Difference between revisions of "Attack"

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(Added chance to hit table, application order of AR and defense bonuses (explanatory notes to follow))
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*[[Smite]] used by a [[Paladin (Diablo II)|Paladin]]
 
*[[Smite]] used by a [[Paladin (Diablo II)|Paladin]]
 
*[[Charge]] used by a [[monster]]
 
*[[Charge]] used by a [[monster]]
Otherwise, an attack skill normally requires a successful hit check to apply its weapon damage and trigger events. When a hit check is performed, chance to hit is determined by the relationship between attacker level (alvl) and defender level (dlvl), and attacker [[Attack Rating]] (AR) and defender [[Defense]] rating (DR):
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Otherwise, an attack skill normally requires a successful hit check to apply its weapon [[damage]] and other [[:Category:Modifiers|modifiers]]. When a hit check is performed, chance to hit is determined by the relationship between attacker level (alvl) and defender level (dlvl), and attacker [[Attack Rating]] (AR) and defender [[Defense]] rating (DR):
  
  
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*[[Whirlwind]]
 
*[[Whirlwind]]
 
*[[Charge]]
 
*[[Charge]]
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Chance to hit affects the frequency with which attacks apply damage and other modifiers. Increasing chance to hit increases effective damage rate (damage per second), since more attacks will be successful over time; conversely, decreasing it increases effective [[life]], since fewer attacks will be successful over time.
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;{{S|=Final chance to hit > initial chance to hit}}
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Percentage increase in damage rate = (100 * (Final chance to hit/Initial chance to hit) ) - 100
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For example, increasing chance to hit from 50% to 75% increases damage rate by 50% ( (100 * (75/50) ) -100); however, increasing it from 75% to 90% results in just 20% increase (the effect on damage rate becomes less significant as chance to hit increases beyond 50%).
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;{{C|=Final chance to hit < initial chance to hit}}
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Percentage increase in effective life = (100 * (Initial chance to hit/Final chance to hit) ) - 100
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For example, decreasing chance to hit from 50% to 25% increases effective life by 100% ( (100 * (50/25) ) - 100); decreasing it from 25% to 10% results in '''150%''' increase (the effect on effective life becomes '''more''' significant as chance to hit decreases below 50%).
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The table below allows the quick approximation of multipliers of damage rate or effective life as chance to hit increases or decreases (multiply by 100, then subtract 100 to convert these multipliers to the percentage increases outlined above):
  
  
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[[Monster]] levels are their inherent levels in Normal, but they are determined by the [[area]] level in which they spawn in Nightmare and Hell (unless they are [[boss]]es, in which case their inherent level is still used). Some monster bonuses increase their level:
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[[Monster]] levels in Normal are determined by the values listed in the MonStats.txt file for each particular monster type, but they are determined by the [[area]] level in which they spawn in Nightmare and Hell (unless they are [[boss]]es, in which case their inherent level is still used). Some monster bonuses increase their level:
  
  
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{{Warn|=Chance to hit displayed by character screen when cursor is over any [[Attack Rating]] or [[Defense]] field always uses inherent monster levels in Nightmare and Hell, and it does '''not''' apply any level bonuses.}} [http://diablo.incgamers.com/forums/showthread.php?837129-LCS-attack-rating-and-chance-to-hit-formulas&p=8387692&viewfull=1#post8387692]
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{{Warn|=Chance to hit displayed by character screen when cursor is over any [[Attack Rating]] or [[Defense]] field always uses MonStats levels in Nightmare and Hell (which can also affect Attack Rating and Defense values selected from the [[MonLvl]].txt file), and it does '''not''' apply any level bonuses (which can affect AR values selected from MonLvl).}} [http://diablo.incgamers.com/forums/showthread.php?837129-LCS-attack-rating-and-chance-to-hit-formulas&p=8387692&viewfull=1#post8387692]
  
  
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===Attack Rating===
 
===Attack Rating===
[[File:Attack.png|center|thumb|600px|Player character's Attack Rating is displayed to the right of [[Dexterity]] on the character screen: top field displays that for any attack assigned to the left mouse button, while bottom field displays that for any attack assigned to the right mouse button. When [[two weapons]] are equipped and both are used to attack, AR for both is displayed with that of the primary weapon on top. [[Attack#Chance to hit|Chance to hit]] last target (or a [[Fallen#Fallen|Fallen]] at start of first game) for primary weapon is displayed when cursor is over AR field.]]
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[[File:Attack.png|center|thumb|600px|Player character's [[Attack Rating]] is displayed to the right of [[Dexterity]] on the character screen: top field displays that for any attack assigned to the left mouse button, while bottom field displays that for any attack assigned to the right mouse button. When [[two weapons]] are equipped and both are used to attack, AR for both is displayed with that of the primary weapon on top. [[Attack#Chance to hit|Chance to hit]] last target (or a [[Fallen#Fallen|Fallen]] at start of first game) for primary weapon is displayed when cursor is over AR field.]]
  
