Difference between revisions of "Champion"
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Revision as of 08:25, 15 May 2011
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- Spawn in groups of 2-4: all but one are always Champion, with the remaining having an equal chance of being Champion, Berserker, Fanatic, Ghostly or Possessed. [2]
- If the following spawn as Champions, any minions receive the life and level bonuses of Unique minions:
- Champion level is monster level +2: this level is used for chance-to-hit calculation and selecting relevant MonLvl values to calculate base attack rating and damage; base level continues to be used to calculate base defense, life and experience (for both the value and ratio). [3]
- Ignores Target Defense does not apply but -% Target Defense from items is 100% effective.
- Freeze length chills instead; only minions can be frozen.
- Stun length only has 10% chance of being applied, but suffers no other penalty.
- Effects altering AI cannot be applied directly.
- +% Damage from Champion bonuses is halved then rounded down when applied to Willowisp Champion melee physical damage due to a now undocumented change in 1.13. [4] [5] [6]
- Life drained by Open Wounds is halved.
Template:D2 Magic
Template:D2 Difficulty |- !align=left|% Base Life |300||250||200 |- !align=left|% Base Experience |300||300||300 |- !align=left|+% Attack Rating |67||56||49 |- !align=left|+% Damage |90||75||66 |}
Template:D2 Magic
Template:D2 Difficulty
|-
!align=left|% Base Life
|75||62.5||50
|-
!align=left|% Base Experience
|500||500||500
|-
!align=left|+% Attack Rating
|270||225||198
|-
!align=left|+% Damage
|270||225||198
|}
[9] [10]
Template:D2 Magic
Template:D2 Difficulty |- !align=left|% Base Life |300||250||200 |- !align=left|% Base Experience |300||300||300 |- !align=left|% Defense | -70|| -70|| -70 |- !align=left|+% Attack Rating |67||56||49 |- !align=left|+% Damage |90||75||66 |}
Template:D2 Magic
Template:D2 Difficulty |- !align=left|% Base Life |300||250||200 |- !align=left|% Base Experience |300||300||300 |- !align=left|+% Attack Rating |67||56||49 |- !align=left|+% Damage |90||75||66 |- !align=left|Minimum Cold Damage |[MonLvl*33/100] |[MonLvl*33/100] |[MonLvl*33/100] |- !align=left|Maximum Cold Damage |[MonLvl*50/100] |[MonLvl*50/100] |[MonLvl*50/100] |- !align=left|Cold Length (Seconds) |6||6||6 |} [13] [14]
- Easily identifiable since they are translucent.
- Cold damage does not increase with player count, but a critical hit will double it. [15]
- Set to Damage Resist 80%. This even applies to Immune to Physical monsters: although Immune to Physical will still be displayed, physical damage will harm them, and DR -% applied by Decrepify and Amplify Damage will be 100% effective, not 20%. [16] [17]
Template:D2 Magic
Template:D2 Difficulty |- !align=left|% Base Life |600||500||400 |- !align=left|% Base Experience |300||300||300 |- !align=left|+% Attack Rating |67||56||49 |- !align=left|+% Damage |90||75||66 |}
- +20 movement speed
- Cannot be cursed, although Cloak of Shadows and Battle Cry still apply. [18] [19]
References
- 1.13 LIVE -- LADDER RESET (General Diablo II Discussion)
- 1.13b PTR is Live (General Diablo II Discussion)
- Patch 1.13 Realm is alive (Technical Discussion)
- Special Monster Bonuses (Arreat Summit)
- Which elements are most resisted in Hell? (Technical Discussion)
- Nefarius, Boss Status Modifications (1.11b) (Phrozen Keep)
- Onderduiker, Monster Bonuses, Death Damage and Corpse Explosion (Technical Discussion)