Difference between revisions of "Missile"
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{{Unit nav}} | {{Unit nav}} | ||
+ | {{Intro}} | ||
+ | |} | ||
+ | |||
+ | |||
+ | ==Damage rate== | ||
+ | Effectiveness of [[Damage Reduced]] and [[Magic Damage Reduced]] is reduced when applied to the damage of the following missile attacks: | ||
+ | |||
+ | |||
+ | {{Text table}} width=67% | ||
+ | |-align=center | ||
+ | !colspan=3|Damage Rate | ||
+ | |-align=center | ||
+ | !width=33%|41/1024 (~1/25) | ||
+ | !width=34%|82/1024 (~2/25) | ||
+ | !width=33%|205/1024 (~1/5) | ||
+ | |-valign=top | ||
+ | | | ||
+ | *[[Arctic Blast]] | ||
+ | *[[Armageddon]] fire | ||
+ | *[[Fire Wall]] | ||
+ | *[[Firestorm]] | ||
+ | *[[Immolation Arrow]] pyre | ||
+ | *[[Meteor]] pyre | ||
+ | *[[Molten Boulder]] fire | ||
+ | *[[Catapult]] meteor pyre | ||
+ | *[[The Countess|{{Ub|=Countess}}]] fire wall | ||
+ | *[[Diablo (World Event)|{{Ub|=Diablo}}]] armageddon fire | ||
+ | *[[Diablo|{{Ub|=Diablo}}]] firestorm | ||
+ | *[[Vampire]] fire wall | ||
+ | *Vampire meteor pyre | ||
+ | | | ||
+ | *[[Inferno]] | ||
+ | *[[Wake of Inferno]] | ||
+ | *{{Ub|=Diablo}} lightning | ||
+ | *[[Fetish Shaman]] inferno | ||
+ | *[[Megademon]] inferno | ||
+ | *[[Claw Viper|Salamander]] fire cloud | ||
+ | | | ||
+ | *[[Wake of Fire]] | ||
+ | |} | ||
+ | |||
+ | |||
+ | *Value normally corresponds to the number of times each missile collides with a target (and thus applies damage) per second: those with 41 typically apply damage every frame (25 times per second), those with 82 typically apply damage every other frame (25/2 times per second) with a stream of missiles (although Arctic Blast is 41, it should be in this category with Inferno). [https://www.theamazonbasin.com/forums/index.php?/forums/topic/86981-inferno-arctic-blast-bug/&do=findComment&comment=1484215] Wake of Fire can apply damage every 5 frames (5 times per second) due to its 4 frame Next Delay. | ||
+ | *Vast majority apply [[Fire Damage]], although Arctic Blast applies [[Cold Damage]], {{Ub|=Diablo}} firestorm applies fire and physical damage and {{Ub|=Diablo}} lightning applies [[Lightning Damage]] and physical damage. | ||
+ | *Intent is to prevent integer damage reduction from being too powerful a counter when small amounts of damage are applied by multiple missile collisions. In Hell {{Ub|=Diablo}} lightning only applies maximum 26.25 base physical and 52.5 lightning damage per collision, which would otherwise be easily negated by DR 40 and [[Lightning Resist]] 75% (base physical damage would be negated and excess DR would then negate base lightning damage after resistance applied); but due to this modification, DR '''492''' (an impossible amount in an unmodified game) is actually required to achieve this (DR 40 and LR 75% only reduce maximum base damage by ~46%). | ||
+ | *However, since damage is typically smaller the more missile collisions are used to apply it, this modification is normally less effective as the number of missile collisions involved increases. In Hell {{Ub|=Diablo}} firestorm only applies maximum base 2 <sub>48/256</sub> fire and <sub>240/256</sub> physical damage per collision, although up to 30 missiles can collide with a player with each cast and each missile can apply damage up to 35 times, resulting in up to '''1,050''' collisions (compared to just 17 collisions for each lightning cast at a single stationary target); thus despite the modification, DR 37 and [[Fire Resist]] 75% would still negate base physical damage and excess DR would then negate base fire damage after resistance applied. | ||
+ | <br> | ||
+ | |||
+ | ==Last collide== | ||
+ | Last collide is a property of missiles which normally prevents those which are not destroyed upon collision from colliding with the same target more than once (since a missile can collide with a target multiple times as it passes through it, or remains over it). | ||
+ | |||
+ | |||
+ | [[File:Last Collide.png|frame|center|[[Lightning Spire]] bolts are [[size]] 2 and have last collide enabled, so although they aren't destroyed on collision they normally only collide with the [[Sorceress]] once (as indicated by equipped items applying 100% [[Chance to Cast]] [[Nova]] [[When Struck]]). However, when a [[Desert Mercenary]] is close enough adjacent for a bolt to collide with both of them simultaneously, '''he''' then becomes its last target and the bolt can collide with her a second time before it is out of range.]] | ||
+ | <br> | ||
+ | |||
+ | ==Next delay== | ||
+ | Next delay is an internal timer applied to a monster after a missile from a particular set of skills collides with it. Missiles from these skills will not collide with the monster until the timer expires. Next Delay duration is measured in frames. [https://www.mannm.org/d2library/faqtoids/nhd_eng.html] | ||
+ | |||
+ | |||
