General guidelines for designing combat game rules, but with most points detailed towards Diablo 2: Lord of Destruction. These guidelines describe how encounters are balanced, but would be exagerated for encounters which should stand out (bosses, unique and champion monsters, etc). 1) Monster base damage resistances are 0 Norm difficulty, 33 NM, 50 Hell, with +49 to one of the six elements for resistant exceptions. 50 in Hell corresponds with phys res tradition. To show general resistance to multiple elements consider (2x +25%), (3x +16%), (4x +12%). 50% physical resistance is normal in Hell difficulty D2:LoD, so setting the elemental resistances to this level allows easier balancing of the mods that appear on items. Reducing 100%+ (Immune) monster resistance receives special treatment by the game engine, so requires players to have large amounts of resistance piercing. Elemental resistance piercing is only balanced if it doubles the elemental damage, just like the preset damage doubling of Deadly Strike. 2) Elemental Pierce at 50% against a 50% resistant critter corresponds to 100% Deadly Strike against a 50% phys res critter. Resistances are meant to add variety to encounters, but immunities simply stop single-element Players. 90%+ resistance is effectively immunity, but is less frustrating to overcome. 3) Conviction, Amp, and LRes capped at 50%. Likely 11% + 1%/Lvl. 4) Monster HP progression table starts at 250%, so that Crushing Blow reduces by 1/10 rather than 1/4. 5) Monster HP balanced so that Open Wounds reduces life by 1/3 (OW is hardcoded and damages over 8 seconds). This is about 1/25 monHP DPS for 8sec. 6) Enemy Melee are generally more durable than Ranged monsters. 7) Tanking players have 4 times more effective HP than fragile players. 8) Fragile players have triple the damage of tanking players, or more AoE (hitting 3 times more monsters). 9) Tanking Players effective HP should be 20 times monster melee damage. 10) Norm difficulty Monsters should die after 5 hits from Tanking players. 11) Monsters should outnumber players by 4 to 1 in Norm. 12) Melee players should hit monsters 90% of the time. 13) Ranged players should hit monsters 80% of the time 1/2 across the screen. 14) Player minions should be 1/3 as effective as players, e.g. Valkerie alone would do 1/3 the damage of a tank and die 3 times faster than a tank. 15) Player Hirelings should be 2/3 as effective as a player. 16) Player spells should be castable enough to engage 4 monsters without a recovery period. 17) Player damage reduction caps should be similar to monster resistances. 18) Buffs (skills and items compared to no-skill or plain-items) should not exceed more than about 50% improvement at a time because large changes create cusps in the line of balance that, while novel and noticeable at the time, lead to predictable gameplay. A skill heavily invested in should provide a significant bonus (triple effect) over a skill not invested in. 19) There are 3 main forms of element: Physical (attacks with ability to produce effects on hit), Elemental (Fire (mid Dmg), Cold (low Dmg with chill), Lightning (high Dmg but variability), Poison (Double lightning max dmg (and spell cost) but over 8 seconds (Open Wounds is 8 seconds))), and Magic (nothing resists magic, but no resistance piercing is allowed either). It is balanced for Magic Damage to be relatively weaker, at 80% of standard (Fire Element) damage. For a fragile-character attack (triple Tank damage, or 3/5 Monster HP), Magic-Dmg spells should kill monsters in slightly more than 2 hits (12/25th of monster HP as damage). AoE magic attacks should do about 4/25th monster HP as damage. 20) Ranged player attacks will do more damage than Tanks, but less than spells, so about 1.5 to 2 times Tank Damage. 21) Since MonsterHP increase exponentially, spell cost and damage should increase exponentially. Since spell costs and damage after level 28 are limited to linear growth, other effects must be used to increase spell damage and cost (such as cast rate). For most classes, cast rate can only increase damage by 65% and requires about 130%FCRate. Monster-debuff effects could be used to increase damage, but not spell costs. 22) Skills without benefits or synergies from other skills will reach their cap quickly, making them suitable for various builds. 23) Low level caster skills (since these do not rely on weapons) require extra synergies or more +Skills from gear if they are meant to keep up with higher level skills and monsters. 24) IronMaiden curse by enemies should have a low amount of damage reflection since Players' HP:Damage ratio (3:1) is much lower than monsters' 30:1. Similarly, phys damage melee builds (only these are affected by IM) should consistently have skills or weapons available that reduce their physical damage output in exchange for non-physical. 25) Gear that debilitates the enemy (such as curses, auras, etc) should be relatively weaker, since everyone in the party benefits from the weaker enemy. 26) Player and Monster levels should match in each area, since this affects melee player's chance to hit, and experience gained. Consider level 95 in Hell difficulty, since this allows players to replay any area with equal challenge. Consider level 85-95 in Nightmare difficulty, which is distinguished by player's already maxing most of their skills and requiring better equipment to progress. Act1 Normal difficulty should be player level 1 to 25, so that most skills can be unlocked and the initially slow start of the game is over, A2 levels 25 to 40, A3 levels 40 to 55, A4 levels 55 to 70, A5 levels 70 to 85. 27) Weapon base damage (capped at 255) should consider that Players attacks will include bonuses from Skills and statistics (i.e. strength and Dexterity). Weapons will usually have magical properties that improve them. If magic properties improve weapon damage by around +500%, then non-magic weapons are nearly useless. Consider an average magical bonus of +50%, perhaps with a possible magical penalty of -100% for elemental-damage melee weapons. 28) Two handed weapons should do about 50% more damage than weapons that allow a shield. This trade of damage and defence will allow for less frustration in areas with weaker monsters. 29) For weapon variety, consider differences in balances of Range to average damage (+Range = -Dmg), requirements to average damage (-50% req = -33%Dmg, 2Handed = 1H+50%Dmg), and the spread of the damage range around the average damage (Axe +/- 10%, Hammer +/- 20%, Swords +/- 33%, Daggers +/- 1Dmg but -50%req with -33%Dmg, Spears +/- 20% but -25% req with -20%Dmg, Poles +/- 66% with +25% req and +25% Dmg). Note that base weapon max damage is capped at 255. 30) Ranged weapon damage should balance between requiring two hands but also attacking at range. Consider them doing regular damage (i.e. no 50% bonus for 2Handed, no penalty for range). Consider Crossbows requiring strength rather than dexterity, and having a piercing attack with reduced damage (50% pierce is similar to dmg*(2-0.5^(monCount-1)), i.e. dmg*1.75 if 3 monsters). 31) Armor is the total of the shield (20%), helmet (10%), armor (50%), boots(5%), gloves(5%), belt(5%), and charms(5%). This total is magnified by skills and weapon-based +%EnhancedDefence. Consider 3 tiers of armor: Heavy (for tanks), Medium, and Light (for ranged casters). 32) High-end melee weapons have strength requirements up to 160, many weapons require both str (max 66) and dex (max 95 - higher to help blockers), reduced-stat weapons require both str (35) and dex (50). Consider defining the strength requirements of the armor tiers using the strength requirements of these three tiers of weapons (i.e. Tank gear requires 3x more than fragile). Weapons for blockers requiring Str and Dex use: Dexterity = Strength*1.5 33) Skills that use shields and boots as the weapons do not benefit from on-item enchanced damage, so the base damage of shields and boots should be high enough to consider this (2Handed Dmg). Smite adds damage to the shield before skill and off-weapon enhanced damage bonuses are applied, so Smite could fill in the role of on-weapon EDmg. Boot damage is increased by stats before skill bonuses are applied (this stat-damage is not further enhanced), +Dmg = (str+dex-20)/4 to (str+dex-20)/3, so with str = dex = 70, +Dmg = (70+70-20)/4 to (70+70-20)/3 = 30 to 40. 