werewolf All -- -- -- -- -- -- -- -- -- -- O 9 20 42 86 280
Act 3 mercenary All O 5 8 13 18 24 32 46 63 86 133 232 600 -- -- --
Necromancer All -- -- -- -- O 5 10 16 26 39 56 86 152 377 -- --
Paladin Spears and staves -- -- -- -- O 3 7 13 20 32 48 75 120 280 -- --
Other weapons -- -- -- -- -- -- -- -- O 7 15 27 48 86 200 --
Act 1 mercenary All -- -- -- -- -- -- O 6 13 20 32 52 86 174 600 --
Sorceress All -- -- O 5 9 14 20 30 42 60 86 142 280 -- -- --
Act 2 mercenary All -- -- O 5 9 14 20 30 42 60 86 142 280 -- -- --
  • * One-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.