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→Naked Character Damage Comparison
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* Attributes turn golden when they have reached their maximum values; life and mana never turn golden. | * Attributes turn golden when they have reached their maximum values; life and mana never turn golden. | ||
* The maximum life and mana values in this table are for a naked character. | * The maximum life and mana values in this table are for a naked character. | ||
** Maximum mana will be adversely affected by activating one of the [[D1 Shrines|bad shrines]]. | |||
* Characters do not gain their life/mana bonus for reaching level 50. | * Characters do not gain their life/mana bonus for reaching level 50. | ||
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| align="center" | 470 | | align="center" | 470 | ||
|} | |} | ||
==Attributes== | ==Attributes== | ||
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| align="center" | 190 | | align="center" | 190 | ||
| align="center" | 390 | | align="center" | 390 | ||
|} | |||
===Maximum Defense=== | |||
There's no point in calculating the maximum defense possible, since above a certain level it becomes meaningless, once you've reached the minimum to/hit value for monsters. Instead here are minimum defense values a character needs to lower the monster to/hit to the minimum, automatic level. | |||
{| | |||
! Character Level | |||
! Armor Class | |||
|- | |||
| valign="middle" | 30 | |||
| valign="middle" | 325 | |||
|- | |||
| valign="middle" | 35 | |||
| valign="middle" | 315 | |||
|- | |||
| valign="middle" | 40 | |||
| valign="middle" | 305 | |||
|- | |||
| valign="middle" | 45 | |||
| valign="middle" | 295 | |||
|- | |||
| valign="middle" | 50 | |||
| valign="middle" | 285 | |||
|} | |||
===Maximum Blocking/Dexterity=== | |||
The following dexterity values are required to block as many hits as possible. (The amount that will actually be blocked depends on what your character is doing, their blocking speed recovery, and the monster you are facing.) | |||
{| | |||
! Character Level | |||
! Dexterity | |||
|- | |||
| valign="middle" | 25 | |||
| valign="middle" | 170 | |||
|- | |||
| valign="middle" | 30 | |||
| valign="middle" | 160 | |||
|- | |||
| valign="middle" | 35 | |||
| valign="middle" | 150 | |||
|- | |||
| valign="middle" | 40 | |||
| valign="middle" | 140 | |||
|- | |||
| valign="middle" | 45 | |||
| valign="middle" | 130 | |||
|- | |||
| valign="middle" | 50 | |||
| valign="middle" | 120 | |||
|} | |} | ||
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These figures are not meant to be used to calculate actual damage, though. They're presented to provide a rough comparison of damage between the characters, and to show their various strengths and weaknesses. Note the Sorcerer's utter uselessness with a bow, the Monk's deceptive power with a sword, the Barbarian's utter dominance with all melee weapons, etc. | These figures are not meant to be used to calculate actual damage, though. They're presented to provide a rough comparison of damage between the characters, and to show their various strengths and weaknesses. Note the Sorcerer's utter uselessness with a bow, the Monk's deceptive power with a sword, the Barbarian's utter dominance with all melee weapons, etc. | ||
* Be sure you cross-reference these values with the attack rate figures listed below, since swing speed is as or more important than damage, for most characters. | |||
{| width="100%" border="1" | {| width="100%" border="1" | ||
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* * To the "bare-handed" value you should add the "weapon" damage of bare hands/feet. | * * To the "bare-handed" value you should add the "weapon" damage of bare hands/feet. | ||
* ** Warriors and Barbarians also get a hidden critical strike bonus at a % = to their Clvl. (Level 30 Warrior would get double damage on 30% of his hits.) | * ** Warriors and Barbarians also get a hidden critical strike bonus at a % = to their Clvl. (Level 30 Warrior would get double damage on 30% of his hits.) | ||
* *** The second value applies if the Barbarian has a shield equipped as well. (His great strength is fighting without a shield. With one he's only slightly more damaging than a | * *** The second value applies if the Barbarian has a shield equipped as well. (His great strength is fighting without a shield. With one he's only slightly more damaging than a Warrior.) | ||
==To Hit== | ==To Hit== | ||
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** To hit penalty for adacent quarter damage: 70 - 2 x Clvl (minimum 30) | ** To hit penalty for adacent quarter damage: 70 - 2 x Clvl (minimum 30) | ||
*** (Monk and Bard only; this is calculated for targets immediately to the left and right of the direction the character is facing, since these characters can hit up to 3 enemies at once.) | *** (Monk and Bard only; this is calculated for targets immediately to the left and right of the direction the character is facing, since these characters can hit up to 3 enemies at once.) | ||
===Maximum To/Hit=== | |||
These to/hit values are what a character is required to meet or exceed in order to land as many hits as possible on the highest defense monsters in the game (Blood Knights). Lower values will suffice for less well-armored enemies. | |||