34) Blocking with a shield should be largely based on the player type rather than the shield, to prevent players from stacking defensive skills, defensive builds, and shields when this is unintended. Barbarians and Druids will not benefit from Dexterity as much as builds using 1-handed weapons with shields. Players investing in dexterity should have about 1 per level, which would result in blocking about 50% with a shield of 100%CtBlock, a shield of 50%CtBlock results in 25% blocking. The CtBlock of a shield should be broken down as: 40% player type, 10% shield type, 10-30% shield magic properties, 30% player skills. If the player has no 30% bonus from skills, then they would block roughly 35% of the time, which equivalent to a 50% boost to effective life. 35) Gems, Runes, and Jewels should give small bonuses since they could be inserted about 10-20 times. Jewels have many assorted mods (100), while runes (20 for weap/armor/shield) and gems (15 for weap/armor/shield) have relatively few. Gems are easy to get and have predictable mods. Runes are rarer, and their mods should remain relevant and useful as part of Runewords. Jewels are common, but rarely possess the same sets of properties. 36) Skill levels progress in Tiers, where each tier is about 7 levels and gets progressively stronger. The last tier is for all levels above 28, so gear that increases levels excessively will cause skills to behave mostly as their strongest tier dictates. To balance skills easily, gear should not boost levels more than about level 35 so that the last tier is filled with 7 levels. If a low-damage skill should be changed into a high-damage skill, then just make it's last tier very powerful and allow for one or two items with +20 to +40 to that skill. 37) Given that skills can be raised to 20 without items, and level 35 is a desireable maximum, consider the distribution of +Skill items as: Weapon(+3),Shield(+3),Armor(+0),Hat(+3),Amulet(+2),2xRings(+1),Gloves(+1),Boots(+1),Belt(+0),Charms(+0) 38) Skills generally have effects which are %-based (enhanced damage) or number-based (damage). Since a skill can only be raised 20 times without items, but there are 100 character levels, a skills can quickly be maxed. The %-based skills are balanced by items, so are safe to max early. If number-based skills are balanced with the idea that the skill is raised every level, then the skill quickly becomes obsolete. Synergy skills can be used to overcome this, but so can rebalancing around the idea that the skill is raised once every 2 or 3 levels. A steeply raising mana cost is used to keep the skill balanced. 39) Monsters regenerate hitpoints at the rate of 0.610% per second per regen point. This is not the same as Replenish Life for players, which yields x*25/256 HP per second. If a monster has a regen of 5, then it fully heals in about 30 seconds. 40) Melee players generally attack 4-6 times per second, so at 5/25 monHP damage, they should kill 1 monster per second. Area of Effect spells generally hit 4-8 monsters, so at 5/25 monHP damage, they would be the same as melee damage output if they were cast once per second. Damage over time spells (poison, flames, Damage Per Second (DPS) spells) should do half the damage per second, but twice the damage overall, e.g. 2/25 monHP for 5 seconds. 41) Monsters may have counter-attacks that occur most often when they are hit quickly, but will not occur for DPS attacks (since these "hit" 25 times per second). 42) Monsters' on attack elemental damage can be chosen from fire, lightning, cold/chill, poison (does double damage per second, doesn't stack), random (one of the previous 4), cold/freeze, magic, life (if dmg=1 & life=100%1000min1000max, then 1 dmg & 10 life lost & min(dmg,lifeLost) HP restored), mana (if dmg=1 & mana=100%1000min1000max, then 1 dmg & 10mana lost & 10 HP restored), stam (if dmg=1 & stam=100%1000min1000max, then 1 dmg & 10 stam lost), and stun. 43) Poison damage is calculated as a number per frame, along with a calculation of the number of frames. The damage per frame is simply the total of all sources of poison damage (equipment and skills), the number of frames is the average of each source. Note that the number of frames on a magic item is the total of the frames of the prefix and suffix mods on that source. E.G "Venomous Sword of Poison" where the prefix does 1 dmg/frame over 50 frames, the suffix does 3 dmg/frame over 25 frames, the sword would do (1+3) dmg/frame over (50+25) frames or 400dmg/4sec. If used with a skill (or gem) doing 2dmg/frame over 50frames, the damage is (4+2) dmg/frame over (100+50)/2 frames or 450dmg/3sec. 44) Jewels and specific gems (i.e. "gpw" (Perfect Diamond) is okay but not "gem") are valid in Runewords. Gems could be used to raise the level or socket requirement while providing a mediocre mod. Jewels allow player-customization of the runeword, which is novel. 45) IgnoreTargetDefence and %Reduce-AC did not work for boss-flagged monsters at all. Bow skills did not use their ToHit columns. 46) DragonFlight as an onHit mod simply teleports a player to the monster that hit them, there is no attack produced. 47) Enchant works at full strength for ranged attacks. +%FireMastery did not apply to fire damage added to ranged attack by Enchant (only skill damage), but did apply to melee damage. Enchant did not boost DragonTail's explosion. 48) Replenish Life is limited to -30 to +33 only for random items saved after being generated. i.e. A magic or unique item with +100 ReplenishLife will be reduced to +33 only when a new game is joined. Gem stats are not limited this way (they are likely saved differently). 49) Since monster HP and damaged are determined by the step-wise OpenWounds function, they are hard to map to an elegant function. Note that D2 uses integer math, so 10/5 == 14/5 == 2. Monster damage is very closely between: lvl/2+(lvl*lvl)/45 < monDmg < lvl+(lvl*lvl)/70. These functions intersect at level 88 (A2 NM). The smaller function is within 3 values of monDmg for levels 70-95 (A4Norm to A5Hell), and generally a little below monDmg, so is the better function to use alone. If the damage Tiers are set to zero with emin=1 emax=1, and synergyCalc=(100*fn(ulvl)), then the skill level is irrelevant, though it could be used as a flag, e.g. lvl>40? (act boss) : lvl>20? (boss) : (trash). 50) The Cleansing aura is hard-coded to reduce curse duration based only on the skill level. Testing shows that the reduction is very close to level/(level+2)%; E.G lvl 1=33% (1/3), 2=50% (2/4), 3=60% (3/5), 4=66% (4/6), 5=72.4% (5/7)etc. 51) To improve consistency among randomly enchanted items (each receiving between 1 and 6 affixes), each affix should have multiple minor effects. i.e. If every weapon affix includes 10% enhanced damage, then every enchanted weapon should have between 10%-60%. 52) To decrease the difference between Superior (non enchanted, but 1-2 minor affixes and available for RuneWords), Magic (1-2 major affixes), and Rare (3-6 major affixes) items, plain items should receive automatic mods (e.g. Crossbows with 50% pierce target or reduce enemy AC, Blunt weapons with bonuses to undead, Axes with bonues to demons, etc). This way items go from 1-6 mods to 3-8 mods, making the maximum items about twice as effective as minumum items, rather than six times as effective. 53) The affixes of two handed weapons are not easily separated from one handed weapons, so two handed automods should be adjusted at higher levels. e.g. Around level 90 two handed weapons should have +6 skills, but rare affixes can never yield more than +3, so the automods of high level two handed weapons should include +3 skills. 54) Using automods rather than staffmods prevents the problem of overleveled skills (+6 necro skill possible at game start, where +0 expected). Consider an automod of +1ClassSkills since it preserves the benefit while smoothing the effect. This kind of automod makes Runewords simpler, since the +Skills portion is handled by the base item. 55) Giving all characters an invisible passive skill at character creation can help overcome the hardcoded limitations of stat benefits (e.g. Dex giving +1AC/5 points, no ARating from Str, Blocking formula requiring 2 Dex per level to break even, etc). 