Breakpoint Tables

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Introduction

Diablo characters will generally benefit from equipping them with items that grant certain modifiers. In some cases this improvement will proceed continuously (e.g. Faster Run Walk); in other cases modifiers will take effect only after reaching a certain threshold or breakpoint. Thereafter, the performance will stay the same until the next breakpoint is reached.
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 to be put in simple tables. There are on-line IAS calculators available.
In DiabloII, durations are generally measured in "frames". One frame is 1/25 of a second.
The information provided here should be accurate for patch 1.11b


Faster Block Rate

General Information

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.
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 thought they are capable of using a shield.

Faster Block Rate Breakpoints

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).