Difference between revisions of "Missile"
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Onderduiker (talk | contribs) (Cut and pasted content from individual Damage Rate, Last Collide and Next Delay (content added by JDM 7 and 13 March 2013) pages) |
Onderduiker (talk | contribs) m (Updated links) |
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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). [ | + | *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. | *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%). | *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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==Next delay== | ==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. [ | + | 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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==Speed and range== | ==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 [ | + | *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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− | :Missile speed = 25 * pixels / 32 [ | + | :Missile speed = 25 * pixels / 32 [https://d2mods.info/forum/kb/viewarticle?a=364] |
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− | :Missile range = frames * pixels / 32 [ | + | :Missile range = frames * pixels / 32 [https://d2mods.info/forum/kb/viewarticle?a=364] |
<br> | <br> | ||
==Reference== | ==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) | *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, [ | + | *Librarian, [https://www.mannm.org/d2library/faqtoids/nhd_eng.html Get it While You Can: NextHitDelay - NHD] (FAQtoids) |
− | *Nefarius and Brother Laz, [ | + | *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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