User talk:DarkMasterMan
Welcome...
to this wiki. And happy improving! Naturelover (talk) 07:10, 13 March 2025 (EDT)
- Thanks Naturelover! Not sure how to properly format a reply in a user talk section but oh well. :p I was finally able to log in to AB on my PC this morning, so I can finally do some proper editing instead of dinking around on a tiny mobile screen haha. -DarkMaster
Fire Gollum ;)
Howdy!
I was under the impression that sunder charms do not work in PvP. So fire absorb in PvP is still redundant, even in d2r. Confirm/deny?! ;) Naturelover (talk) 17:24, 26 April 2025 (EDT)
- In case you're not watching my talk page: You add 4 tildes after your message when on a discussion page, like this: Naturelover (talk) 13:09, 27 April 2025 (EDT) ;)
Grim Ward
Trang Oul actually added the D2R Find Potion synergy on 21 June 2024, I just removed |SS=None since this had put it in Category: Pages using duplicate arguments in template calls (now empty). Since I've no plans to buy and play Diablo II: Resurrected, I'm unlikely to add any D2R information myself, so any contributions are likely to be limited to patrolling edits and things like this (form rather than substance). Onderduiker (talk) 17:36, 5 August 2025 (EDT)
- Ah, I gotcha. DarkMasterMan (talk) 18:50, 5 August 2025 (EDT)
Blaze and fire damage per second
Thanks for your recent work on the Blaze page! I'll see if I can shed some light on the comments in your edit summary, particularly calculating damage formulae and fire duration.
Mana cost = 10+slvl was an error based on applying manashift 7 (27/28 = 128/256 = 0.5) from Skills.txt to mana 22 (11), but inexplicably not doing so to lvlmana 1. So Mana cost = 10.5 + (0.5*slvl), and corresponds to that displayed. Thanks for the correction!
Also from Skills.txt, where Blaze has HitShift 4 and EType fire:
| EMin | EMinLev1 | EMinLev2 | EMinLev3 | EMinLev4 | EMinLev5 | EMax | EMaxLev1 | EMaxLev2 | EMaxLev3 | EMaxLev4 | EMaxLev5 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 3 | 4 | 6 | 9 | 8 | 2 | 3 | 4 | 6 | 9 |
If damage is expressed as 1/28 = 1/256 (formerly referred to as bit damage), then multiply by 2 HitShift = 2 4 = 16:
| Level(s) | 1 | 2-8 | 9-16 | 17-22 | 23-28 | > 28 |
|---|---|---|---|---|---|---|
| EMin | 64 | 32 | 48 | 64 | 96 | 144 |
| EMax | 128 | 32 | 48 | 64 | 96 | 144 |
So EMin levels 1-8 = 64 + (32*(slvl-1)) = 64 + (32*slvl) - 32 = (32*slvl) + 32.
| Level | 1 | 8 | 16 | 22 | 28 | > 28 |
|---|---|---|---|---|---|---|
| EMin total | 64 | 64 + (32*7) = 288 | 288 + (48*8) = 672 | 672 + (64*7) = 1120 | 1120 + (96*6) = 1696 | 1696 + (144*(slvl-28)) |
| EMax total | 128 | 128 + (32*7) = 352 | 352 + (48*8) = 736 | 736 + (64*7) = 1184 | 1184 + (96*6) = 1760 | 1760 + (144*(slvl-28)) |
So EMin levels 9-16 = 288 + (48*(slvl-8)) = 288 + (48*slvl) - 384 = (48*slvl) - 96, and so on. Back in the day, I think I had a spreadsheet set up to calculate these values based on EMin and EMax values input.
Fire duration = 90 + (25*slvl) frames, or (90 + (25*slvl))/25 seconds, corresponds to that displayed, and is derived from Range 90 and LevRange 25 for blaze in Missiles.txt. However, although I cannot confirm it right now, you should definitely consider the possibility that the displayed values are actually wrong: as far as I remember, LevRange = frames at level 1, and LevRange is what's added with each additional skill level (so level 1 = 90 frames, level 2 = 90 + 25 = 115, and so on). This could be easily tested by modifying LevRange (to say, 90), and seeing if it has any effect on actual fire duration for level 1 Blaze.
The reason the previous formula was 64 + (25*slvl), not 90 + (25*(slvl-1)) simplified to 65 + (25*slvl), is because fire collision damage isn't inflicted in a missile's first frame of existence. This should already have been applied to all skills displaying fire damage per second. Onderduiker (talk) 18:55, 23 October 2025 (EDT)
- Oh hey Onder, thanks for the info on the bitrate calculations. Yeah I actually did that exact test for the fire duration, I set Range to 1 and LevRange to 200 and at level 1 the fires would deal damage to stuff for ~8 seconds, at level 2 they'd deal damage for ~16 seconds, etc. I was under the same impression as you regarding Range/LevRange but it seems at least in this particular case it does sum them together for level 1. Ahhh, that makes sense regarding the non-damage in the first frame, I actually remember seeing that on the Molten Boulder page but it didn't occur to me that the same thing was happening here, I'll edit that. Thanks! DarkMasterMan (talk) 23:48, 23 October 2025 (EDT)
- A quick search of Missiles.txt only found 32 missiles with LevRange values, some of which are unrelated to player skills and others which might not inflict damage or apply effects. Worth keeping in mind, though. Onderduiker (talk) 06:09, 25 October 2025 (EDT)
- Actually, I still don't get some of the bitrate stuff. I don't understand where you're getting the -384 from in the second step, I understand that you're getting the 288 from the total bitrate of level 8 Blaze and you're adding that to the -384 to get the -96, I guess I need it spelled out heh. That spreadsheet certainly sounds useful, I suppose it's been lost to time though eh? :P DarkMasterMan (talk) 01:26, 24 October 2025 (EDT)
- Regarding the second step, for total EMin for levels 9-16:
- = 288 + (48*(slvl-8))
- = 288 + (48*slvl) - (48*8)
- = 288 + (48*slvl) - 384
- I found a spreadsheet, and used it to simplify the formulae for Diablo II: Resurrected. After cleaning it up a bit, the easiest way to share it with you may be to attach it to a PM on the AB forums (although it's been quite a while since I've done anything like that). Onderduiker (talk) 06:09, 25 October 2025 (EDT)