56) Players should negate (not resist) around 33% of monster damage, so small changes to monster damage feel significant and appear to increase the damage range. EG monDmg = 66-133 (Range=MinDmg), with -33% Dmg = 33-100 (range=2xMinDmg). Damage after -33% will "feel" normal even though it's only 67% of normal. Enhanced monDmg (EG +25%) will be reduced from 125 to 92, but since 92 is 37% larger than 67, the +25% will "feel" like +37%. Consider monster enhancements no larger than 30%. 57) Damage negation is applied to each element separately, so monsters that attack with multiple elements should have a small damage bonus to each or one main with one minor element. EG (-33%Dmg Negation): 2x50Dmg becomes 2x17Dmg (66% reduced, "feels" like 1/2 normal damage), 2x66 becomes 2x33 (50% reduced, "feels" like normal damage), 1x90+1x10 becomes 1x57 (43% reduced, "feels" like 6/7th normal damage) Balance Point Examples 1) Monster HP, Damage: 1.1) About 4 monsters per player. 1.2) Converted monsters will be influenced by player buffs. 1.3) Minions roughly 1/3 as effective as player tanks. 1.4) Level 10 monsters have about 300 HP, so Lvl 10 Tanks do about 60 damage. 1.5) About 3 Lvl10 buffed converted Monsters should do about 60 damage and have total HP as a tank player. 1.6) A single buffed monster does 20 damage, so unbuffed does 10 (arbitrary). 1.7) Tanks survive about 20 monster melee attacks, so have about 200 effective HP 1.8) Fragile Players have 1/4 the HP of tanks and triple the damage or AoE, so 50HP and 180 damage at level 10. 1.9) Monster elemental on attack damage set to: 90-110%phys/mag/cold(2sec Chill) = 70-130%fire/ltng = 50%pois (4sec) = 20-25%mana (+80-100%phys) = 50-50%life (+40-60%phys) = 100-100%stam (+90-110%phys) = stun(2sec) (+90-110%phys) 1.A) Stronger monsters (300%HP), miniBosses(2k%HP) and ActBosses(5k%HP) do extra damage respectively: (+20% or 2Elements at 100%), (+100%|2Elem@+20%|3Elem@-15%), (+200%|2Elem@+60%|3Elem@+20%) 2) Monster Attack Rate: 2.1) 4 Monsters per player 2.2) Tanks kill with 5 swings and survive 20 (melee). 2.3) A Tank should receive 20 swings in the time he outputs 20 swings. 2.4) If Monsters attack at the same rate as Tank players, then the player receives 50 (i.e. 20+15+10+5) swings engaging 4 monsters. Monsters should miss about 60% of the time (via block, defence, negation, deflection, life leach, reduced attack rate etc). 3) Player resistances: 3.1) Player resistances should be similar to monster resistances (so 0 Norm, 25% NM, 50% Hell, with exceptions). With 6 elements to consider, one or two of them with +49%, the average monster res is actually (18% Norm, 43% NM, 68% Hell). 3.2) Consider 50% max elemental resistances, 25% elemental absorbtion, 33% negation. When all are maxed, this will effectively resist 83% elemental damage, which should be an exceptional case. 3.3) Consider 75% max shield block, 50% phys resistance, 33% damage negation. When all are maxed, this will effectively resist 92% physical damage, which should be an exceptional case. 3.4) 66% energy shield (max .5 efficiency), 33% damage negation. When maxed, these will effectively resist 99% of all damage, with loss of 33% as mana. This effectively converts each mana to 3 HP so a fragile character can Tank while they have mana. 3.5) Damage negation capped at 33% should be relatively easy to attain since it's small. Resistance cap at 50% should be attainable, since it can be reduced by skills. Absorbs cap of 25% should be very challenging, since it can not be reduced. 4) HP, Mana, Damage, Damage negation, spell cost: 4.1) Open Wounds dealing 1/3 monster life as damage over 8 seconds determines monster HP since OW is hardcoded. 4.2) Tanks kill monsters in 5 hits now determines Tank damage. 4.3) Three Converted Monsters doing about the damage of a Tank determines Monster melee damage at about 1/6 Tank damage. 4.4) Tanks die in about 20 melee monster attacks implies Tank HP. (1250 + 3X)*2.25 = 5000 4.5) Fragile players have 1/4 Tank HP, and do about three times tank damage determines Fragile player stats. 4.6) Maxed Energy Shield convert 1MP to 3HP before evasive multipliers (x2.25), so 1250HP needs 600MP to tank. 4.6) Hirelings and summons are about 2/3 as effective as players (HP, damage). 4.7) Damage Negation is capped by limited availability to about 33% monster damage. 4.8) The buff to a player from gear should account for about 50% of the player's effectiveness, 4.9) Monsters hit Tanks 40% of the time. %THit = 200 * ALvl/(ALvl+DLvl) * AR/(AR+Def) = 200*1/(1+1)*1/(1+1.5) 4.A) Tanks hit Monsters 90% of the time, note Barb, Pala, Asin get about +15ALvl. %THit= 200*(0.58) *(4/5) 4.B) Shields block around 50% for Pala (with HShield), relies on Dex. 0.5 = .75*(Dex-15)/(Lvl*2), Dex=4/3*Lvl+15 4.C) BlK_33 is the dex to block at 33% by level. 4.D) Dex = +5 AR, +1 AC per point, so Tank AR & Def should probably be triple this (each skill gives +100% AR or Def) 4.E) T_AR=(Dex*5+Gear?)*(1+GearBonus?+Skill200%Bonus), TMinAC=(DexAC+Gear?)*(1+weaponBonus?+Skill200%Bonus). ???=0 4.F) T_AC=3*(DexAC+Gear), Gear=5*Dex_AC (Tanks), 1*T_DexAC (Fragile), so T_Def about 3*F_Def (Monsters hit fragiles 66%) OWounds 95 200 341 552 798 1079 1430 1782 2134 2485 LVL 10 20 30 40 50 60 70 80 90 100 Mon_HP 300 600 1050 1650 2400 3200 4300 5300 6400 7500 Mon_Dmg 10 20 35 55 80 110 140 165 210 250 Mon_AR 84 132 168 204 252 288 324 372 408 444 Mon_Def 113 150 204 236 300 356 394 450 506 563 T_HP 200 400 700 1100 1600 2200 2800 3300 4200 5000 T_MP 20 <-- Mana grows 1MP/energy stat only --> 20 T_Dmg 60 120 210 330 480 640 860 1060 1240 1500 T_AR 450 600 815 945 1200 1425 1575 1800 2025 2250 T_Def 126 198 252 306 378 432 486 558 612 666 F_HP 50 100 175 275 400 550 700 825 1050 1250 F_MP 24 48 84 132 192 264 336 396 504 600 F_Dmg 180 360 630 1000 1450 1900 2600 3200 3700 4500 S_Cost 3 6 11 17 24 33 42 50 63 75 Dmg_Neg 3 6 11 18 26 36 46 55 70 83 Blk_Dex 28 42 55 68 82 95 108 122 135 148 Blk_33 23 32 42 51 59 68 77 86 95 104 Dex_AC 7 11 14 17 21 24 27 31 34 37 5) Damage Reflection: 5.1) Since Monster damage is about 1/30 of monster HP a reflection rate of 3000% will 1-hit kill a monster. This should be very hard to achieve. A reflection rate of 600% is equivalent to the damage a Tanking player would output, but would effectively trade player life for AoE, which appears balanced in the view of a fragile player doing either three times Tank damage or AoE. 5.2) Since the damage reflected is only the damage received (resisted damage isn't considered), this strategy should be balanced with that in mind. 5.3) The reflected damage is reduced by monster physical resistance, so items that reduce enemy physical resistance should sometimes be paired with damage reflection items. 5.4) Since monsters often attack with multiple elements and non-physical attacks, or ranged attacks (unreflectable), builds relying on DamageReflection should account for this (elemental resists, regular attacks and anti-range options) 6) Mana and Spell cost: 6.1) Fragile players do three times the damage of Tanks, so they kill monsters in about 2 hits. 6.2) Monsters outnumber players by about 4 to 1, so a fragile player needs mana for about 8 casts that hit. 6.3) Fragile players have 1/4 the life of Tanks. 6.4) Energy shield maxed can convert 1 mana to 3 HP, and should account for about 3/4 of a Tank's HP. 6.5) Builds relying on energy shield should have 1 HP per 1 mana, with their HP = 1/4 of a Tank's HP. 6.6) A Lvl10 Fragile player should have 50HP, 50MP, and their auto-hitting spells should cost about 6 MP. 6.7) Tanking players require 5 hits per monster, or mana for about 20 casts that hit. 6.8) Tanking players with high HP should not have access to energy shield, which is inforced by having reduced mana. 6.9) Tanking players require spells that cost very little (about 1 to 6 MP). 6.A) Monsters can inflict negative mana regeneration (-80% to -300%, 2 to 6 seconds). 