Difference between revisions of "Special modifier"

ADVERTISEMENT
From Diablo Wiki
Jump to: navigation, search
 
m (Absorb)
 
(13 intermediate revisions by 3 users not shown)
Line 1: Line 1:
Special modifiers are bonuses found on such items as uniques, runewords, and sets, but not on magical or rares. These bonuses are picked from a pre-set list, not randomly-generated, and not randomly valued either. There aren't multiple types of Crushing Blow, or ITD; it's there or it's not, to whatever value is preset.
+
{{Item navbox}}
 +
{{Modifier top}}
 +
 
 +
'''Special modifiers''' are bonuses found on such items as [[uniques]], [[runewords]], and [[Set Items]], but not on [[magical]] or [[rare]] items. They are not like other [[prefixes]] or [[suffixes]]. These bonuses are picked from a pre-set list, not randomly-generated, and not randomly valued either. There aren't multiple types or levels of Crushing Blow, or ITD; it's there or it's not, to whatever value is preset.
  
 
These modifiers 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 (since they're usually higher than the minimum preset value).
 
These modifiers 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 (since they're usually higher than the minimum preset value).
  
 +
The descriptions on this page are just the basic information. Click to the individual articles for far more detailed descriptions of how these modifiers function.
  
=Ignores Target Defense=
 
 
This property is found on various Unique items and can also be added to a weapon by socketing the Jah rune. The name is somewhat misleading, since it does not mean you will always hit the target. It means that the target's defense is set to zero, so your odds of hitting are greatly increased, but since your character's level is factored against the target's level, the actual to/hit will depend on how that formula plays out. The greatest to/hit possible in Diablo II is 95%, under any circumstances.
 
 
 
=Piercing=
 
 
Numerous unique bows/xbows have 100% Piercing as a property, and you can find +33% piercing on the Unique Razortail Belt as well. Piercing is identical to the Amazon skill Pierce; it gives a projectile a chance to pass through one target and continue on to hit a second for full damage. Bonuses to Piercing stack with the Amazon's Pierce skill.
 
 
 
=Absorption=
 
  
The absorption modifier completely erases some amount of damage, usually of a specific type. The value of absorption modifiers varies greatly due to how damage is inflicted. Lightning is most useful, fire, cold, and physical less so.
+
==Ignores Target Defense==
 +
[[Ignores Target Defense]] is found on various Unique items and can also be added to a weapon by socketing the Jah rune. The name is somewhat misleading, since it does not mean you will always hit the target. It means that the target's defense is set to zero, so your odds of hitting are greatly increased, but since your character's level is factored against the target's level, the actual to/hit will depend on how that formula plays out. The greatest to/hit possible in Diablo II is 95%, under any circumstances.
  
Absorbing lightning damage is the most useful since lightning tends to hit in multiple small bolts. Ten points of lightning absorb can completely neuter a Lightning Enchanted boss, if it's emitting dozens of 6-8 damage charges. In contrast, ten points of fire absorb would make hardly any difference against 500 damage meteors.
 
  
Absorbs Magic Damage modifiers work against all types of non-physical damage.
 
  
Absorbs damage mods are very useful against physical attacks, especially multiple small damage hits, such as from Flayer blow darts or skeleton archers.
+
==Piercing==
 +
[[Piercing]] is a property found on numerous unique bows and crossbows, usually set to 100%. A 33% bonus to it can be found on the unique [[Razortail]] Belt as well. Piercing is identical to the Amazon skill Pierce; it gives a projectile a chance to pass through one target and continue on to hit a second for full damage. For Amazons, % bonuses to Piercing stack with the % granted by the Amazon's Pierce skill.
  
Absorbs % damage mods are most useful against fierce melee damage monsters such as cows or minotaurs, who hit for big physical damage.
 
  
 +
==Absorb==
 +
[[Absorb]] grants a powerful defensive bonus. This is a fairly complicated modifier, with the order of operations crucial to understanding its benefits. Check the absorb article for full details.
  
=Demon Heal=
+
Absorb comes in two types: % and absolute. The % absorb is calculated after your character's resistance to that type of damage, and works on whatever damage you take after resistance. Absolute absorb is absorb of a set value, such as the +20 lightning absorb found on [[Thundergod's Vigor]] unique belt. This is calculated after % absorb. High resistances combined with high absolute absorb can result in attacks actually healing your character.
  
| A modifier that is only found in the Expansion, "Demon Heal" is on a lot of Crafted items. It heals your character 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.
+
==Demon Heal==
 +
[[Demon Heal]] is a fairly uncommon (and useless) modifier. It provides a small healing bonus for each Demon that your character kills.
  