* Only 95% of hits can land, regardless of a character's to/hit and a monster's defense. (This value is coded into the combat hitting calculations just to work in some randomization.) | |||
{| | |||
! Character Level | |||
! To-Hit% | |||
|- | |||
| valign="middle" | 25 | |||
| valign="middle" | 215 | |||
|- | |||
| valign="middle" | 30 | |||
| valign="middle" | 210 | |||
|- | |||
| valign="middle" | 35 | |||
| valign="middle" | 205 | |||
|- | |||
| valign="middle" | 40 | |||
| valign="middle" | 200 | |||
|- | |||
| valign="middle" | 45 | |||
| valign="middle" | 195 | |||
|- | |||
| valign="middle" | 50 | |||
| valign="middle" | 190 | |||
|} | |||
| Line 437: | Line 520: | ||
Hidden to/hit modifiers are always in effect, but are never displayed in the character window. | Hidden to/hit modifiers are always in effect, but are never displayed in the character window. | ||
{| width="100%" border="1" | {| width="100%" border="1" | ||
| Line 447: | Line 528: | ||
! align="center" | Magic | ! align="center" | Magic | ||
! align="center" | Blocking* | ! align="center" | Blocking* | ||
! align="center" | Critical Strike Bonus* | ! align="center" | Critical Strike Bonus** | ||
|- | |- | ||
| '''Warrior''' | | '''Warrior''' | ||
| Line 492: | Line 573: | ||
|} | |} | ||
* * Warriors and Barbarians land a Critical Strike (double damage) on a % of their hits = to their Clvl. For instance, a level 30 Barbarian will deal double damage 30% of the time. | * * Inherent blocking bonuses are bugged in Diablo and Hellfire. The bonus is always 0, except in the first game a new character plays. | ||
* ** Warriors and Barbarians land a Critical Strike (double damage) on a % of their hits = to their Clvl. For instance, a level 30 Barbarian will deal double damage 30% of the time. | |||
==Blocking and hit recovery== | ==Blocking and hit recovery== | ||
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==Attack Rate== | ==Attack Rate== | ||
How fast your character swings their weapon (or fires arrows or casts spells) is an enormously important factor in their overall success. <u>The magic number is <font color="# | How fast your character swings their weapon (or fires arrows or casts spells) is an enormously important factor in their overall success. <u>The magic number is <font color="#66FFFF">0.35 seconds</font></u>; that's how fast an attack has to be to "stunlock" most monsters. If you can hit them that quickly, with enough damage to break their attack animation, any single target (or 3 targets, for Axe Barbarians, dual wielding Bards, and Staff-wielding Monks) will become helpless before your onslaught. Accuracy counts as well, of course. Swinging does no good if you don't hit, but it's pretty easy to see how the characters were designed by comparing their attack rates. | ||
* [[D1 Rogue|Rogues]] can do pretty well with a sword/shield setup, but they're just 0.05 of a second slower than the [[D1 Warrior|Warrior]], and that twentieth of a second is what lets him stunlock enemies and take out mages and witches before they can flee, and what keeps her from doing so. (Of course she can do it with a bow, so all is not lost.) | * [[D1 Rogue|Rogues]] can do pretty well with a sword/shield setup, but they're just 0.05 of a second slower than the [[D1 Warrior|Warrior]], and that twentieth of a second is what lets him stunlock enemies and take out mages and witches before they can flee, and what keeps her from doing so. (Of course she can do it with a bow, so all is not lost.) | ||
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| align="center" | 0.55 | | align="center" | 0.55 | ||
| align="center" | 0.45 | | align="center" | 0.45 | ||
| align="center" | 0.40 / <font color="# | | align="center" | 0.40 / <font color="#66FFFF">0.35</font> | ||
|- | |- | ||
| Speed & Haste | | Speed & Haste | ||
| align="center" | <font color="# | | align="center" | <font color="#66FFFF">0.35</font> | ||
| align="center" | 0.40 | | align="center" | 0.40 | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| align="center" | 0.40 | | align="center" | 0.40 | ||
| align="center" | <font color="# | | align="center" | <font color="#66FFFF">0.35</font> / <font color="#66FFFF">0.30</font> | ||
|- | |- | ||
| colspan="8" | | | colspan="8" | | ||
| Line 625: | Line 707: | ||
| align="center" | 0.65 | | align="center" | 0.65 | ||
| align="center" | 0.60 | | align="center" | 0.60 | ||
| align="center" | <font color="# | | align="center" | <font color="#66FFFF">0.35 | ||
|- | |- | ||
| Speed & Haste | | Speed & Haste | ||
| Line 633: | Line 715: | ||
| align="center" | 0.60 | | align="center" | 0.60 | ||
| align="center" | 0.55 | | align="center" | 0.55 | ||
| align="center" | <font color="# | | align="center" | <font color="#66FFFF">0.30</font> | ||
|- | |- | ||
| colspan="8" | | | colspan="8" | | ||
| Line 650: | Line 732: | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| align="center" | 0.55 | | align="center" | 0.55 | ||
| align="center" | <font color="# | | align="center" | <font color="#66FFFF">0.35</font> | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| Line 658: | Line 740: | ||