6.B) Mana regenerates normally at MAX_MP/60 mana per second, so a high-MP (600) player with +100%Regen would get 20MP/sec. 7) Summons: 7.1) Depending on how numerous a summon is, its power varies. If a char's purpose was to summon a single critter, then the critter should be nearly as strong as a player. Multiple summons essentially distribute the AoE of the player, lock enemies in place, and increase the player's HP. Multiple summons are balanced as a whole, for example Skellies (corpse required) should be durable, require significant investment, and are capped at three at once. Three skellies together should have about 2/3 the HP of a Tank like a Hireling does. Three skellies together should do about 2/3 the damage of a Tank. Recastable Golems (2 allowed at once) should together have the offence of a Fragile player, with similar durability, balanced for the lack of control the player has over minion AI. Summon stats normally follow linear growth unless a Mastery skill exists to allow exponential growth (since +Skill mods will allow improvements to the summon and the mastery at once). Exponential growth is possible if the stat is generated by dividing a number with a progressively smaller number. In this case the divisor is reduced as points are placed into the skill. Example calculation (lvl1=175, 10=657,20=1325, 30=3125): "175000/(1000-max(0,min(7,lvl-1))*100-max(0,min(8,lvl-8))*17-max(0,min(6,lvl-16))*8-max(0,min(6,lvl-22))*9-max(0,lvl-28)*3)" 7.2) A purely summoning character should still be limited in role as either a Tank or damaging character. 7.3) Recastable (no corpse) tanks should be relatively fragile, and could be viewed as Fragile players (high dmg). 7.4) Non recastable (corpse required) could be stronger, but not as strong as a Hireling (perhaps lacking resistances). Summon Strong Weak Skelly HP dmg CGolem Cold Lite FleGol Lite Pois IGolem Pois Fire FirGol Fire Cold SkMage dmg HP DKnight none none SBlades dmg HP Valk phys ele Decoy ele phys ShMast none none ShWarr none none PVine dmg HP SWolf HP dmg DWolf none none GBear dmg HP 8) Characters (Lvl100 = 500 stat poits + 15 via quests, 60HP via quests, 112 skill points), +20%HP +20%MP gear: 8.1) Amazon - Levelup +3HP +0.5MP. 2HP/Vit, 1MP/nrg. Base 40HP 25MP. Mostly ranged, some melee. 8.1.1) HP at Lvl100 = (100*3 + 300*2 + Base) * Gear = (300+600+40)*1.2 = 1128 8.1.2) HP with 66% hit = 1410 / (0.66) = HP * 1.5 = 1692 8.1.3) HP with 66% hit, 33%EvasionSkills = 1410 / (0.66*0.66) = HP * 2.25 = 2538 8.1.4) HP with 33% Block, 66% hit, 33%EvasionSkills = 1410 / (0.66*0.66*0.66) = HP * 3.375 = 3807 8.1.5) MP at Lvl100 = (100*0.5 + 0*1 + 25) * 1.2 = 75 * 1.2 = 90 MP 8.2) Assassin - Levelup +3HP +1MP. 2HP/Vit, 1MP/nrg. Base 60HP 20MP. Mostly melee (+Res/Block), some range. 8.2.1) HP at Lvl100 = (100*3 + 300*2 + Base) * Gear = (300+600+60)*1.2 = 1152 8.2.2) HP with 66% hit = 1152 / (0.66) = HP * 1.5 = 1745 8.2.3) HP with 66% hit, 50% block = 1152 / (0.66*0.5) = HP * 3 = 3491 8.2.4) HP with 66% hit, 33% block, 15%PhysRes = 1152 / (0.66*0.66*0.85)= HP * 2.7 = 3111 8.2.5) HP with 66% hit, 50% block, 15%PhysRes = 1152 / (0.66*0.5*0.85) = HP * 3.57 = 4107 8.2.6) MP at Lvl100 = (100*1 + 0*1 + 20) * 1.2 = 120 * 1.2 = 144 MP 8.3) Barbarian - Levelup +3HP +0MP. 3HP/Vit, 0.5MP/nrg. Base 60HP 20MP. Melee, support, low mana, Tank (+HP). 8.3.1) HP at Lvl100 = (100*3 + 300*3 + Base) * (Lvl30BO&IStamina, Gear) = (300+900+60)*1.95 = 2457 8.3.2) HP with 40% hit = 2457/ (0.4) = 6143 8.3.3) HP with 40% hit, 50%PhysRes = 2457/ (0.5*0.4) =12285 8.3.4) HP with 40% hit, 50%PhysRes, BarbMage = (100*3 + 0*3 + 60)*1.95 / 0.2 = 3510 8.3.5) MP at Lvl100 BarbMage = (100*0 + 360*0.5 + 20)*1.6 = 200 * 1.6 = 320 MP 8.4) Druid - Levelup +2HP +2MP. 2HP/Vit, 1MP/nrg. Base 30HP 30MP. Summons, transform Tank (+HP), mid-range caster. 8.4.1) TransformHP = (100*2 + 300*2 + Base) * (Lvl30Lyc&WereForm&Oak, Gear) = (200+600+30)*2.4 = 1992 8.4.1.1) TransformHP with 40% hit = 1992 / 0.4 = 4980 8.4.1.2) TransformHP with 50% hit, 25% Block = 1992 / (0.5 * 0.75) = 5312 8.4.1.3) TransformMP at Lvl100 = (100*2 + 0*1 + 30) * 1.2 = 230 * 1.2 = 253 MP 8.4.2) MidRangeCasterHP = (100*2 + 300*2 + Base) * (Gear) = (200+600+30)*1.2 = 996 8.4.2.1) MidRangeCasterHP with 40% hit = 996 / 0.4 = 2490 8.4.2.1) MidRangeCasterHP with 50%, 25% Block = 996 / (0.5 * 0.75) = 2656 8.4.3) MidRangeCasterMP at Lvl100 = (100*2 +100*1 +30) *1.2 =330*1.2 = 396 MP 8.5) Paladin - Levelup +4HP +0.5MP. 2HP/Vit, 1MP/nrg. Base 60HP 20MP. Melee, support, Tank (+Res/Block). 8.5.1) HP at Lvl100 = (100*4 + 300*2 + Base) * Gear = (400+600+60)*1.2 = 1272 8.5.2) HP with 50% Block, 50% hit = 1272 /(0.5 * 0.5) = HP*4 = 5088 8.5.3) MP at Lvl100 = (100*0.5 + 0*1 + 20) * 1.2 = 70 * 1.2 = 84 MP 8.6) Sorceress - Levelup +2HP +2MP. 1.5HP/Vit, 1.5MP/nrg. Base 25HP 35MP. Fragile caster. 8.6.1) HP at Lvl100 = (100*2 + 300*1.5 + Base)*Gear = (200+450+25)*1.2 = 525*1.2 = 810 8.6.2) EnergyShieldHP = (200 + 50 + Base)*Gear + 3*MP = 275*1.2 + 3*(200+375+35)*1.2 = 330 + 2196 = 2526 8.6.3) EnergyShieldHP with 66% hit = 2526 / (.66) = HP *1.5 = = 3827 8.6.4) EnergyShieldHP with 33% Block, 66% hit = 2526 / (.66 * .66) = HP * 2.25 = 5799 8.6.5) MP at Lvl100 = (100*2 + 250*1.5 + 35) * 1.2 = 732 MP 8.7) Necromancer - Levelup +2HP +2MP. 2HP/Vit, 1.5MP/nrg. Base 30HP 30MP. Summons, support, fragile caster. 8.7.1) HP at Lvl100 = (100*2 + 300*1.5 + Base) * Gear = (200+600+30)*1.2 = 996 8.7.2) HP with 66% hit = 996 / 0.66 = HP * 1.5 = 1509 8.7.3) HP with 50% hit, 400HP BArmor = ( 996 + 400)*2 = (HP + 400) * 2 = 2792 8.7.4) HP with 50% hit, 33% Block 400HP BArmor = ( 996 + 400)*2/0.66 = (HP + 400) * 3.03 = 4230 8.7.5) MP at Lvl100 = (100*2 + 100*1.5 + 30) * 1.2 = 380 * 1.2 = 456 MP 9) Amazon (Lvl100 probably 1128HP 90MP, expected stats maybe str50 dex150 vit300 nrg0) 9.1) Bow and Crossbow (ranged, so 2/5 MonsterHP damage max, (null) syn = Dmg reduced by 1 syn to compensate for Pierce+AoE) MagicArrow - MP= 2 -0.1/Lvl, Convert to MagicDmg 100%, Dmg 2/25 +2%/Lvl Strafe, no Ammo FireArrow - MP= 2 -0.1/Lvl, Convert to FireDmg 100%, Dmg 3/25 +2%/Lvl FrArrow, no Ammo ColdArrow - MP= 2 -0.1/Lvl, Convert to ColdDmg 100%, Dmg 3/25 +2%/Lvl ExArrow, no Ammo MultipleShot - MP= 2 +0.2/Lvl, -25%Damage, Arrows 5 +1/4Lvl +1/4Lvl GArrow, Range 8yards +2/3Lvl ExplodingArrow - MP= 4 +0.2/Lvl, 3.6Yrds, Dmg 4/25monHP +2%/Lvl CArrow IceArrow - MP= 1, Freeze 2s +0.5s/Lvl +0.5s/Lvl ColdArrow ImArrow, Dmg 1/25 +2%/Lvl ColdArrow ImArrow GuidedArrow - MP= 4, Damage +24% +4%/Lvl +2%/Lvl MShot, Ignores Defence ImmolationArrow - MP= 4 +0.4/Lvl, 2.6Yrds, Flames 2sec +0.1s/Lvl, Dmg 1/25 DPS 5/25 monHP +2%/Lvl IceArrow Strafe - MP= 4 +0.2/Lvl, Damage +1%/Lvl, Arrows 3 +1/3Lvl +1Min/4Lvl MArrow 15Max. FreezingArrow - MP= 7 +0.4/Lvl, 3.6Yrds, Freeze 1.1sec +0.1s/Lvl +0.1s/Lvl FiArrow, Dmg 3/25 +2%/Lvl FiArrow 9.1.1) MArrow + Strafe + Pierce 9.1.2) CArrow + ExArrow + Pierce 9.1.3) ImArrow + IceArrow + Pierce 9.1.4) FrArrow + Firrow + Pierce 9.1.5) MShot + GArrow + InnerSight + CStrike 9.1.6) Note that arrow skills do not use the attack rating bonus from the skill itself (only from items) 9.2) Javelin and Spear (javs ranged, so 10/25 MonHP damage max, spears are slightly defensive melee, str100 dex100) Jab - MP= 4 -0.2/Lvl, Targets 3, Dmg -15% +3%/Lvl +2%/Lvl LStrike Impale, ARating +24% +4%/Lvl DiseaseSpray - MP= 6 +0.5/Lvl, Dmg 4/25x8sec +2% Fend Evade, ARating +24% +4%/Lvl PoisonJavelin - MP= 6 +0.5/Lvl, Dmg 3/25x8sec +2%/Lvl LFury Pierce, ARating +24% +4%/Lvl Impale - MP= 5 +0.2/Lvl, Dmg +55% +5%/Lvl +5%/Lvl LStrike Evade, AR +67% +7%/Lvl. Convert to MgcDmg 5%/Lvl Jab. LightningBolt - MP= 3 +0.2/Lvl, 100%Converted, Dmg 5/25 +2%/Lvl PlagueJav Pierce ChargedStrike - MP= 6 +0.2/Lvl, Sparks 3 +1/Lvl (10max), Dmg 2/25 +2%/Lvl Fend Evade, ARating +24% +4%/Lvl PlagueJavelin - MP=10 +0.5/Lvl, Dmg 3/25x8sec +2%/Lvl LBolt Pierce, (Removed Missiles.txt plaguejavcloud cellfile entry) Fend - MP= 5, Targets 5, Dmg +24% +4%/Lvl +2%/Lvl ChStrike DSpray, ARating +67% +7%/Lvl LightningStrike - MP= 6 +0.4/Lvl, Targets 5 +1/4Lvl Jab. Dmg 5/25 +2%/Lvl Impale Evade, ARating +24% +4%/Lvl LightningFury - MP=10 +0.5/Lvl, Targets 3 +1/Lvl (10max), Dmg 2/25 +2%/Lvl PoisJav 9.2.1) PoisJav + LFury + Pierce 9.2.2) PlagueJav + LBolt + Pierce 9.2.3) Jab + LStrike + Impale + Evade 9.2.4) CStrike + Fend + DiseaseSpray + Evade 9.3) Magic and Passive InnerSight - MP= 3 +0.5/Lvl, ReduceDef -14% -1%/Lvl, physRes -3% -1%/2Lvl, 4sec +1/Lvl, 10yards Dodge - 12% +2%/Lvl. Dodges melee while still. Max Level 10. CriticalStrike - 6% +1%/Lvl. ARating 12% +2%/Lvl SlowMissiles - MP= 3 +0.5/Lvl, Reduce missle speed 34% +1%/Lvl (cap 80%), resAll -3% -1%/2Lvl, 4sec +1/Lvl, 10yards Avoid - 12% +2%/Lvl. Dodges missiles while still. Max Level 10. Penetrate - IAS +12% +2%/Lvl, FRWalk 6% +1%/Lvl, FCRate 1% +1%/Lvl Decoy - MP= 15 +0.5/Lvl, Delay 5sec, 10sec +0.5/Lvl, Res 31% +1%/Lvl, 90%HP +1%/Lvl, SoftSyn with passives Evade - Def +12% +2%/Lvl (+2%/Lvl All6MeleeSpearSkills), FHRate 12% +2%/Lvl, FRWalk 6% +1%/Lvl. 50%Uninterruptable. Valkyrie - MP= 30 +1/Lvl, Delay 5sec HP 1/3TankHP +2%/Lvl Decoy, Equipment, SoftSyn with passives. Pierce - 12% +2%/Lvl (max100). ARating 6% +1%/Lvl 9.3.1) Valk + Dodge + Avoid + Evade + Decoy A) Assassin (Lvl100 probably 1152HP 84MP, expected stats maybe str100 dex100 vit300 nrg0) A.1) Martial Arts (charge1_charge2_charge3), Charge3==2xCharge1, Charge2 = 16/3 Yards, ARating +48% +8%/Lvl TigerStrike - MP=2.2 +0.2/Lvl, Dmg +(5_+5_+5)% +5%/Lvl. DragonTalon - MP= 2 +0.0/Lvl, KickDmg -15% +3%/Lvl, Kicks 2 +1/10Lvl, MgcDmg +3/Lvl WBlock Fade FistsFire - MP= 2 +0.2/Lvl, Dmg (5_+AoE_+5sec@4/25DPS))/25 monHP +2%/Lvl WBlock SWarrior DragonClaw - MP= 2 +0.2/Lvl, Dmg +24% +4%/Lvl +2%/Lvl WBlock Fade CobraStrike - MP=4.2+0.2/Lvl, HP&MP Leach +(5_5+PNova_10+PNova)%, 3/25x8sec +2%/Lvl WBlock Fade ClawsThunder - MP= 2 +0.2/Lvl, Dmg (5_+AoE_+5)/25 monHP, 8 CBolts in Charge3, +2%/Lvl WBlock SWarrior BladesIce - MP= 2 +0.2/Lvl, Dmg (5_+AoE_+Frze 3+0.2s/Lvl)/25 monHP +2%/Lvl WBlock SWarrior DragonTail - MP=4.2+0.2/Lvl, KickFireDmg +82%+2%/Lvl (DT%=10?Dmg=Displayed*10%), Yrd 2+1/5 PHammer DragonFlight - MP=5.2+0.2/Lvl, KickMagicDmg 48% +8%/Lvl PhoenixStrike - MP=5.1+0.1/Lvl,(Ice-3s_Lit_Fir-6s),Dmg(5_8_5+3)/25+2%/WBlock Fade, Ice=1?4Dmg+4AoE Lit=1?8D+4A F=1?1D+3DPS A.1.1) WBlock + SWarrior + FFire? + CThunder? + BIce? + CoS? + Fade? A.1.3) WBlock + Fade + DClaw? + DTalon? + Venom? + BShield? + Cobra? + Pheonix? A.1.4) TStrike + DTail + PHammer A.2) Traps (traps hit multiple times, hit radius, or have duration; therefore MP cost extra. str50 dex100 vit250 nrg100) FireBlast - MP= 2 +0.5/Lvl, Dmg 5/25 monHP +2% CBSentry SMaster ShockWeb - MP= 4 +1/Lvl, DPS Dmg 5/25 +2% SMaster, Duration 2sec +0.04s/Lvl, Spikes 8 +1/5Lvl WInferno BladeSentinel - MP= 5 +1/Lvl, DPS Dmg 1/5Weapon +4/25 +2%/Lvl SMaster LSentry, Duration 4.2sec +0.2s/Lvl, DStrike ChargedBoltSentry-MP= 8 +1/Lvl, Dmg 4/25 +2%/Lvl FBlast SMaster, Sparks 5, (Lit=50?250Dmg OR 50AoE), 1s Delay WakeFire - MP= 8 +1/Lvl, DPS Dmg 4/25 +2%/Lvl BFury SMaster, Fire=50?50AoE, 1s Delay BladeFury - MP= 1 +0.2/Lvl, Dmg 2/5Weapon +3/25 +2%/Lvl SMaster WoFire, ~50Blades/20sec, AR +48% +8%/Lvl, pierceable LightningSentry - MP= 8 +1/Lvl, Dmg 6/25 +2% BSentinel SMaster, (Lit=50?50AoE), 1s Delay WakeInferno - MP= 4 +1/Lvl, DPS Dmg 4/25 +2%/Lvl ShockWeb SMaster, Yards 8, 3Flames, (Fire=50?50AoE), 1s Delay DeathSentry - MP= 12 +1/Lvl, CE 5/25 monHP (4/25 monHP), Yards 1.3 +0.3/Lvl Distance castable Blade Shield - MP= 10 +1/Lvl, Dmg 3/5Weapon +2/25 monHP +2%/Lvl Fade WBlock, Duration 66ec +6s/Lvl +3s/WBlock Fade A.2.1) SMaster + FBlast + CBSentry A.2.2) SMaster + SWeb + WInferno A.2.4) SMaster + BSentinel + LSentry + CMastery? A.2.5) SMaster + BFury + WoFire + CMastery? A.2.3) BShield + Fade + WBlock + Venom? + CMastery? A.3) Shadow ClawMastery - Dmg +6% +1%/Lvl, ARating +12% +2%/Lvl, CStrike +2% +2%/Lvl PsychicHammer - MP= 4 +0.5/Lvl, MgcDmg 10/25 monHP +2%/Lvl TStrike DTail, Knockback BurstSpeed - MP= 10 +1/Lvl, FRW +12%+2%/Lvl IAS +6%+1%/Lvl, 66sec +6s/Lvl, +1%IAS +3s /Lvl DFlight WBlock CloakShadows - MP= 10 +1/Lvl, AC-21%-1%/Lvl, PhysRes-5%-1%/2DTail, Def+24%+4%/Lvl, 60sec -2s/SMast +6s/SWar WeaponBlock - Block and FBRate 21% +1%/Lvl Fade - MP= 10 +1/Lvl, RedCurse 6%+1%/Lvl, RedPois 6%+1%/L, PhysRes 1%/2L, 66s+6s/L, ResAll 1%/2L+1%/2WBlock ShadowWarrior - MP= 25 +1/Lvl, Lays few traps even if available, Willing to tank, durable, Delay 5s -1/25s /MBlast MindBlast - MP= 8 +1/Lvl, MgcDmg 5/25 monHP +2%/Lvl SWarrior SMaster, Converts 10% for 12sec Venom - MP= 10 +1/Lvl, Dmg 3/25x8sec +2% WBlock Fade, Duration 66sec +6s/Lvl +3s/WBlock Fade ShadowMaster - MP= 30 +1/Lvl, Uses some AoE MAs, buffs self (takes 4 seconds), fragile, Delay 5s -1/25s /MBlast A.3.1) SWarrior: 1/3TankHP, No Res/Block, Equipment, Might be using CMastery and WBlock like any other skill A.3.2) SMaster : 1/3TankHP, No Res/Block, Equipment, Delay 5sec, Might be using CMastery and WBlock like any other skill A.3.3) ShadowXX skills are based on soft levels: skill/2+Shadow/3; Lvl34each=28, 34Shadow15Skill=18, 34Skill15Shadow=22 A.3.4) SWarrior and SMaster appear very hardcoded, so HP set to (150Norm 175NM 175Hell) +15%/Lvl (par1 field works) A.3.5) MBlast + SWarrior + SMaster B) Barbarian (Lvl100 probably 2014HP with 36MP to 320MP, expected stats maybe str150 dex50 vit300 nrg0) B.1) Combat - Most combat skills gain +5 MgcDmg/Lvl Berserk, some convert 1% damage to magic instead Bash - MP= 1 -0.1/Lvl, Knockback, CBlow 3% +1%/5Lvl, ARating +48% +8%/Lvl Leap - MP= 1 Yards 2 +0.3/Lvl Stun - MP= 1, Stuns 1.2sec +0.2sec/Lvl, Dmg +24% +4%/Lvl, ARating +48% +8%/Lvl. DmgToMgc 1%/Lvl Berserk. DoubleSwing - MP= 1 -0.1/Lvl, Dmg +12% +2%/Lvl +2%/Lvl Frenzy, ARating +48% +8%/Lvl. Leap Attack - MP= 2, Dmg +48% +8%/Lvl, ARating +48% +8%/Lvl. DmgToMgc 1%/Lvl Berserk. Concentration - MP= 2 -0.1/Lvl, Dmg 6% +1%/Lvl, Def +24% +4%/Lvl, ARating +48% +8%/Lvl. DoubleThrow - MP= 2, Dmg +24% +4%/Lvl +2%Dmg/Lvl Grimward, ARating +24% +4%/Lvl. Whirlwind - MP= 5, Dmg -15% +2%/Lvl, ARating +24% +4%/Lvl. DmgToMgc 1%/Lvl Berserk. Berzerk - MP= 3, Dmg +48% +8%/Lvl, ARating +48% +8%/Lvl, 50%Thorns/Lvl Taunt. Magic Damage. Zero Def. Frenzy - MP= 3, Dmg +24% +4%/Lvl, ARating +48% +8%/Lvl, IAS +18% +3%/Lvl, FRW +12% +2%/Lvl, 30sec B.1.1) Berzerk + Taunt + IStamina? B.1.2) DThrow + Grimward B.1.3) Concentration + ISkin + IStamina B.1.4) Note DThrow's damage display should add together the %ED of stats and skill, but multiplies them erroneously. B.2) Warcries Howl - MP= 1 -0.2/Lvl (min 0). 5sec. MaxLvl 1. FindPotion - MP= 2. 22% + 2%/Lvl + 2%/Lvl FItem (capped at 100%, MaxLvl10) Shout - MP= 4. Def +24% +4%/Lvl, 66 + 6sec/Lvl, +3Sec/Lvl BO Taunt - MP= 2. Enemy PhysRes and Def -2%/Lvl, 11sec + 1sec/Lvl BattleCry - MP= 4. Enemy Dmg, Def, ARating -26% -1%/Lvl, 11sec +1sec/Lvl FindItem - MP= 4. 22% + 2%/Lvl + 2%/Lvl FPotion (capped at 100%, MaxLvl10) BattleOrders - MP= 8. HP/MP +6 +1/Lvl +6% +1%/Lvl, 66sec +6sec/Lvl, +3sec/Lvl Shout GrimWard - MP= 4. Flee 3sec, Slow 14% + 1%/Lvl. Ward lasts 11sec + 1sec/Lvl WarCry - MP=12 +0.4/Lvl. Stun 0.4sec +1/25sec/Lvl. Magic Damage 5/25 +1%/3energy (360 max) BattleCommand - MP= 4. 120sec, +3sec/Lvl Shout BO. B.2.1) WarCry + BO (expected stats maybe str100 dex50 vit50 nrg300) B.3) Masteries Sword - Dmg +6% +1%/Lvl, ARating +12% +2%/Lvl, CStrike +1%/Lvl Spear - " " Mace - " " Axe - " " Throwing - " " Polearm - " " IronSkin - PhysRes 1% +1%/Lvl +1%/2Lvl IStamina, Def +12 +12% +2/Lvl +2%/Lvl. IncreasedStamina - HP +1% +1%/Lvl, ReplenishLife 12 +2/Lvl +2/ISkin, ManaRegen 12% +2%/Lvl +2%/Lvl WarCry IncreasedSpeed - FBRate +12% +2%/Lvl, FHRate 12% +2%/Lvl, IAS 2% +2%/Lvl, FCRate 2% +2%/Lvl NaturalResistances - 6% +1%/Lvl Resist All C) Druid C.1) Shapeshifting (Lvl100 probably 2147HP 253MP, stats maybe str150 dex0 vit350 nrg0 or str100 dex100 vit300) Werewolf - MP= 10, ReplenishLife 36 +6/Lvl, CStrike 1% +1%/Lvl, ARating +12% +2%/Lvl, Duration 66sec +6s/Lvl Lycanthropy - HP +2% +2%/Lvl, Def +12% +2%/Lvl, ARating +60 +10/Lvl, Duration +6sec/Lvl Werebear - MP= 10, ReplenishLife 36 +6/Lvl, Def +24% +4%/Lvl, CBlow 2% +1%/10Lvl, Duration 66sec +6s/Lvl Maul - MP= 3.2 +0.2/Lvl, ARating +24% +4%/Lvl, Stun +0.2sec/Charge, Dmg +5%/Charge, Charges 3 +1/2Lvl FeralRage - MP= 3.2 +0.2/Lvl, ARating +24% +4%/Lvl, LifeLeach 1%/Charge, FRWalk 10%/Charge, Charges 1 +1/5Lvl FireClaws - MP= 6.2 +0.2/Lvl, ARating +24% +4%/Lvl, Dmg 4/25monHP +2% Hurricane Lycanthropy Rabies - MP= 12 +1.0/Lvl, ARating +24% +4%/Lvl, Dmg 3/25x8sec +2%/Lvl DWolf Raven ShockWave - MP= 8.5 +0.5/Lvl, Stun 1.2sec +0.2sec/Lvl. PhysDamage 