Category:Modifiers

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Revision as of 00:59, 8 January 2007 by Rushster (talk | contribs) (Special Modifiers)
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Introduction

One of the most fun aspects of Diablo II is the item hunting. There are hundreds of different item modifiers with an incredible array of properties, all of them of different levels, droppable by different monsters, some only on higher difficulty levels, and more. The variety is nearly infinite.

Magic-Only Modifiers

In Diablo II the best items are always Rares (or some Uniques). Rares can get up to six modifiers, three prefixes and three suffixes at most, always beating the prefix/suffix that Magical items can have, since they are all drawn from the same pool. Rares are found from monster drops (more drop if you have +Magic Find equipment on) or created with Imbues by Charsi, and you get Rare rings for quest rewards also.

In the Expansion, Rares work the same way, with up to three prefixes and three suffixes, but Magical Items are much improved. Most of the best jewelry and armor are Rare (though there are very nice Sets and Uniques, far better than in D2) since having a lot of modifiers adding up is usually the best. However for damage-dealing weapons, magical items are usually the best. There are new, higher value affixes of every type that can only be found on magical items.

For example King's gives +81-100% Damage and +121-150 Attack Rating, and can be found on Rare weapons. This is the best mod from this family in Diablo II. In the Expansion though there are new mods, Master's and Grandmaster's, both of them better than King's, but neither of them possible on Rares.


King's
(Magic or Rare)
+121-150 to Attack Rating
+81-100% Enhanced Damage
Master's
(Magic-only)
+151-250 to Attack Rating
+101-150% Enhanced Damage
Grandmaster's
(Magic-only)
+251-300 to Attack Rating
+151-200% Enhanced Damage


There are modifiers like this in nearly every family of Affixes. On Armor you tend to want as many mods as possible. For example Chromatic (21-30% Resist All) the top magic-only mod, is better than Prismatic (16-20% Resist All) the best that can be on a Rare, but if you add two more prefixes, such as 31-40% Resist Fire/Cold/Lightning/Poison on the Rare item with Prismatic, it's far better than the magical amulet with Chromatic.

Since with weapons, dealing the most damage possible is the goal for most characters, just two mods for huge damage beats decent damage with other bonuses. The biggest damage Rare weapon is the same as in Diablo II.

  • D2 Rare: King's, Merciless of Slaughter = +200% Dmg +20 Max
  • D2X Magic: Cruel of Evisceration = +300% Damage, +63 Max Dmg

As you can see, the Cruel/Evisceration does 100% +43 Max damage more than the best possible Rare, which is an enormous difference, and Magical items can have two sockets, compared to just one in Rares. Another factor for the Magical weapons is that you can buy them from NPCs with the biggest mods in the game, and it's free (just takes time) to keep seeing new ones, until eventually one you want will be offered. Rares must be found or Imbued, and the odds of getting the three or four mods you really want are very very low.

On top of the much higher potential magical damage is the fact that you can get one or two sockets in the magical item, adding more damage, leech, IAS, etc. Basically customizing the item to do what you most want/need it to do. You can add one socket to a Rare of course, but the total damage will still be far lower, and there's just one socket, so you can't modify it as much as you'd like to. You can add up to 50% more damage with a socketed item, so adding two of those would boost the Magical item even more over the Rare.

Item Level

A stat you'll notice listed for every prefix and suffix is the Item Level, or Quality Level, as it's more accurately referred to. This is a number that is used in many game calculations. Monsters must be at least that high in level to drop an item with that affix on it. Your Clvl must be no less than 6 below the Qlvl to get it on an Imbue. The Clvl requirement is 3/4 the highest Qlvl affix on an item. The Qlvl also factors into gambling, modifiers you see on items for sale by NPCs, repair prices, and many other things.

Crafted

These are basically Rares with some preset mods, but often mods that can't be found on magical or rare items. None of these can compete with the top magical weapons for damage, though they can have more damage than a Rare in some cases. Check the crafted section for more details.

