Difference between revisions of "Missile"

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{{Intro}}
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==Damage rate==
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Effectiveness of [[Damage Reduced]] and [[Magic Damage Reduced]] is reduced when applied to the damage of the following missile attacks:
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{{Text table}} width=67%
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|-align=center
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!colspan=3|Damage Rate
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|-align=center
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!width=33%|41/1024 (~1/25)
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!width=34%|82/1024 (~2/25)
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!width=33%|205/1024 (~1/5)
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|-valign=top
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|
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*[[Arctic Blast]]
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*[[Armageddon]] fire
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*[[Fire Wall]]
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*[[Firestorm]]
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*[[Immolation Arrow]] pyre
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*[[Meteor]] pyre
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*[[Molten Boulder]] fire
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*[[Catapult]] meteor pyre
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*[[The Countess|{{Ub|=Countess}}]] fire wall
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*[[Diablo (World Event)|{{Ub|=Diablo}}]] armageddon fire
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*[[Diablo|{{Ub|=Diablo}}]] firestorm
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*[[Vampire]] fire wall
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*Vampire meteor pyre
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|
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*[[Inferno]]
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*[[Wake of Inferno]]
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*{{Ub|=Diablo}} lightning
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*[[Fetish Shaman]] inferno
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*[[Megademon]] inferno
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*[[Claw Viper|Salamander]] fire cloud
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|
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*[[Wake of Fire]]
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|}
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*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.
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*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.
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*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%).
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*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.
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<br>
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==Last collide==
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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).
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[[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.]]
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<br>
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==Next delay==
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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]
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;Skills
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{{Text table}} width=67%
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|-align=center
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!width=33% align=left|Class
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!width=34%|Skill
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!width=33%|Duration in Frames
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|-valign=top
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![[Amazon]]
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|
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*[[Multiple Shot]]
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*[[Strafe]]
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*[[Lightning Strike]]
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|
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*4
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*4
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*4
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|-valign=top
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![[Assassin]]
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|
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*[[Shock Web]]
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*[[Blade Sentinel]]
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*[[Wake of Fire]]
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*[[Claws of Thunder]]
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*[[Phoenix Strike]]
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|
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*25
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*25
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*4
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*4
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*4
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|-valign=top
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![[Barbarian (Diablo II)|Barbarian]]
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|
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*[[Battle Cry]]
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*[[War Cry]]
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*[[Battle Orders]]
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*[[Battle Command]]
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*[[Grim Ward]]
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|
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*4
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*6
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*4
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*4
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*6
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|-valign=top
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![[Druid (Diablo II)|Druid]]
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|
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*[[Twister]]
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*[[Tornado]]
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*[[Volcano]]
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*[[Shock Wave]]
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|
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*25
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*25
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*10
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*4
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|-valign=top
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![[Necromancer]]
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|
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*[[Teeth]]
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*[[Poison Nova]]
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|
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*4
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*4
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|-valign=top
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![[Paladin (Diablo II)|Paladin]]
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|
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*None
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|
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|-valign=top
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![[Sorceress]]
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|
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*[[Chain Lightning]]
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*[[Nova]]
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*[[Frost Nova]]
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|
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*4
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*4
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*4
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|}
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<br>
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==Speed and range==
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*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].
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[[File:Sub-tile.png|center|thumb|400px|Enlargement of a single sub-tile.]]
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*Consequently, the dimensions of the visible screen are as follows:
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{{Number table}} width=33%
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|-valign=top align=center
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!width=33% rowspan=2|Resolution
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!colspan=2|Visible Area
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|-align=center
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!width=34%|Pixels
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!width=33%|Yards
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|-align=center
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|640 x 480||640 x 432||20 x 27{{0|.0}}
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|-align=center
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|800 x 600||800 x 552||25 x 34.5
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|}
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[[File:Radius.png|center|thumb|600px|Relationship between yards and [[radius]] at 800 x 600 resolution.]]
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*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:
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:Missile speed = 25 * pixels / 32 [https://d2mods.info/forum/kb/viewarticle?a=364]
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*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:
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:Missile range = frames * pixels / 32 [https://d2mods.info/forum/kb/viewarticle?a=364]
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<br>
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==Reference==
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*[https://www.theamazonbasin.com/forums/index.php?/forums/topic/86981-inferno-arctic-blast-bug/ Inferno & Arctic Blast Bug] (D2 Technical)
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*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)
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*Librarian, [https://www.mannm.org/d2library/faqtoids/nhd_eng.html Get it While You Can: NextHitDelay - NHD] (FAQtoids)
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*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