5/25 +2%/Lvl GBear PVine Frostbite - MP= 6.2 +0.2/Lvl, ARating +24% +4%/Lvl, Dmg 4/25monHP +2% Armageddon Lycanthropy Fury - MP= 6.2 +0.2/Lvl, ARating +24% +4%/Lvl, Dmg +24% +4%/Lvl C.1.1) FClaws + Hurricane + Lycanthropy C.1.2) FBite + Armageddon + Lycanthropy C.1.3) Rabies + DWolf + Raven C.1.4) Shockwave + GBear + PVine + WereBear C.1.5) Lycanthropy + WereForm + Maul? + FRage? + Fury? C.2) Elemental (Lvl100 probably 1116HP 400MP, expected stats maybe str100 dex0 vit300 nrg100) Firestorm - MP= 4 +2/Lvl, Dmg 8/25monHP per flame per sec +2%/Lvl Twister Hurricane, 3 flames MoltenBoulder - MP= 8 +2/Lvl, Dmg 5/25monHP 4/25DPS(5sec) +2%/Lvl ABlast Armageddon, Knockback, +1Rock/10Lvl (3max) ArcticBlast - MP= 4 +2/Lvl per sec, Yards 4.3+0.3/Lvl, Chills, Dmg 8/25 monHP/sec +2% MBoulder Armageddon CycloneArmor - MP=15 +3/Lvl, +24% +4%/Lvl +2%/Lvl Firestorm, HP +15/Lvl +10/Lvl Hur Arm, FBRate +12% +2%/Lvl Fissure - MP=12 +2/Lvl, Dmg 3/25monHP per jet +2%/Lvl Tornado Hurricane, Hits 10/25sec. Duration 4 sec. Twister - MP= 8 +1/Lvl, Stun 1.2s +0.2s/Lvl, T's 2 +1/5Lvls, Dmg 3/25 monHP +%/Lvl FStorm Hurricane Volcano - MP=12 +2/Lvl, Dmg 3/25monHP +2%/Lvl SWolf Armageddon. Hits 10/25sec. Duration 4 sec. Tornado - MP= 8 +1/Lvl, Dmg 8/25monHP +2%/Lvl Fissure Hurricane Hurricane - MP=33 +3/Lvl, Duration 32sec +2s/Lvl +3s/Lvl FClaws, Dmg 3/25. Hits 1/sec. Armageddon - MP=33 +3/Lvl, Duration 32sec +2s/Lvl +3s/Lvl FBite, Dmg 4/25. 4/25 DPS (1.2sec +0.04s/Lvl) C.2.1) Firestorm + Twister + Hurricane C.2.2) MBoulder + ABlast + Armageddon C.2.3) Tornado + Fissure + Hurricane C.2.4) Volcano + SWolf + Armageddon C.3) Summoning (Lvl100 probably 1116HP 400MP, expected stats maybe str100 dex0 vit300 nrg100) Raven - MP= 6 +1/Lvl, Ravens 3+1/Lvl(max10), 10Hits, Blinds, LitDmg 2/25monHP +2%/Lvl DWolf Rabies PoisonCreeper - MP=10 +3/Lvl, Dmg 3/25x8sec +2%/Lvl SWave GBear OakSage - MP=10 +1/Lvl, HP +1% +1%/Lvl +1 +1/Lvl, Def +18% +3%/Lvl, 8Yrds +1/3Yrds/Lvl, HP/Hit +1/2Lvl HoW, RegenHP 1/2 SoBarbs (SoftSyn) SpiritWolf - MP=20 +2/Lvl, Max 2 +1@Lvl10, Dmg 2/25monHP, HP 5/9TankHP +2%/Lvl SpiritBarbs, DR/MDR 1+3%/Lvl +1/Lvl Hurricane Armageddon CarrionVine - MP=10 +1/Lvl, 3%HP +1%/2Lvl per corpse HeartWolverine - MP=10 +1/Lvl, ARating Damage +12% + 2%/Lvl, HP onStrike +3 +1/2Lvl, 8Yrds +1/3Yrds/Lvl,HP+1%/2Lvl Oak, RegenHP 1/2 SoBarbs (SoftSyn) DireWolf - MP=25 +2/Lvl, max 2, Dmg 10/25monHP, HP +12%/Lvl +1/Lvl Rabies Raven, Enrage Attack (+50%Dmg) SolarCreeper - MP=10 +1/Lvl, 3%MP + 1%/2Lvl per corpse SpiritBarbs - MP=10 +1/Lvl, Thorns 400%+10%/Lvl+15%/Lvl SWolf. 8Yrds+1/3/Lvl, PoRes 1%+1%/Lvl, +3 RegenHP/Lvl, 100% OWounds,HP+1%/2Lvl Oak,HP/Hit +1/2Lvl HoW GrizzlyBear - MP=30 +2/Lvl, max 1, Dmg 15/25monHP, HP +12%/Lvl +2/Lvl Hurricane Armageddon, Bash (+20%Dmg,Stun,Knockback) C.3.1) SWolf + DWolf + spirit C.3.2) SWolf + GBear + Armageddon + Hurricane C.3.3) SWolves have extra HP (5/9TankHP vs normal 3/9) rather than resists, block, or def. Regen2. ARating 40/Lvl C.3.4) DWolf and GBear block 50%, DWolf=60Norm 75NM 80Hell, GBear=75 90 95, Regen5 C.3.4) Spirits have HP 70Norm 80NM 85Hell with +20%/Lvl. Threat3, 50%Block Oak 33%Block HoW, 50%ResAll SoBarbs 33%ResAllHoW, Regen5 C.3.5) Vines have HP 80Norm 95NM 100Hell with +10%/Lvl. Threat0, Regen5, PVine=50Norm 70NM 75Hell 33%Block 100%PoisRes D) Paladin (Lvl100 probably 1272HP 84MP, expected stats maybe str100 dex100 vit300 nrg0) D.1) Combat Sacrifice - MP= 0, Dmg +48% +8%/Lvl +5%/Lvl Redemption, ARating +48% +8%/Lvl, LifeSteal -6% -0.2%/Lvl (Min2%). HolyBolt - MP= 2.2 +0.2/Lvl, Heals 9 +4.5/Lvl (+1.5 +2%)/Lvl Prayer. DmgUndead 25/25 monHP +2%/Lvl BHammer Prayer Smite - MP= 1 -0.1/Lvl. Stun 0.5sec +0.1/Lvl, Knockback. Dmg +24% +4%/Lvl +2%/Lvl Defiance, +2-3/Lvl HShield. Zeal - MP= 2 -0.1/Lvl, ARating +24% +4%/Lvl, MaxAttacks 5. MgcDmg +4/Lvl HFire HFreeze HShock Sanctuary Charge - MP= 3.2 +0.2/Lvl, Dmg +48% +8%/Lvl +5%/Lvl Defiance Vengeance, ARating +48% +8%/Lvl, Knockback. Vengeance - MP= 2.1 +0.1/Lvl, EleDmg +14% +1%/Lvl for Fire+Cold+Lite, +1%/Lvl Salvation. ARating +24% +4%/Lvl. BlessedHammer - MP= 2.2 +0.2/Lvl, Dmg +2% HBolt FoHeavens, +1/2 effect Concentration Conversion - MP= 4, AR +48% +8%/Lvl, 16sec +1s/Lvl, 60%-100% Converted HolyShield -MP=25,ICB+10%-40%,Def+24%+4%/Lvl+2%/Lvl Defiance,126sec+6s/Lvl.Abs+1%/2Lvl ResAuras,FRW+2%/Lvl Vigor FistHeavens - MP= 6.2 +0.2/Lvl, HBolts 4 +1/4Lvl 4/25 +2%/Lvl Meditation. Magic 12/25 +2%/Lvl BHammer Meditation D.1.1) HShield + Sacrifice + Redemption D.1.2) HShield + Vengeance + Conviction + Salvation D.1.3) HShield + Zeal + OffenseAura D.1.5) HShield + Smite + Might? + Fanatacism? + Concentration? + Prayer/ResAuras? + Defiance? D.1.4) HBolt + BHammer + Concentration? + Prayer? D.1.5) BHammer + FoH + Concentration? + Meditation? D.1.6) Charge + Defiance + Vengeance + Salvation? + Smite? + BAim? + Might? + Conviction? D.2) Offensive Auras - 3.6Yrds +0.6Yrds/Lvl Might - Damage +18% + 3%/Lvl. 2% CBlow. HolyFire - LowerRes 5% +1%/2Lvl Zeal. Dmg 3/25 monHP +2%/Lvl Zeal +4%/Lvl Cleansing Thorns - 440% +40%/Lvl. 2Yrds +0.6Yrds/Lvl Conversion. BlessedAim - ARating +24% +4%/Lvl, DStrike 6% +1%/Lvl, Pierce 6% +1%/Lvl Concentration - Damage +24% +4%/Lvl. 50% Uninterruptable. IAS +1%/2Lvl Fanaticism HolyFreeze - LowerRes 5% +1%/2Lvl Zeal. Dmg 2/25 monHP +2%/Lvl Zeal +2%/Lvl resFire, Slow 6% +1%/Lvl. HolyShock - LowerRes 5% +1%/2Lvl Zeal. Dmg 3/25 monHP +2%/Lvl Zeal +2%/Lvl resCold. Sanctuary - Undead/Demons Dmg & ARating +24% +4%/Lvl. MagDmg 2/25 monHP +2%/Zeal +2%/resLit Fanaticism - Damage +24% +4%/Lvl. IAS +14% +1%/Lvl. Uninterruptable +1%/Lvl Concentration Conviction - Lower Res and Defence 6% +1%/Lvl. D.2.1) HShock + MShot oSkill + Zeal + ResCold + BAim? D.2.2) HFire + EArrow oSkill + Zeal + Cleansing + BAim? D.2.4) HFreeze + FrArrow oSkill + Zeal + ResFire + BAim? D.2.3) Sanctuary+ Strafe oSkill + Zeal + ResLit D.2.5) Thorns + Conversion + Redemption? D.2.6) Holy Aura pulses start at 2sec, -0.2s/Lvl synergy, Max range 20 Yards D.3) Defensive Auras - 3Yrds +1Yrds/Lvl Prayer - 3.5% +0.5%HP/Lvl per pulse. ResistFire - AbsFire +1% +1%/Lvl (cap20). 1/2 Prayer Soft Synergy. MaxLvl 10. ResistCold - AbsCold +1% +1%/Lvl (cap20). 1/2 Prayer Soft Synergy. MaxLvl 10. ResistLightning - AbsLite +1% +1%/Lvl (cap20). 1/2 Prayer Soft Synergy. MaxLvl 10. Defiance - Defence +24% +4%/Lvl. PhysRes 5% +1%/4Lvl Smite Charge. Cleansing - Pois duration -2% -2%/Lvl (cap40), CLReduced=lvl/(lvl+2). 1/2 Prayer Soft Synergy. MaxLvl 10. Vigor - FRW FHR FBR 12% +2%/Lvl. Dmg 15% +3%/Might. Res 5% +1%/Salvation. Def 15% +3%/Defiance. AR 15% +3%/BAim Meditation - MP Regen +36% +6%/Lvl. 1/2 Prayer Soft Synergy. FCRate 12% +2%/Lvl Redemption - 48HpMp/corpse +8/Lvl +1%/Lvl Sacrifice, Thorns +50%/Lvl Thorns. Pulse 2sec -0.05s/Lvl Sacrifice Thorns. Salvation - Resistances +2% +2%/Lvl. MaxRes +1%/2Lvl Vengeance D.3.1) One of two Paladins with the same maxed aura could use Vigor to prevent overlap. E) Sorceress (Lvl100 probably 510HP 726MP, expected stats maybe str50 dex50 vit150 nrg250) * Note that Energy Shield and Warmth synergize all skills with +1%Dmg/Lvl E.1) Fire (AoE about 5/25th MonHP as Dmg, non-AoE 15/25th, stats maybe str50 dex50 vit250 nrg150) FireBolt - MP= 3 +3/Lvl, Dmg 15/25 +2%/Lvl Meteor FWall Warmth - ManaRegen +48% +8%/Lvl, Replenish Life 14 +1/Lvl, FBRate 12% +2%/Lvl, FHRecovery +12% +2%/Lvl Inferno - MP= 4 +2/Lvl, Dmg 10/25 monHP/Sec +2% IBlast CBolt Blaze - MP=10 +4/Lvl, 10.5sec +1s/Lvl, Flames 9sec +0.4s/Lvl, Dmg 4/25 +2% FNova TStorm, Fireball - MP= 8 +3/Lvl, Dmg 8/25 +2%/Lvl Hydra TK FireWall - MP=15 +4/Lvl, CastDelay 50, Duration 10sec, 10 yards, Dmg 10/25 +2% FBolt IBlast Enchant - MP=10 +1/Lvl, 63sec +3s/Lvl, ARating +24% +4%/Lvl, Dmg 5/25 +3s+4%AR+2%Dmg/Lvl SArmor CArmor Meteor - MP=15 +4/Lvl, CastDelay 50, Duration 6 +0.3s/Lvl, Dmg 8/25 Flames=5/25 +2%/Lvl FBolt GSpike Hydra - MP=20 +5/Lvl, Max 2, Duration 9 +0.2s/Lvl. Dmg 6/25 monHP +2%/Lvl FBall FireMastery - PierceFireRes 1%/Lvl, ManaRegen +12% +2%/lvl E.1.1) FMastery + Enchant + SArmor + CArmor + CMastery? (FArmor & EShield synergized) E.1.2) FMastery + Hydra + FBall + TK E.1.3) FMastery + FBolt + Meteor + GSpike E.2.4) FMastery + FBolt + FWall + IBlast E.2) Cold (Cold damage chills for 4 seconds) IceBolt - MP=20 +4/Lvl, Dmg 25/25 MonHP +2%/Lvl FArmor FOrb FrozenArmor - MP=10 +1/Lvl, 63s +3/Lvl, +24%Def +4%/Lvl, +3s/Lvl +2%Def/Lvl Enchant SArmor CArmor FrostNova - MP=10 +4/Lvl, Dmg 5/25 monHP +2%/Lvl Blaze TStorm IceBlast - MP= 5 +2/Lvl, Freeze 4sec +0.2sec/Lvl +5%s/Lvl FWall, Dmg 8/25 monHP +2% CBolt Inferno Blizzard FWall ShiverArmor - MP=10 +2/Lvl, 63sec +3/Lvl, Dmg +2%/Lvl +3s/Lvl Enchant CArmor, Retaliates to melee damage GlacialSpike - MP=12 +3/Lvl, Freeze 3sec +0.2sec/Lvl, Dmg 5/25 monHP +2% Blizzard Meteor Blizzard - MP=15 +4/Lvl, CastDelay 50, Dmg 9/25 +2%/Lvl IBlast GSpike, Duration 4sec +0.2s/Lvl ChillingArmor - MP=10 +2/Lvl, 63sec +3/Lvl, Dmg +2%/Lvl +3s/Lvl Enchant SArmor, Retaliates to ranged damage FrozenOrb - MP=20 +5/Lvl, CastDelay 75, Dmg 6/25 monHP +1%/Lvl IBolt FArmor ColdMastery - PierceColdRes 1%/Lvl, ManaRegen +12% +2%/lvl E.2.1) CMastery + IBolt + FArmor + FOrb E.2.2) CMastery + IBlast + GSpike + Blizzard E.3) Lightning ChargedBolt - MP= 3 +3/Lvl, Sparks 3 +1/Lvl (max 12), Dmg 3/25 (usually 3-5 hit) +2% Inferno IBlast TK CLtng Telekinesis - MP=10 +2/Lvl, KnockBack. Dmg 9/25monHP +2% CBolt CLtng FBall Hydra StaticField - MP=10 +2/Lvl, Removes 5% of HP, 2Yrds +0.3Yrds/Lvl. CastDelay 45 -1/3Lvl. Lightning - MP=12 +3/Lvl, Dmg 10/25 +2% Nova TStorm Nova - MP=10 +4/Lvl, Dmg 5/25 +2% TStorm Ltng ChainLightning - MP=15 +4/Lvl, Dmg 5/25 +2% CBolt TK, Remove Next Hit Delay? Teleport - MP=15 -0.5/Lvl, Line of Sight only. MaxLvl 10. ThunderStorm - MP=40 +6/Lvl, 63sec +3/Lvl +3/Lvl Nova Ltng FNova. BoltDelay 80 -1/Lvl Ltng Nova FNova, Dmg 10/25 +2%/Lvl Blaze EnergyShield - MP=10 +1/Lvl, 26% +1%/lvl+1%/LvlSyn(max66%),126s+6/Lvl.-MP=2-(ES+SArm+CArm)/16(min0.5),PoisRed=6%+1/Lvl LightningMastery - PierceLiteRes 1%/Lvl, ManaRegen +12% +2%/lvl E.3.1) LMastery + Nova + TStorm + TK E.3.2) LMastery + Lightning + CLightning + CBolt E.3.3) CBolt + IBlast + Inferno E.3.4) TStorm + FNova + Blaze F) Necromancer (Lvl100 probably 636HP 454MP, expected stats maybe str50 dex50 vit300 nrg100) F.1) Poison and Bone (Magic AoE about 4/25th MonHP as Dmg, non-AoE 12/25th, maybe dex100 for PDagger) Teeth - MP= 3 +2/Lvl, Teeth 3 +1/Lvl (max 10), Dmg +2%/Lvl BSpirit AmpDmg BoneArmor - MP=15 +2/Lvl, +24% +4%/Lvl +4%/Lvl PDagger, 10HP/Lvl +15HP/Lvl PDagger, FBRate +12% +2%/Lvl PoisonDagger - MP= 5 +1/Lvl, +48% +8%/Lvl, Dmg 8/25x8sec +2% PExplosion SBlade BPrison PNova CorpseExplosion - MP= 8 +3/Lvl, 40-60% base MonHP as magic (16-24% at 250% MonHP), Yards 1.3 +0.3/Lvl BoneWall - MP=10 +2/Lvl, Yards 5 +1/Lvl (20max), HP 50 +15/Lvl +5%/Lvl +10/Lvl AmpDmg BSpirit, 400% Thorns PoisonExplosion - MP=10 +3/Lvl, Dmg 6/25x8sec +2%/Lvl PDagger SBlade BoneSpear - MP=10 +2/Lvl, Dmg +2%/Lvl BSpirit AmpDmg BonePrison - MP=10 +2/Lvl, HP 50 +15/Lvl +5%/Lvl +10/Lvl PNova PDagger, 400% Thorns PoisonNova - MP=20 +5/Lvl, Dmg 3/25x8sec +2%/Lvl PDagger BPrison, CastDelay 50 BoneSpirit - MP=15 +2/Lvl, Dmg 12/25monHP +2%/Lvl BoneSpear Teeth F.1.1) Amp&IM + BSpirit + BSpear? + BWall? + Teeth? F.1.2) PNova + BArmor + LRes? + Pets? +BPrison? F.1.3) PDagger + PExplosion + SBlade + BonePrison + Amp? + LRes? + BArmor? + PNova? F.1.4) BWall and BPrison HP is 50Norm 100NM 100Hell, Res Phys-33% Pois75% else 50%, 400% Thorns, Block 0%, Regen5. F.2) Curses - 4Yrds + 0.3Yrds/lvl, 4Sec +1Sec/Lvl AmplifyDamage - MP= 5 +1/Lvl, PhysRes -6% -1%/Lvl DimVision - MP= 5 +1/Lvl, Blinds, EleRes -1%/Lvl LRes Weaken - MP=15 +1/Lvl, -30%PhysDmg, -30%EleDmg, -1%/2Lvl LRes, PhysRes -1%/Lvl Amp IronMaiden - MP=15 +1/Lvl, Thorns 200% +10%/Lvl, -1%PhysRes and +30%Thorns from Amp Terror - MP= 1 +0.2/Lvl, Monsters flee. Confuse - MP= 5 +1/Lvl, Monsters attack each other. 6Yrds. Stacks with curses. Dur +0.6s/Lvl PDagger, Dmg -1%/Lvl PDagger LifeTap - MP= 4 +1/Lvl, LifeSteal 5% (before resistances considered). Attract - MP= 4 +0.2/Lvl, Monsters in radius now target this. Stacks with curses. Dur +0.6s/Lvl CExplosion PExplosion Decrepify - MP=10 +0.5/Lvl, Slow 33%, EleRes -1%/Lvl Amp LowerResist - MP=10 +1/Lvl, EleRes reduced 6% +1%/Lvl, PhysDmg -1%/Lvl PDagger F.3) Summoning RaiseSkeleton - MP=20 +2/Lvl, Max 2 +1@Lvl10, HP= 1/3TankHP +1%/Lvl SMage,Def +6/Lvl,Dmg 2/25,AR +40/Lvl SkeletonMastery - DR/MDR +1/Lvl +4%/SMage +2%/RSkel SKnight, Def +12% +2%/Lvl, Dmg +1%/Lvl, AR +12% +2%/Lvl, +MageSkill/2Lvl ClayGolem - MP=25 +2/Lvl, HP=40(Norm), Dmg 7/25monHP, +Cold -Lit, Slow 6% +1%/Lvl GolemMastery - HP +1/Lvl +10%/Lvl, Dmg +1%/Lvl, FRW +12% +2%/Lvl, DR/MDR 4% +4%/Lvl SkeletalMage - MP=10 +3/Lvl, Max2 +1@Lvl10,HP=1/6THP+1%/Lvl RSkel SKnight,Dmg 5/25 +1%RSkel SKnight, +MageSkill/2Lvl BloodGolem - MP=25 +2/Lvl, HP=45(Norm), Dmg 9/25monHP, +Lit -Pois. 100% Open Wounds SpectralBlade - MP=25 +2/Lvl, HP=50(Norm) +10%/Lvl +2/Lvl PDagger, Dmg 6/25monHP, +Magic (no Mastery skill) IronGolem - MP=25 +2/Lvl, HP=50(Norm), Dmg 15/25monHPx1sec, +Pois -Fire, Thorns 200% +20%/Lvl GMastery. FireGolem - MP=25 +2/Lvl, HP=55(Norm), Dmg 10/25monHP, +Fire -Cold, 20% Frenzy onStrike SkeletalKnight - MP=30 +3/Lvl, HP=1/3TankHP, Def 86 +6/Lvl, Dmg 4/25 MonHP, AR 600 +40/Lvl. Aura: 100%OWounds, HP/Kill +1 +1/lvl. F.3.1) Golems have 100%ResStrength -50%ResWeakness, BaseHP=60(NM) 65(Hell),1 DR/MDR +1/Lvl, Regen3, Max 1/Golem, 50%Block, 1 AC F.3.2) Skellies need corpse except SkellyKnight. AIDelay= 1.5xGolem, Regen1, 33%Block, 33%ResAll F.3.5) SpectalBlade benefits from no Mastery, has no weaknesses, flies, Regen5, 75%Block, Max 1. F.3.3) 3xGolems + GMastery + LRes? + CExplosion? + 4th Golem? F.3.4) 3xSkellies + SMastery + Amp? + LRes? G) Hirelings - 2/3 as effective as players so 9/25 monHP Dmg with 1/6 Tank HP or 3/25 monHP Dmg with 4/6 Tank HP. G.1) A1merc - Fragile, ranged, mostly physDmg with some elemental G.1.1) FlameArrow (60%), ExplodingArrow (35%), InnerSight (5%) G.1.2) ColdArrow, FreezeArrow, InnerSight G.2) A2merc - Tank, physDmg, support auras G.2.1) Jab (90%), Prayer (10% but stays active once started) G.2.2) Jab, Might G.2.3) Jab, Defiance G.3) A3merc - Fragile, eleDmg spells only G.3.1) FireBolt (45%), FireBall (35%), Meteor(20%) G.3.2) IceBolt, GlacialSpike, Blizzard G.3.3) CBolt, Lightning, ChainLightning G.4) A5merc - Tank, physDmg G.4.1) Concentrate 45%, Bash 10%, WarCry 35%, ISkin G.4.1) ShockWave 45%, Rabies 20%, WereBear, Lycanthropy G.4.1) FeralRage 35%, Fury 30%, WereWolf, Lycanthropy H) Socketables - Gems are common (7 kinds, 6 tiers:lvl 1,15,30...75), Runes are rare (33:11,13,15...90), Jewels are common H.1) Amythest - Faster Hit Recovery, Run Walk, Attack Speed, Block Rate, Cast Rate, Spell Duration, Casting Delay Reduction H.1.1) Armour - +SpellDur, FHR, FCR (5+10+5, 6+12+6, 7+14+7, 8+16+8, 9+18+9, 10+20+10) H.1.2) Weapon - IAS, FCR (10+10, 10+10, 14+14, 16+16, 18+18, 20+20) H.1.3) Shield - -CDelay, FBR, FRW (2+10+5, 3+12+6, 3+14+7, 4+16+8, 4+18+9, 5+20+10) H.2) Diamond - Damage Reduction, Magic Damage, Resist All, +%MagicSpellDamage H.2.1) Armour - DR+MDR, 10%AC (0+0, 1+1, 2+2, 3+3, 4+4, 6+6) H.2.2) Weapon - Magic Damage (0.8/50monHP), +%MagDmg (1, 2, 3, 4, 5, 6) H.2.3) Shield - ResAll (3, 4, 5, 6, 7, 8) H.3) Emerald H.3.1) Armour - Poison Resistance and life regen (5+5, 8+10, 11+15, 14+20, 17+25, 20+30) H.3.2) Weapon - Poison Damage (5/50monHP over 8 seconds) H.3.3) Shield - PoisDur Reduced and Resist (2+5, 2+8, 4+11, 4+14, 6+17, 6+20) H.4) Ruby H.4.1) Armour - Fire Resistance and life regen (5+5, 8+10, 11+15, 14+20, 17+25, 20+30) H.4.2) Weapon - Fire Damage (1/50monHP) H.4.3) Shield - Fire Absorb and Resist (1+5, 1+8, 2+11, 2+14, 3+17, 3+20) H.5) Sapphire H.5.1) Armour - Cold Resistance and life regen (5+5, 8+10, 11+15, 14+20, 17+25, 20+30) H.5.2) Weapon - Cold Damage (1/50monHP, chill 3 seconds) H.5.3) Shield - Cold Absorb and Resist (1+5, 1+8, 2+11, 2+14, 3+17, 3+20) H.6) Topaz H.6.1) Armour - Lite Resistance and life regen (5+5, 8+10, 11+15, 14+20, 17+25, 20+30) H.6.2) Weapon - Lite Damage (1/50monHP) H.6.3) Shield - Lite Absorb and Resist (1+5, 1+8, 2+11, 2+14, 3+17, 3+20) H.7) Skull - Life and mana regeneration, Enhanced Damage, Thorns, +%PhysSpellDamage H.7.1) Armour - Thorns and life regen (75%+5, 75%+10, 75%+15, 75%+20, 75%+25, 100%+30) H.7.2) Weapon - +Dmg and +%PhysSpellDmg (2-3+1%, 4-6+2%, 7-10+3%, 10-14+4%, 15-20+5%, 20-30+6%) H.7.3) Shield - life and mana regen (5+10%, 10+10%, 15+10%, 20+10%, 25+10%, 30+10%) H.8) Runes - mods should be beyond rare/magic quality, since these form runewords which are similar to unique items. I) Monster Variety - Monsters are categorized as Melee, Archer, Mage, sub boss, and boss. I.1) Non-boss monsters should have 100% attributes for HP, Damage, Armor, Experience, and Attack Rating. I.1.1) Melee should have improvements such as Armor, HP, Attack Rating to compensate for lack of range I.1.2) Archers should have detriments in Attack Rating and Armor I.1.3) Mages are ranged and ignore player armor, so have detriments in HP and Armor I.2) Sub-bosses follow the same rules as in (I.1), but have 600% HP and Exp, 150% Armor and ARating, 200% Damage I.3) Bosses are unique, but generally have 2000% to 5000% HP and EXP, and 300% damage. J) Skill Bonus Availability - Should be limited based on player level. Since it is possible to pass-down items with +Skill bonuses to new characters, a method of determining the total +Skills players have is to limit the availability of the bonus according to the item slot. J.1) Once an item slot at a given level has been allocated as possibly having a +Skill bonus, higher level items of that slot should also have the +Skill bonus, or similarly useful properties. J.2) Classes have items (Shield, weapon, hat) which give +1Skill to +3Skill bonuses as soon as the game begins, so the slots where these items exist should be the initial sources of +Skill bonuses. 2-Handed weapons should have properties that include the loss of the shield slot. J.3) Elemental Damage Bonus - Should be limited in the same manner as +Skill bonuses. +%ElemDmg is essentially the same as +Skill bonuses, but limited to damaging skills, therefore a +Skill bonus can be substituted for +%ElemDmg, but there should be other bonuses that make up for the loss to non-damaging skills. The item slots that initially receive the +%ElemDmg bonus should be the slots which did not initially receive a +Skill bonus (such as boots, gloves, armor, belt). Only unique, set, and crafted items will have +%ElemDmg. %PierceRes reduces enemy resistance to damage, so it is the same as +%ElemDmg, except that in Hell Difficulty, where monster average resistance is 50%, %PierceRes is twice as effective, so should be allocated in 1/2 the amount of +%ElemDmg. J.4) Increased Attack Speed (IAS) and Faster Cast Rate (FCR) increase a player's damage output, so are effectively the same as +Skills or +%ElemDmg, but they also effectively increase the mana cost of skills since more skills are cast to acheive the increased damage. Due to frame-rate based synchronous programming of the D2 game engine, there are set numbers where the % bonus to IAS or FCR improve the player's performance. These set numbers vary by the sprite representing the player with their weapon (so a shapreshifted Druid is different from a human Druid, and a 1-H sword might be swung faster than a 2-H sword), but generally a 90% bonus to FCR improves damage output by 50% while a 100% bonus to IAS improves damage by 150%-200% (shapeshifted Druids) or 50% to 100% (Barbs). Note that weapons without IAS have a default speed measured in the same units as IAS, so the IAS mod is simply added to the weapon's base speed to determine it's effect. Note that Barbarians using Whirlwind or shapeshifted Druids primarily benefit from the IAS of the weapon, and not from sources of IAS from other gear. Note that the Whirlwind skill initially attacks at frame 4 and 8 regardless of the weapon speed. Note that skill-based IAS is generally so effective that player's with a quick weapon and under the effects of Fanatacism, Frenzy, Burst of Speed, or IncreasedSpeed will reach their attack rate cap (usually 4 or 5 frames, i.e. 6.25 or 5 attacks per second). IAS should be restricted to gloves or weapons. FCRate does not need to be restricted heavily, since it increases mana cost for the extra damage, and results in a relativley minor improvement even at 90%. J.5) Faster Block Rate (FBR) and Faster Hit Recovery (FHR) are included in this section for convenience, and each reduces the number of frames required for blocking or recoverying from a big hit (>20% player life?). A player can only block a hit if they are not already carrying out the blocking animation, so Faster Block Rate can be seen as an increase to the player's life (although generally it allows them to more easily run from being surrounded). While the hit recovery animation is playing, a player may not move or attack, so FHR can be viewed as a means of maintaining the player's damage (not increasing it, but preventing it from being decreased). FBR should be restricted to shields, where 90% generally doubles the number of blocking events. FHR does not need to be restricted since it only prevents the loss of damage already factored into the balance of the mod; 90% generally halves the recovery animation. J.6) Consider these combinations of levels, item slot, +Skill bonus and %EleDmg bonus, Crushing Blow, %PhysRes: Level ItemSlots TotalBonus Level ItemSlots MaxCBlow 1 ClassItm,Rod,2-H 2 1 wpn8 8% 40 Wpn1 Shd1 crf/rne15% 2 +15% 30 glv2 10% 60 Hat1 Amu1 4 +15% 40 2HWpn10 12% 70 Shd2 Wpn2 Rng2 Set5% 8 +20% 50 6xRune2 24% 80 Hat2 Amu2 10 +20% 85 Wpn3 ClSet10% 11 +25% 85 Hat3 Jew10% 12 +35% Level ItemSlots Max%PhysRes 95 Shd3 Glov1 14 +35% 12 cftHat 37 Sigon10 10% Level ItemSlots TotalPierce 40 Boot10 10% 12 Crafts 9% 45 Spear10 20%? <85 skills,ClasItm <30% 50 Fade10 30%? 85 Facets12% 30% 90 ClasSet10% 33% 95 Wpn5% 36% 100 Wpn10% 40% K) Some mods can be easily abused, such as Vendor-Price-Reduction (at 75%, the buy-sell cycle is infinite) and Crushing Blow (since it reduces by %life, even bosses are as easy as trash monsters) Level ItemSlot VPReduce 20 glove8 8% 53 armo8 16% 60 10xjew2 36% 62 amul8 44% 68 hat8 52% 80 Charm8 60% L) Deadly Strike double damage while Crushing Blow removes 10% currentMonHP. Melee attacks do 5/25monHP dmg against trash, 5/200 against named, 5/1250 against act bosses. Note CBlow effects are halved against non-trash and halved again from missile weapons. Below are DS/CB equivalencies. L.1) DStrike damage = 2*Dmg*(DS%) + Dmg*(1-DS%). e.g. DS=50%, Dmg = 100, 2*100*0.5 + 100*(1-0.5) = 150 L.2) CBlow damage = Dmg + CB%*monHP/10. e.g. CB% = 10%, Dmg=100, monHP=1000, 100 + 0.1*1000/10 = 110; note that the next hit would have CB doing less dmg since the monster's HP dropped. L.3) Dstrike is superior for trash while CBlow is drastically superior for stronger monsters. Consider limiting DStrike to about 75% and CBlow to about 10% (or 15% since its effect is reduced by monster weakening) L.4) Note that Static Field acts as 100% Crushing Blow against all monsters in rage, but each difficulty has a limit for the minimum monHP affected by it. (Norm=50%, NM=65%, Hell=80%) Dmg DStrike CBlow Trash 25% 50% Named 25% 12% ABoss 25% 2% Trash 50% 100% Named 50% 26% ABoss 50% 4% Named 75% 38% ABoss 75% 6% Named 100% 50% ABoss 100% 8% M) EnhancedDamage vs Monster acts as an off-weapon bonus in the same way as the bonus from Str/Dex stats, skills, and other off-weapon +%EDmg bonuses. M.1) End-game stats are expected to add around +150%EDmg, and skills are expected to add around +150%EDmg, an attack is expected to do 4 (i.e. base + 300%*base) times the weapon damage. M.2) EDmgVsMon would need to have an effect of 20-33% to be noticeable, so the expected attack should go from 4 times to about 5 times (i.e. EDmgVsMon should be around 100% to 150%). M.3) If a weapon has a bonus to multiple monster types, each bonus is applied separately for each type the monster qualifies for. i.e. +100%vsHumans and +100%vsBeasts would do +200%vsHumanBeasts (e.g. GoatMen) M.4) As of March 27th, 2016, MonsterTypes have been assigned with the following totals: 161 Undead, 99 Behemoth, 158 Human, 28 Deity 82 Construct, 47 Insect, 44 Dragon, 227 Demon 74 Elemental, 111 Beast, 336 HybridTypes (e.g. BeastHuman) M.5) It seems fair that a bonus that applies to fewer monsters should be a bit larger to compensate. (perhaps +150% to +200%) M.6) If a weapon does relatively low damage, then the EDmgVsMon bonus should be larger (perhaps 300% to 400% for weapons that have no base EnhancedDamage (100% is normal))