+ | ;Skills | ||
+ | {{Text table}} width=67% | ||
+ | |-align=center | ||
+ | !width=33% align=left|Class | ||
+ | !width=34%|Skill | ||
+ | !width=33%|Duration in Frames | ||
+ | |-valign=top | ||
+ | ![[Amazon]] | ||
+ | | | ||
+ | *[[Multiple Shot]] | ||
+ | *[[Strafe]] | ||
+ | *[[Lightning Strike]] | ||
+ | | | ||
+ | *4 | ||
+ | *4 | ||
+ | *4 | ||
+ | |-valign=top | ||
+ | ![[Assassin]] | ||
+ | | | ||
+ | *[[Shock Web]] | ||
+ | *[[Blade Sentinel]] | ||
+ | *[[Wake of Fire]] | ||
+ | *[[Claws of Thunder]] | ||
+ | *[[Phoenix Strike]] | ||
+ | | | ||
+ | *25 | ||
+ | *25 | ||
+ | *4 | ||
+ | *4 | ||
+ | *4 | ||
+ | |-valign=top | ||
+ | ![[Barbarian (Diablo II)|Barbarian]] | ||
+ | | | ||
+ | *[[Battle Cry]] | ||
+ | *[[War Cry]] | ||
+ | *[[Battle Orders]] | ||
+ | *[[Battle Command]] | ||
+ | *[[Grim Ward]] | ||
+ | | | ||
+ | *4 | ||
+ | *6 | ||
+ | *4 | ||
+ | *4 | ||
+ | *6 | ||
+ | |-valign=top | ||
+ | ![[Druid (Diablo II)|Druid]] | ||
+ | | | ||
+ | *[[Twister]] | ||
+ | *[[Tornado]] | ||
+ | *[[Volcano]] | ||
+ | *[[Shock Wave]] | ||
+ | | | ||
+ | *25 | ||
+ | *25 | ||
+ | *10 | ||
+ | *4 | ||
+ | |-valign=top | ||
+ | ![[Necromancer]] | ||
+ | | | ||
+ | *[[Teeth]] | ||
+ | *[[Poison Nova]] | ||
+ | | | ||
+ | *4 | ||
+ | *4 | ||
+ | |-valign=top | ||
+ | ![[Paladin (Diablo II)|Paladin]] | ||
+ | | | ||
+ | *None | ||
+ | | | ||
+ | |-valign=top | ||
+ | ![[Sorceress]] | ||
+ | | | ||
+ | *[[Chain Lightning]] | ||
+ | *[[Nova]] | ||
+ | *[[Frost Nova]] | ||
+ | | | ||
+ | *4 | ||
+ | *4 | ||
+ | *4 | ||
+ | |} | ||
+ | <br> | ||
+ | |||
+ | ==Speed and range== | ||
+ | *Distance is measured in yards, while speed is measured in yards per second. In this case, a yard is defined as the distance between opposite corners of a sub-tile [https://www.theamazonbasin.com/forums/index.php?/forums/topic/122557-clarification-of-movement-speed/], into which the world surface is normally invisibly divided, like a chess board: a yard measures 32 pixels horizontally and 16 pixels vertically due to the game's [https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games isometric graphics]. | ||
+ | |||
+ | |||
+ | [[File:Sub-tile.png|center|thumb|400px|Enlargement of a single sub-tile.]] | ||
+ | |||
+ | |||
+ | *Consequently, the dimensions of the visible screen are as follows: | ||
+ | |||
+ | |||
+ | {{Number table}} width=33% | ||
+ | |-valign=top align=center | ||
+ | !width=33% rowspan=2|Resolution | ||
+ | !colspan=2|Visible Area | ||
+ | |-align=center | ||
+ | !width=34%|Pixels | ||
+ | !width=33%|Yards | ||
+ | |-align=center | ||
+ | |640 x 480||640 x 432||20 x 27{{0|.0}} | ||
+ | |-align=center | ||
+ | |800 x 600||800 x 552||25 x 34.5 | ||
+ | |} | ||
+ | |||
+ | |||
+ | [[File:Radius.png|center|thumb|600px|Relationship between yards and [[radius]] at 800 x 600 resolution.]] | ||
+ | |||
+ | |||
+ | *Missile speed is specified in terms of pixels travelled each frame, so in terms of yards per second it is calculated as follows for those with constant non-zero speed: | ||
+ | |||
+ | |||
+ | :Missile speed = 25 * pixels / 32 [https://d2mods.info/forum/kb/viewarticle?a=364] | ||
+ | |||
+ | |||
+ | *Missiles only exist for a specified number of frames before expiring, so missile range in yards is calculated as follows for those with constant non-zero speed: | ||
+ | |||
+ | |||
+ | :Missile range = frames * pixels / 32 [https://d2mods.info/forum/kb/viewarticle?a=364] | ||
+ | <br> | ||
+ | |||
+ | ==Reference== | ||
+ | *[https://www.theamazonbasin.com/forums/index.php?/forums/topic/86981-inferno-arctic-blast-bug/ Inferno & Arctic Blast Bug] (D2 Technical) | ||
+ | *Gustafsson, Tommi, [http://web.archive.org/web/20070608234103/http://users.tkk.fi/~tgustafs/mdrmod.html Magic Damage Reduction Modification vs. Frame-Based Attacks] (Internet Archive) | ||
+ | *Librarian, [https://www.mannm.org/d2library/faqtoids/nhd_eng.html Get it While You Can: NextHitDelay - NHD] (FAQtoids) | ||
+ | *Nefarius and Brother Laz, [https://d2mods.info/forum/kb/viewarticle?a=364 Missiles.txt File Guide v. 2] (Phrozen Keep) |
Latest revision as of 06:13, 27 September 2021
Damage rateEffectiveness of Damage Reduced and Magic Damage Reduced is reduced when applied to the damage of the following missile attacks:
Last collideLast collide is a property of missiles which normally prevents those which are not destroyed upon collision from colliding with the same target more than once (since a missile can collide with a target multiple times as it passes through it, or remains over it).
Next delayNext delay is an internal timer applied to a monster after a missile from a particular set of skills collides with it. Missiles from these skills will not collide with the monster until the timer expires. Next Delay duration is measured in frames. [2]
Speed and range
Reference
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