  
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*[[Lightning Fury]]
 
*[[Lightning Fury]]
 
*[[Conversion]]
 
*[[Conversion]]
 
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Otherwise, Attack Rating of player character, [[mercenary]], [[pet]] or [[monster]] is calculated by applying the following [[:Category:Modifiers|modifiers]] in order:
 
 
 
#[[Attack Rating]]<br>Attack Rating (Based on Character Level)<br>[[Attack Rating Against Demons]] (when applicable)<br>[[Attack Rating Against Undead]] (when applicable)
 
#[[Attack Rating]]<br>Attack Rating (Based on Character Level)<br>[[Attack Rating Against Demons]] (when applicable)<br>[[Attack Rating Against Undead]] (when applicable)
 
#% [[Attack Rating]]
 
#% [[Attack Rating]]
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{{Warn|=Due to bugs, Attack Rating and chance to hit displayed by character screen sometimes take into account modifiers which do '''not''' actually apply, while sometimes they don't take into account modifiers that '''do''' apply: see pages for each modifier for more details. Chance to hit displayed by character screen also does not take into account '''any''' modifiers of monster [[defense]].}}
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===Defense===
 
===Defense===
[[File:Defense.png|center|thumb|600px|Player character's defense is displayed to the right of [[Dexterity]] on the character screen. [[Attack#Chance to hit|Chance to hit]] of last attacker (or a [[Fallen#Fallen|Fallen]] at start of first game) is displayed when cursor is over Defense field.]]
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[[File:Defense.png|center|thumb|600px|Player character's [[defense]] is displayed to the right of [[Dexterity]] on the character screen. [[Attack#Chance to hit|Chance to hit]] of last target (or a [[Fallen#Fallen|Fallen]] at start of first game) is displayed when cursor is over Defense field.]]
  
  
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Defense is calculated by applying the following in order:
 
#[[Item type#Armor|Armor]]
 
#[[Item type#Armor|Armor]]
 
#[[Ethereal]] bonus
 
#[[Ethereal]] bonus
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#[[Defense vs Melee]]<br>[[Defense vs Missile]]
 
#[[Defense vs Melee]]<br>[[Defense vs Missile]]
 
#-% [[Target Defense]]
 
#-% [[Target Defense]]
#[[Ignore Target's Defense]]
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#[[Ignore Target's Defense]] [http://www.mannm.org/d2library/faqtoids/cth_eng.html#dr] [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=81380]
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{{Warn|=Defense and monster chance to hit displayed by character screen sometimes do not take into account all applicable [[:Category:Modifiers|modifiers]]: see pages for each modifier for more details. Monster chance to hit displayed by character screen does not take into account '''any''' modifiers of monster [[Attack Rating]].}}
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===Estimation===
 
===Estimation===
The main difference between the two components of the chance to hit calculation is that the level component is multiplied by two. As a result, the same estimation procedure can be used for both components without much modification needed:
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The main difference between the two components of the [[Attack#Chance to hit|chance to hit]] calculation is that the [[Attack#Level|level]] component is multiplied by two. As a result, the same estimation procedure can be used for both components without much modification needed:
*For the level component, take the ratio between attacker level and defender level and find a similar ratio in the table.
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#For the level component, take the ratio between attacker level and defender level and find a similar ratio in the table.
*For the ratings component, take the ratio between [[Attack Rating]] and [[Defense]] rating and find a similar ratio in the table.
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#For the ratings component, take the ratio between [[Attack#Attack Rating|Attack Rating]] and [[Attack#Defense|Defense]] rating and find a similar ratio in the table.
*Multiply them together and double the result.
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#Multiply them together and double the result.
  
  
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*[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=83539 Druid Vines and Barbarian Warcries] (Druid Room)
 
*[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=83539 Druid Vines and Barbarian Warcries] (Druid Room)
 
*[http://diablo.incgamers.com/forums/showthread.php?837129-LCS-attack-rating-and-chance-to-hit-formulas LCS attack rating and chance to hit formulas] (Diablo: IncGamers)
 
*[http://diablo.incgamers.com/forums/showthread.php?837129-LCS-attack-rating-and-chance-to-hit-formulas LCS attack rating and chance to hit formulas] (Diablo: IncGamers)
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*Librarian, [http://www.mannm.org/d2library/faqtoids/cth_eng.html Come and Get it: Attack and Defense Ratings] (FAQtoids)
 
*Onderduiker, [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=80995 Monster Bonuses, Death Damage and Corpse Explosion] (Technical Discussion)
 
*Onderduiker, [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=80995 Monster Bonuses, Death Damage and Corpse Explosion] (Technical Discussion)
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*Onderduiker, [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=81380 Stone Skin Unique Modifier] (Technical Discussion)

Revision as of 17:28, 26 February 2013