| align="center" | 0.45 | | align="center" | 0.45 | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| align="center" | <font color="# | | align="center" | <font color="#66FFFF">0.30</font> | ||
| align="center" | 0.45 | | align="center" | 0.45 | ||
| align="center" | 0.45 | | align="center" | 0.45 | ||
| Line 667: | Line 749: | ||
| Normal & Readiness * | | Normal & Readiness * | ||
| align="center" | 0.55 | | align="center" | 0.55 | ||
| align="center" | <font color="# | | align="center" | <font color="#66FFFF">0.35</font> | ||
| align="center" | 0.80 | | align="center" | 0.80 | ||
| align="center" | 0.70 | | align="center" | 0.70 | ||
| Line 675: | Line 757: | ||
| Swiftness * | | Swiftness * | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| align="center" | <font color="# | | align="center" | <font color="#66FFFF">0.30 | ||
| align="center" | 0.75 | | align="center" | 0.75 | ||
| align="center" | 0.70 | | align="center" | 0.70 | ||
| Line 688: | Line 770: | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| align="center" | 0.45 | | align="center" | 0.45 | ||
| align="center" | <font color="# | | align="center" | <font color="#66FFFF">0.35</font> | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| align="center" | 0.45 | | align="center" | 0.45 | ||
| Line 697: | Line 779: | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| align="center" | 0.60 | | align="center" | 0.60 | ||
| align="center" | <font color="# | | align="center" | <font color="#66FFFF">0.35</font> | ||
| align="center" | 0.50 | | align="center" | 0.50 | ||
| align="center" | 0.45 | | align="center" | 0.45 | ||
| Line 714: | Line 796: | ||
* ** Spells cast without a target (such as Flash, Infravision, Mana shield, etc) are .05 faster than spells that target where the cursor is pointed. Thus Phasing or Warp are better escapes from being mob stunlocked than Teleport. | * ** Spells cast without a target (such as Flash, Infravision, Mana shield, etc) are .05 faster than spells that target where the cursor is pointed. Thus Phasing or Warp are better escapes from being mob stunlocked than Teleport. | ||
==Triple Hits== | ==Hellfire Triple Hits== | ||
All three characters added in Hellfire have the ability to hit three targets at once; the one they aim directly at and the monsters immediately to the left and right of the targeted space. This can only be done when properly-equipped -- Monk with staff, Barbarian with axe, Bard while dual-wielding -- and it makes these characters capable of dealing far more damage over time, especially against large groups of enemies. Tactics are required to take advantage of this ability; it's useless if you position yourself so that only one monster can come at you at a time. | All three characters added in Hellfire have the ability to hit three targets at once; the one they aim directly at and the monsters immediately to the left and right of the targeted space. This can only be done when properly-equipped -- Monk with staff, Barbarian with axe, Bard while dual-wielding -- and it makes these characters capable of dealing far more damage over time, especially against large groups of enemies. Tactics are required to take advantage of this ability; it's useless if you position yourself so that only one monster can come at you at a time. | ||
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Another way to use this talent is to stand in single width doorways. These are commonly found in the Church, Cats, Caves, and Crypt. Rather than standing back a space, as a Rogue, Warrior, or Sorcerer would, stand right in the doorway. Monsters will swarm at you, but since there are walls to your sides, they can only come straight on, or diagonally from the left or right. This technique will enable you to clear rooms up to three times as fast as if you waited through the doorway to challenge the monsters one at a time. You must be powerful enough to hit and kill them quickly, of course, since you're potentially exposing yourself to triple the damage as well. | Another way to use this talent is to stand in single width doorways. These are commonly found in the Church, Cats, Caves, and Crypt. Rather than standing back a space, as a Rogue, Warrior, or Sorcerer would, stand right in the doorway. Monsters will swarm at you, but since there are walls to your sides, they can only come straight on, or diagonally from the left or right. This technique will enable you to clear rooms up to three times as fast as if you waited through the doorway to challenge the monsters one at a time. You must be powerful enough to hit and kill them quickly, of course, since you're potentially exposing yourself to triple the damage as well. | ||
[[Image:Bone-chamber.gif|frame|center|An axe-wielding Barbarian stands in the doorway of the Chamber of Bone, enabling him to mow down the [[D1 Skeleton|Horrors]] three at a time.]] | [[Image:Bone-chamber.gif|frame|center|An axe-wielding Barbarian stands in the doorway of the Chamber of Bone and swings straight ahead, enabling him to mow down the [[D1 Skeleton|Horrors]] three at a time.]] | ||
{{D1 masternav|Basics}} | |||
[[category:Diablo I Characters]] | [[category:Diablo I Characters]] | ||
[[Category:D1 Basics]] | [[Category:D1 Basics]] | ||
[[Category:Hellfire]] | [[Category:Hellfire]] | ||
