zork-tdmog
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Life
Damage
Note: The "weapon damage" mentioned in the spell damage modifier is NOT your weapon dps. It is the actual damage of your weapon, thus giving you a range of spell damage from min weapon damage to max.
Attack Speed
Dual Wield
Monsters
General
Inferno
Monster health and damage compared to players in game. (Values are for Inferno games! Other difficulties have lower values.)
Experience
Armor
Damage Reduction Formula
Where Mlvl is the level of the monster attacking you
Against a level 60 monster
Resistances
Damage Reduction Formula
Where Mlvl is the level of the monster attacking you
Against a level 60 monster
Dodge
Dexterity to Dodge Conversion
Dexterity does not provide static amounts of dodge like Strength and Intelligence. Instead, the more Dexterity you have the less dodge you will receive.
Resulting in the following:
Example Dodge Calculation
Assume: 600 Dexterity, +10% dodge from ability
Combining this with the 10% ability dodge we get
Block
Blocking Mechanics
Shields provide a line of defense after your armor, resistances and damage reduction is taken into account. If a shield block is rolled, damage you would take is reduced by your shield block amount. If you would take damage less than the shield block amount, you take no damage.
Due to the nature of the damage calculations, armor synergizes very well with blocking. That is, a character with high armor will see more benefit from blocking than a character with very low armor.
Total Damage Reduction
Other Damage Reduction Sources
Barbarians and Monks have an innate 30% damage reduction
% armor bonuses are calculated including all static armor adjustments
Formula
where DRX (e.g. DR1, DR2, etc.) is a source of damage reduction
Example
Assume: 60% DR from armor, a shield with 15% block chance and 1000 block amount, 10% dodge from Dexterity
Assume: Monster hit deals 5,000 damage
Note: All melee classes receive 30% damage reduction from all sources
Shield Damage Calculation:
Physical Damage Reduction:
Magical Damage Reduction
Quellenangabe
Code:
Life when player level < 35 = 36 + 4 × PLvl + 10 × Vitality
Life when player level ≥ 35 = 36 + 4 × PLvl + (PLvl - 25) × Vitality
Damage
Code:
Damage on Character Sheet = (1 + passive skill boosts)*(Weapon DPS + ((minimum damage bonus + maximum damage bonus)/2)*Attack Speed)*(Weapon Damage Multipliers)*(Attack Speed / Weapon Speed)*(1 + ( crit% * crit damage %))*( 1 + (main stat / 100))
Spell Damage Modifier = (1 + passive skill boosts)(Weapon Damage + (minimum damage bonus + maximum damage bonus) / 2)(1 + (main stat / 100))
Note: The "weapon damage" mentioned in the spell damage modifier is NOT your weapon dps. It is the actual damage of your weapon, thus giving you a range of spell damage from min weapon damage to max.
Attack Speed
Code:
APS (attacks per second) = base weapon APS × (1 + dual wield bonus + other attack speed bonuses)
Dual Wield
- Alternates attacks between each weapon
- 15% attack speed bonus while dual wielding
- You never attack with both weapons at the same time
- Some abilities always use the damage from the main hand weapon
- Weapons with the +X attacks per second affix provide the bonus speed to both weapons
Monsters
General
- Monsters can deal critical strikes
- Unique bosses (yellow and purple) are most likely to be lvl 63 in Inferno
- Blue boss groups may be lvl 62 or 63 aswell in Inferno
Inferno
Monster health and damage compared to players in game. (Values are for Inferno games! Other difficulties have lower values.)
