Difference between revisions of "Prevent Monster Heal"
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{{Intro}} | {{Intro}} | ||
*Prevent Monster Heal stops unit damage regeneration for 120,000 frames (80 minutes) when applied. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=42450&view=findpost&p=447677] | *Prevent Monster Heal stops unit damage regeneration for 120,000 frames (80 minutes) when applied. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=42450&view=findpost&p=447677] | ||
− | *Only applied by player: does not apply when equipped by a [[mercenary]] or [[ | + | *Only applied by player: does not apply when equipped by a [[mercenary]] or [[Iron Golem]]. |
− | *Applied by any successful melee or ranged attack with the exception of [[ | + | *Applied by any successful melee or ranged attack with the exception of [[Blade Sentinel]] and [[Blade Shield]]. |
*Only applied if life value changes, either due to damage taken or regenerated. | *Only applied if life value changes, either due to damage taken or regenerated. | ||
*When PMH has already stopped damage regeneration, [[Open Wounds]] is only applied by an attack applying at least 1 bit (1/256 point) damage. | *When PMH has already stopped damage regeneration, [[Open Wounds]] is only applied by an attack applying at least 1 bit (1/256 point) damage. |
Revision as of 18:53, 26 July 2012
Helm
Weapon
Melee weapon
1 Excluding rods (scepters, staves and wands) and orbs
Axe
Club
Dagger
Hammer
Mace
Polearm
Scepter
Spear
Sword
Missile weapon
Throwing weapon
Ring
Belt
Reference
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