There are also RuneWords, which don't have affixes per se, since they are much like Uniques and Set Items, with all of their mods set in advance (though the type of item you create them in varies). None of these three types have Affixes, but there are very good items of all types that are often the best items in the game, and all can have a socket added to customize them somewhat. They can't be directly compared to magical and rare items, since they can have all sorts of mods that magic and rare can't.

Charms

Charms are covered in this Modifiers section, since they are small magical items. Charms are items you must find, and once identified they have magical properties that benefit you as long as they are in your Inventory (not Stash or Cube). Charms can't be equipped or socketed or placed in sockets, they are just passive bonuses from your Inventory.

There are no Rare Charms, only Magical, so you'll never get one with more than two affixes, and they don't have very many types of bonuses either. The bonuses, values of them, and their Quality Levels and Clvl requirements vary widely between small, large, and grand charms, so there are pages for each of these.

Runes

Runes are small objects that are socketed, and add bonuses to items much like Gems, but with a lot more variety. There are thirty-three Runes, and they are useful for their individual bonuses, as well as the potential to make Runewords, though these can only be created in normal items, ones that aren't rare, magical, set, unique, etc. Runes do not have affixes, they are always the same. See the Runes section for full details.

Jewels

Jewels are small objects that have no function until they are socketed, when they add their bonuses to the item you seat them in. Jewels differ from Gems and Runes, the other items that can be stuck into sockets since they are random. Jewels can be magical or Rare, and there are millions of possible Jewels, with all of the prefixes, suffixes, and different ranges of values on them. See the Jewels page, for the complete listing of Jewel Affixes.

Special Modifiers

Special Modifiers are found in Diablo II and the Expansion, but only on special items. Sets and Uniques in Diablo II, and on those as well as Crafted Items in the Expansion. These are modifiers with unusual effects, and are not prefixes or suffixes.

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. Previously it was thought to mean that you will always hit normal monsters, as though you had infinite AR.( Actually 95% to/hit, which is the highest possible, since there's always a 5% chance of missing.) It has been discovered that what ITD really does is set the targets defence to 0. This is an important note because level differences between you and the targeted monster WILL affect your chance to hit. ITD does not work on bosses, champions, or other players, you need AR to hit those things.The Eth rune in weapons in v1.09 is bugged to provide ITD, which works on any target, including other players and boss monsters. (It's not actually identical to ITD, it instead gives the target negative defense, rather than reducing a portion of their defense, as it's supposed to.)
Piercing Numerous unique bows/xbows have 100% Piercing as a property, and you can find +33% piercing on the Razortail Unique Belt as well. Piercing is identical to the Amazon skill Pierce. This skill has no bonus to/hit or damage, but it makes your ranged attacks (other than throwing potions) pass through multiple targets. The various bows with 100% Piercing mean that every shot will pass through each target it hits, and keep going, possibly hitting more than one target, and dealing full damage each time, including skill damage, charms damage, etc. +Piercing % adds to your current Piercing.
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 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.
Demon Heal 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.
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. 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.
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 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.
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.
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.
Expansion: Much improved, the new formula is:
(Attacker level * 9 + 40)/256 pts of damage per frame over 4 seconds
There are 25 frames per second in the Diablo II engine. Examples of damage:
Clvl 10: 12.7 per sec over 4 seconds for a total of 50.8 damage.
Clvl 30: 30.3 per sec over 4 seconds for a total of 121.0 damage.
Clvl 50: 47.9 per sec over 4 seconds for a total of 191.4 damage.
Clvl 70: 65.4 per sec over 4 seconds for a total of 261.7 damage.
Clvl 90: 83.0 per sec over 4 seconds for a total of 332.0 damage.

Like poison, Open Wounds doesn't stack, but resets with each new application. It also prevents healing for the duration.

+ Defense vs. Missiles 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.
Increased Blocking Speed Diablo II pre-v1.08: Found only on Culwen's Point in Diablo II, it has no function.
Expansion: In addition to Culwen's Point, many Excep and Elite unique shields have this property. The benefits it grants are debatable, since the vast majority of blocking is not shown, but it does make your blocking animation shorter when that displays.
Slows Target 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.

Subcategories

This category has only the following subcategory.