Code:
[COLOR="YellowGreen"] Players HP% Damage%[/COLOR]
1 100% 100%
2 210% 100%
3 320% 100%
4 430% 100%
Experience
Code:
[COLOR="YellowGreen"] PLvl compared to MLvl XP gain[/COLOR]
-3 125%
-2 120%
-1 115%
0 100%
+1 90%
+2 80%
+3 70%
+4 60%
+5 45%
+6 30% (no bonus from gear)
+7 15% (no bonus from gear)
+8 5% (no bonus from gear)
+9 1% (no bonus from gear)
Armor
- Reduces all incoming damage by a percentage
- Increased by items, strength, abilities
- 1 point of strength = 1 armor
Damage Reduction Formula
Code:
%DR = [Armor/(Armor+Mlvl*50)]*100
Against a level 60 monster
Code:
[COLOR="YellowGreen"] Armor %DR[/COLOR]
3,000 50%
4,500 60%
7,000 70%
9,000 75%
12,000 80%
17,000 85%
27,000 90%
Resistances
- Reduces damage of an element by a percentage
- Works on physical damage as well as elemental
- Increased by items, abilities and intelligence
- 1 intelligence = 0.1 resistance
Damage Reduction Formula
Code:
%DR = [Resistance/(Resistance+Mlvl*5)]*100
Against a level 60 monster
Code:
[COLOR="YellowGreen"] Resist %DR[/COLOR]
25 8%
50 14%
75 20%
100 25%
150 33%
200 40%
300 50%
Dodge
- Percent chance to avoid all damage of an attack
- Melee, ranged, missile, magic missile and AOE attacks can be dodged
- Increased through items, abilities and dexterity
Dexterity to Dodge Conversion
Dexterity does not provide static amounts of dodge like Strength and Intelligence. Instead, the more Dexterity you have the less dodge you will receive.
Code:
0-100 dex gives 0.10% dodge per pt.
100-500 dex gives 0.03% dodge per pt.
500-1000 dex gives 0.02% dodge per pt.
1000-8000 dex gives 0.01% dodge per pt.
Resulting in the following:
Code:
100 Dexterity gives 10% dodge
500 Dexterity gives 20% dodge
1000 Dexterity gives 30% dodge
2000 Dexterity gives 40% dodge
3000 Dexterity gives 50% dodge
Example Dodge Calculation
Assume: 600 Dexterity, +10% dodge from ability
Code:
100 Dexterity @ 0.1% per point = (100*0.1%) = 10.00%
400 Dexterity @ 0.025% per point =(500*0.025%)=10.00%
100 Dexterity @ 0.02% per point =(100*0.02%)=2.00%
Total from Dexterity:(10.00%+10.00%+2.00%)=22%
Combining this with the 10% ability dodge we get
Code:
Dodge% = 1 - [(1-Total from Dexterity)*(1-Total from Ability 1)]
Dodge% = 1 - [(1-22%)*(1-10%)] = 30% Total Dodge
Block
- Provides a chance to block an amount of damage from each attack
- Three primary shield stats: armor, block chance and block amount
- Block test occurs after damage reduction calculation
- You cannot block magical attacks
Blocking Mechanics
Shields provide a line of defense after your armor, resistances and damage reduction is taken into account. If a shield block is rolled, damage you would take is reduced by your shield block amount. If you would take damage less than the shield block amount, you take no damage.
Due to the nature of the damage calculations, armor synergizes very well with blocking. That is, a character with high armor will see more benefit from blocking than a character with very low armor.
Total Damage Reduction
- Combines all sources of damage reduction multiplicatively
- When testing for survivability, be sure to calculate both physical and elemental damage
- The total damage reduction is an average over time due to block and dodge being random events
Other Damage Reduction Sources
Barbarians and Monks have an innate 30% damage reduction
% armor bonuses are calculated including all static armor adjustments
Formula
Code:
Total DR% = 100*[1-(1-DR1)*(1-DR2)*(1-DR3)...]
Example
Assume: 60% DR from armor, a shield with 15% block chance and 1000 block amount, 10% dodge from Dexterity
Assume: Monster hit deals 5,000 damage
Note: All melee classes receive 30% damage reduction from all sources
Shield Damage Calculation:
Code:
%Shield DR = [15%*(5000-1000)]+[85%*5000] = 4850
1 - (4850/5000) = 3.00% average DR
Physical Damage Reduction:
Code:
Total %DR = 100*[1-(1-60%)*(1-3%)*(1-10%)*(1-30%)] = 75.56%
Magical Damage Reduction
Code:
Total %DR = 100*[1-(1-60%)*(1-10%)*(1-30%)] = 74.80%
Quellenangabe
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