no edit summary
No edit summary |
|||
| Line 8: | Line 8: | ||
'''Life loss per frame:''' | '''Life loss per frame:''' | ||
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier<br> | Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier<br> | ||
Clvl=16-30: ((18*Clvl-104)/256) * Modifier<br> | Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier<br> | ||
Clvl=31-45: ((27*Clvl-374)/256) * Modifier<br> | Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier<br> | ||
Clvl=46-60: ((36*Clvl-779)/256) * Modifier<br> | Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier<br> | ||
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier | Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier | ||
where '''Modifier''' differs for attack type and target: | where '''Modifier''' differs for attack type and target: | ||
| Line 26: | Line 26: | ||
life loss per frame=<br> | life loss per frame=<br> | ||
=((45*85-1319)/256) * 1=<br> | = ((45 * 85 - 1319) / 256) * 1 =<br> | ||
=(3825-1319)/256=<br> | = (3825 - 1319) / 256=<br> | ||
=9.7890625 | = 9.7890625 | ||
For life loss per second, multiply life loss per frame by 25: | For life loss per second, multiply life loss per frame by 25: | ||
9.7890625*25=<br> | 9.7890625 * 25=<br> | ||
=244.7265625 | =244.7265625 | ||
For total life loss, multiply life loss per second by 8 (the total duration of OW): | |||
244.7265625 * 8 = | |||
= 1957.8125 | |||
=FAQ= | =FAQ= | ||
| Line 72: | Line 77: | ||
===So what can I do against OW in PvP?=== | ===So what can I do against OW in PvP?=== | ||
The duration of the state "openwounded" is subject to curse length reduction. So an Assassin's Fade | The duration of the state "openwounded" is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW. Note that Cleansing uses a different approach and won't reduce OW duration. | ||
===Will every target suffer from OW?=== | ===Will every target suffer from OW?=== | ||
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points. | Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points. | ||
===Does OW work the same in ever version of DII?=== | |||
The basics, yes. The formula, no. In 1.09 OW's life loss used the same formula for every character level and lasted only 4 seconds: | |||
life loss per frame = (cLvl * 9 + 40) / 256 | |||
Taking the above example of a level 85 character hitting a normal monster: | |||
life loss per frame = (85 * 9 + 40) / 256 = | |||
= (765 + 40) / 256 = | |||
= 805 / 256 = | |||
= 3.14453125 | |||
life loss per second = life loss per frame * 25 = | |||
= 3.14453125 * 25 = | |||
= 78.61328125 | |||
total life loss = life loss per second * 4 = | |||
= 78.61328125 * 4 = | |||
= 314.453125 | |||