  
=Deadly Strike=
+
==Deadly Strike==
 +
[[Deadly Strike]] grants a % chance that your characters's total physical damage will be doubled. It works just like the Critical Strike bonus granted by various character skills.  Both Deadly and Critical Strike are checked (when present), but only one will ever be applied, so there's no way to get both and 4x damage.
  
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==
 +
[[Crushing Blow]] is a powerful damage modifier. It deals damage based on a % of the monster current hit points, and can be extremely effective in high percentages, especially against higher hit point enemies. The % applied varies by target type, weapon type, and game version, so check the article for full details.
  
=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.
+
==Open Wounds==
 +
[[Open Wounds]] is a type of physical damage that has a poison-like effect, causing "uncontrollable bleeding" and a steady hit point drain. The damage will stack with poison so both can drain at once. Targets will not regenerate hit points while Open Wounds is in effect. Open Wounds' damage is based on the Character level of the player who inflicts it, with higher level characters dealing much higher damage.
  
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, and the chunks of hit points removed are further reduced by type of weapon and monster. Crushing blow is most useful against very large monsters, or when your character deals multiple, rapid, low-damage hits. It's most noticeable early in a fight, when the monster has the most hit points so removing some fraction of them is far larger damage than removing that same fraction of just a few hit points.
+
Damage examples:
* Normal monster: 1/4 Melee, 1/8 Ranged Attack.
+
* (Attacker level * 9 + 40)/256 pts of damage per frame over 4 seconds
* Other: 1/10 Melee, 1/20 Ranged Attack.
+
** Clvl 10: 12.7 per sec over 4 seconds for a total of 50.8 damage.  
"Other" includes all types of boss monsters as well as other players and their hirelings. This doesn't sound like much, but if Izual has 100,000 hps, taking off 1/20th with your bow would be worth 5,000 hps.
+
** 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.  
Multiple items granting Crushing Blow will stack up the % chance of it working, and over 50 or 60% this special modifier becomes extremely effective against bosses.
+
** 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.
 
 
=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. In D2X the damage scales up with the level of the character inflicting the Open Wound, by the following formula.
 
* (Attacker level * 9 + 40)/256 pts of damage per frame over 4 seconds</blockquote>
 
This breaks down as follows:
 
* Clvl 10: 12.7 per sec over 4 seconds for a total of 50.8 damage.<br>
 
* Clvl 30: 30.3 per sec over 4 seconds for a total of 121.0 damage.<br>
 
* Clvl 50: 47.9 per sec over 4 seconds for a total of 191.4 damage.<br>
 
* Clvl 70: 65.4 per sec over 4 seconds for a total of 261.7 damage.<br>
 
* Clvl 90: 83.0 per sec over 4 seconds for a total of 332.0 damage.
 
 
There are 25 frames per second in the Diablo II engine. Like poison, Open Wounds doesn't stack, but resets with each new application. It also prevents healing for the duration.
 
There are 25 frames per second in the Diablo II engine. Like poison, Open Wounds doesn't stack, but resets with each new application. It also prevents healing for the duration.
  
  
=+ Defense vs. Missiles=
+
==+ 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.
+
[[Defense vs. missiles]] adds a bonus to your character's defense that is only checked against incoming missile attacks. This bonus helps against attacks like arrows, quills, spears, and projectile elemental attacks from skeleton mages and Abyss Knights. It does not work on damage over time spells like Firewall or Poison clouds.
  
  
=Increased Blocking Speed=
+
==Increased Blocking Speed==
 +
[[Increased Blocking Speed]] works like [[Faster Hit Recovery]] for shields. It cuts the recovery time between blocking animations, allowing character to block more frequently. This property is found almost exclusively on shields.
  
Diablo II pre-v1.08: Found only on Culwen's Point in D2, it has no function.
 
  
Much improved in the expansion, and it can now be found on numerous unique and runeword shields. This property helps against becoming block locked, and lets your character block more hits, if multiple strikes come in a short period of time.
+
==Slows Target==
 +
[[Slows Target]] decreases the movement speed (but not attack or casting speed) of the target. The target turns blue and slows down, as though they were chilled, but there is no damage associated with this modifer.  
  
 +
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. This property is banned in some PVP games, since it is so powerful it completely unbalances some matchups.
  
