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===Hover Information=== | ===Hover Information=== | ||
[[Image:Mon-ismail.jpg|frame]]Basic information is displayed when the cursor hovers over a monster. The monster so selected will appear highlighted to stand out from the other | [[Image:Mon-ismail.jpg|frame]]Basic information is displayed when the cursor hovers over a monster. The monster so selected will appear highlighted to stand out from the other monsters. Also, information about the monster will appear at the top center of the screen. This information includes: | ||
* Monster Class | * Monster Class | ||
* Monster Name | * Monster Name | ||
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[[Image:Mon-ancient-kaa-hover.jpg|center|frame]] | [[Image:Mon-ancient-kaa-hover.jpg|center|frame]] | ||
===Monster Types=== | ===Monster Types=== | ||
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! colspan="4" | Monster Values | ! colspan="4" | Monster Values | ||
|- | |- | ||
! | ! Players | ||
! Hit Points | ! Hit Points | ||
! Experience | ! Experience | ||
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|450% | |450% | ||
|} | |} | ||
When more players are in the game, monsters have more hit points, are worth more experience, and are more likely to drop items. The game calculates these figures when the monster is spawned; when a player moves near enough the monster that it is calculated into existence. Once spawned, monsters retain their initial values whether more players enter or leave the game. | When more players are in the game, monsters have more hit points, do more damage, are worth more experience, and are more likely to drop items. The game calculates these figures when the monster is spawned; when a player moves near enough the monster that it is calculated into existence. Once spawned, monsters retain their initial values whether more players enter or leave the game. | ||
In patch v1.10 and later, experience and hit points are calculated by the same formula: | In patch v1.10 and later, experience and hit points are calculated by the same formula: | ||
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Players X also affects the quantity of items dropped by chests, and the # of players check is made when the chests are opened. It's possible to clear areas on Players 1, then turn it up to players 8 to open chests, but this tactic is considered cheesy and is scorned by legit players. | Players X also affects the quantity of items dropped by chests, and the # of players check is made when the chests are opened. It's possible to clear areas on Players 1, then turn it up to players 8 to open chests, but this tactic is considered cheesy and is scorned by legit players. | ||
===Monster and Player Levels=== | ===Monster and Player Levels=== | ||
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Some monsters have Immunities to [[Magic]], [[Physical]] Damage, [[Poison]] Damage and [[Elemental]] Damage, and will take no damage from such attacks. Immunities were quite common in v1.09, but this aspect of the game was rebalanced in v1.10 and now in v1.11 relatively few monsters are immune. Physical immunity is the least common type of immunity, since so many characters rely chiefly on physical damage. | Some monsters have Immunities to [[Magic]], [[Physical]] Damage, [[Poison]] Damage and [[Elemental]] Damage, and will take no damage from such attacks. Immunities were quite common in v1.09, but this aspect of the game was rebalanced in v1.10 and now in v1.11 relatively few monsters are immune. Physical immunity is the least common type of immunity, since so many characters rely chiefly on physical damage. | ||
When a monster is listed as immune, it means the monster's resistance is above 100%. Immunities can be "broken" by various skills and spells, such as [[Lower Resistance]], [[Conviction]], [[Amplify Damage]] and [[Decrepify]]. These skills will not always break an immunity, since they simply lower that resistance by a stated value | When a monster is listed as immune, it means the monster's resistance is above 100%. Immunities can be "broken" by various skills and spells, such as [[Lower Resistance]], [[Conviction]], [[Amplify Damage]] and [[Decrepify]]. These skills will not always break an immunity, since they simply lower that resistance by a stated value. If a monster has such high resistance that the total value remains above 100%, it will still be immune. | ||
Many boss monsters gain immunities from their [[Monster Modifiers]] on Nightmare and especially on Hell difficulty. For instance, the Stone Skin modifier adds 50% physical resistance. If a monster type has 50% physical resistance on Hell, a boss with Stone Skin would increase to 100%, and become physical immune. | Many boss monsters gain immunities from their [[Monster Modifiers]] on Nightmare and especially on Hell difficulty. For instance, the Stone Skin modifier adds 50% physical resistance. If a monster type has 50% physical resistance on Hell, a boss with Stone Skin would increase to 100%, and become physical immune. | ||
===Hit Point Regeneration=== | ===Hit Point Regeneration=== | ||
All monsters regenerate their hit points at varying rates. Bosses do so faster than regular monsters, and the rate increases with the difficulty level. Poison damage (easily added to physical damage from charms) and "Prevent Monster Heal" items will stop hit point regeneration entirely. | All monsters regenerate their hit points at varying rates. Bosses do so faster than regular monsters, and the rate increases with the difficulty level. Poison damage (easily added to physical damage from charms) and "Prevent Monster Heal" items will stop hit point regeneration entirely. Another option for stopping regeneration is the "open wounds" modifier on certain weapons and armor. Additionally, weapons can have "poison" or "open wound" modifiers placed on them through sockets. | ||
=== | ===Difficulty Level Changes=== | ||
Monsters grow much more difficult on the Nightmare and Hell difficulty levels. | Monsters grow much more difficult on the Nightmare and Hell difficulty levels. | ||
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For fun, check out the pages in our [[Monsters archive]], with pre-release info and screenshots from 1997-1999. It's curious to look back and see how much the monsters were moved around during game balancing. Razorbacks in Act One? Fallen and Giant spiders in Act Two? No-delay on Dark Lords casting Meteors? | For fun, check out the pages in our [[Monsters archive]], with pre-release info and screenshots from 1997-1999. It's curious to look back and see how much the monsters were moved around during game balancing. Razorbacks in Act One? Fallen and Giant spiders in Act Two? No-delay on Dark Lords casting Meteors? | ||
[[category:monsters]] | [[category:monsters]] | ||
[[category:basics]] | [[category:basics]] | ||
{{D2 Monster Nav|monster_info}} | |||
