ChaosCracker Sanctuary
ChaosCracker
дневник заведен 05-03-2002
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CreateR, Барби, Журнал
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17-06-2004 01:43 dmg modification 1.10 [seems final, 19.05.2004]
Damage Modification/Application in 1.10 :
1 : Apply PvP penalties

for detailed information about Pvp penalties see the Jarulf post.


2 : Handle Target's effects :

Energy Shield (Sorceress)
Bone Armor (NecroMancer)
Cyclone Armor (Druid)


3 : If Target has "Can not be Frozen", set Chill and Freeze duration to zero.


4 : If Target has "Half Freeze Duration", set Chill and Freeze duration to half the value.

Note :
Thawing potions (if applicable) will influence the effective Cold Resistance of the Target thus affecting the Cold Damage and Cold Duration of damage taken. Read for Cold both Chill and Freeze.


5 : If Target has a Poison Resist Shrine active, set Poison duration to zero.

Note:
Antidote potions (if applicable) will act as a Poison Resist Shrine.


6 : If Target has a Fire Resist Shrine active, set Burning duration to zero.


7 :
Apply -xx Damage Reduce to Physical Damage
Apply -xx Magic Damage Reduce to Fire, Lightning, Cold and Magic Damage.

Note :
%% "(Type) Damage Reduce" items are used to calculate the effective Resistance against the particular type of attack.
They belong in step 8.


8 : Apply Resistances :
Resistances are capped at :

Physical Damage Resistance (aka Damage Reduced by) :
Minimum = -100%
Maximum = 50% (requires the use of items)

Elemental Resistances (Fire, Cold, Lightning and Poison)
Minimum = -100%
Maximum = 75% or with the use of items 95%

Example of such an item :
Guardian Angel Unique Templar Coat armor,
+15 to Maximum Fire, Cold, Lightning and Poison Resistance.

Magical Damage Resistance
Minimum = 0%
Maximum = 10% (Safety Craft shield 5% to 10%)

Notes :
Magical Damage Resistance can theoretically have :
Minimum = -100%
Maximum = 75 (or 95% with the use of items)
But the game is currently not set up to reach those limits.

Reduce Poison Length is hard capped at Maximum 75%.


9. Apply %% Absorption (capped at 40%.)


10. Apply -xx Absorption. (capped at whatever amount of damage, if any, remains).

Note :
Absorption works as follows :

Absorp the damage (at this point NO damage is dealt!
Apply Damage absorped to Target as Life.
Target can never receive Life above its Maximum Hitpoints.
Continue with damage resolution steps.

At this point in time you will receive the final damage (if any is left).
That final damage may be processed further for effects like Thorns/Iron Maiden etcetera.


Notes :
There is Magic Damage Absorption in the game with the Runeword Crescent Moon (9 - 11).

Monsters in the game use different values for Resistances :
Physical Damage Resistance -100% to Immune (100% and above
Elemental Resistances -100% to Immune
Magical Damage Resistance 0% to Immune ((only in the current game setup!)

Frame Based Attacks :
Poison damage
Firewall
Open Wounds
etcetera are handled seperatedly

Crushing Blow (CB)
This is a special case and is done FIRST before all other damage.
CB takes into account the Physical Damage Resistance the target has.
If that Physical Damage Resistance is below zero then CB treats it if it were set to zero.

There is a big part missing here, I will edit in later as soon as I have found my notes.

Open Wounds
Open Wounds deals no damage but instead sets the Life Regeneration Counter of the Target to a Negative value for a period of 8 seconds.

Open Wounds is applied as follows against different Types of Targets :
Player
Melee : 25% (effectiveness)
Ranged : 12.5%

Boss :
Melee : 50%
Ranged : 50%

Other :
Melee : 100%
Melee : 100%

Open Wounds can be triggered by a Physical Attack (done with a weapon)against a Physical Immune target if the Attack carries either Elemental and/or Magical Damage as well and the Target can be and is damaged by that.
In other words as long as you are able to start the regeneration of a Monster in any way (life below Maximum) then Open Wounds will be activated even against a Physical Immune Monster.


Open Wounds and Spells :
Adeyke is going to write something about this subject because I do not understand a single bit of it.
There is exception upon exception if spells are involved.


If multiple Open Wounds (from different sources) are triggered upon a Target then the one with the highest value for the Negative Life Regeneration will be the one active untill it :

expires after 8 seconds
is overwritten by a higher valued Open Wounds triggered on the Target.

Different sources does not mean different items with Chance on Open Wounds on one single source.
Those are summed up and give one and only one chance to trigger Open Wounds for that source.

A report by Librarian indicates that only the Duration is reset and that the first Open Wound damage dealt is applied and stays applied as long as the timer does not reach zero. Consider this a bug.


All of this was discovered by Jarulf and posted in great detail here : Jarulf's post.

Tommi G. has detailed info on his page here I nicked some info of his page to repost here.

Ruvanal as always scanned my writings for errors and dotted the proverbial letter i here and there.

Adeyke for additional information.

Tharn for absorption details


compiled by Hunky from AB
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