=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. This property is banned in some PVP games, since it is so powerful it completely unbalances some matchups.
+
[[category:modifiers]]
 +
[[category:special Modifiers]]
  
  
[[category:modifiers]]
+
{{d2_items_navbox|Items}}

Latest revision as of 11:44, 19 December 2011

Diablo II Items [e]
Weapons
AxesBowsCrossbowsDaggersJavelinsMacesPolearmsSceptersSpearsStavesSwordsThrowingWands
Armor
BeltsBody ArmorBootsCircletsGlovesHelmsShields
Class-specific
Assassin ItemsAmazon ItemsBarbarian ItemsDruid ItemsNecromancer ItemsPaladin ItemsSorceress Items
Other
CharmsClass ItemsCraftedHoradric CubeRunesSet ItemsUniquesJewelsSockets
Guides and Stats
CalculationsGamblingItem GenerationModifiersRunewordsQuest ItemsPotionsEtherealGemsBase Item LevelsMisc

Modifier Topics:


Special modifiers are bonuses found on such items as uniques, runewords, and Set Items, but not on magical or rare items. They are not like other prefixes or suffixes. These bonuses are picked from a pre-set list, not randomly-generated, and not randomly valued either. There aren't multiple types or levels of Crushing Blow, or ITD; it's there or it's not, to whatever value is preset.

These modifiers 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 (since they're usually higher than the minimum preset value).

The descriptions on this page are just the basic information. Click to the individual articles for far more detailed descriptions of how these modifiers function.


Ignores Target Defense[edit]

Ignores Target Defense is found on various Unique items and can also be added to a weapon by socketing the Jah rune. The name is somewhat misleading, since it does not mean you will always hit the target. It means that the target's defense is set to zero, so your odds of hitting are greatly increased, but since your character's level is factored against the target's level, the actual to/hit will depend on how that formula plays out. The greatest to/hit possible in Diablo II is 95%, under any circumstances.


Piercing[edit]

Piercing is a property found on numerous unique bows and crossbows, usually set to 100%. A 33% bonus to it can be found on the unique Razortail Belt as well. Piercing is identical to the Amazon skill Pierce; it gives a projectile a chance to pass through one target and continue on to hit a second for full damage. For Amazons, % bonuses to Piercing stack with the % granted by the Amazon's Pierce skill.


Absorb[edit]

Absorb grants a powerful defensive bonus. This is a fairly complicated modifier, with the order of operations crucial to understanding its benefits. Check the absorb article for full details.

Absorb comes in two types: % and absolute. The % absorb is calculated after your character's resistance to that type of damage, and works on whatever damage you take after resistance. Absolute absorb is absorb of a set value, such as the +20 lightning absorb found on Thundergod's Vigor unique belt. This is calculated after % absorb. High resistances combined with high absolute absorb can result in attacks actually healing your character.

Demon Heal[edit]

Demon Heal is a fairly uncommon (and useless) modifier. It provides a small healing bonus for each Demon that your character kills.


Deadly Strike[edit]

Deadly Strike grants a % chance that your characters's total physical damage will be doubled. It works just like the Critical Strike bonus granted by various character skills. Both Deadly and Critical Strike are checked (when present), but only one will ever be applied, so there's no way to get both and 4x damage.


Crushing Blow[edit]

Crushing Blow is a powerful damage modifier. It deals damage based on a % of the monster current hit points, and can be extremely effective in high percentages, especially against higher hit point enemies. The % applied varies by target type, weapon type, and game version, so check the article for full details.


Open Wounds[edit]

Open Wounds is a type of physical damage that has a poison-like effect, causing "uncontrollable bleeding" and a steady hit point drain. The damage will stack with poison so both can drain at once. Targets will not regenerate hit points while Open Wounds is in effect. Open Wounds' damage is based on the Character level of the player who inflicts it, with higher level characters dealing much higher damage.

Damage examples:

  • (Attacker level * 9 + 40)/256 pts of damage per frame over 4 seconds
    • 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.

There are 25 frames per second in the Diablo II engine. Like poison, Open Wounds doesn't stack, but resets with each new application. It also prevents healing for the duration.


+ Defense vs. Missiles[edit]

Defense vs. missiles adds a bonus to your character's defense that is only checked against incoming missile attacks. This bonus helps against attacks like arrows, quills, spears, and projectile elemental attacks from skeleton mages and Abyss Knights. It does not work on damage over time spells like Firewall or Poison clouds.


Increased Blocking Speed[edit]

Increased Blocking Speed works like Faster Hit Recovery for shields. It cuts the recovery time between blocking animations, allowing character to block more frequently. This property is found almost exclusively on shields.


Slows Target[edit]

Slows Target decreases the movement speed (but not attack or casting speed) of the target. The target turns blue and slows down, as though they were chilled, but there is no damage associated with this modifer.

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. This property is banned in some PVP games, since it is so powerful it completely unbalances some matchups.