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Open Wounds: Difference between revisions

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Common abbreviation for Open Wounds is "OW".
Common abbreviation for Open Wounds is "OW".


=Formula in V1.11b=
=Formula=
The formula is different for different versions of the game. The amount of life loss increased drastically from V1.09 to V1.10, and was again slightly increased in V1.11b (the actual version of the game).
 
===V1.11b===
'''Total Life loss:'''
'''Total Life loss:'''


Line 31:Line 34:
where uLvl = unit level, can be player or hireling.
where uLvl = unit level, can be player or hireling.


=Formula in V1.10-1.11a=
V1.10 and V1.11a
'''Life loss per frame:'''
'''Life loss per frame:'''


Line 47:Line 50:
1 for attacker using Ranged or Melee on any other target.
1 for attacker using Ranged or Melee on any other target.


=Example=
=V1.09=
In V1.09 duration of OW was only 4 seconds and the same formula was used for all character levels. Also life loss wasn't influenced by a target modifier.
 
'''Life loss per frame:'''
 
(cLvl * 9 + 40) / 256
 
'''Life loss per second:'''
 
Life loss per second = Life loss per frame * 25
 
'''Total life loss:'''
 
Total life loss = Life loss per second * 4 (the duration of OW in V1.09)
 
=Examples=
For each version I assume a character level of 85 and a normal monster as target.
 
===V1.11b===
 
'''Total Life loss'''<br>
= 40 + 1341 + (85-60) * 45 * 1<br>
= 40 + 1341 + 1125<br>
= 2506
 
'''Life loss per second'''<br>
= 2506 / 8<br>
= 313.25
 
'''Life loss per frame'''<br>
= 313.25 / 25<br>
= 12.53
 


A level 85 character attacking a normal monster:
===V1.10 and V1.11a===


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):
For '''total life loss''', multiply life loss per second by 8 (the total duration of OW):


244.7265625 * 8
244.7265625 * 8<br>
= 1957.8125
= 1957.8125
===V1.09===
'''life loss per frame''' = (85 * 9 + 40) / 256<br>
= (765 + 40) / 256<br>
= 805 / 256<br>
= 3.14453125
'''life loss per second''' = life loss per frame * 25<br>
= 3.14453125 * 25<br>
= 78.61328125
'''total life loss''' = life loss per second * 4<br>
= 78.61328125 * 4<br>
= 314.453125


=FAQ=
=FAQ=
Line 107:Line 157:
===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<br>
= (765 + 40) / 256<br>
= 805 / 256<br>
= 3.14453125
life loss per second = life loss per frame * 25<br>
= 3.14453125 * 25<br>
= 78.61328125
total life loss = life loss per second * 4<br>
= 78.61328125 * 4<br>
= 314.453125


=Links=
=Links=

Revision as of 14:42, 6 February 2008

Overview

Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is not set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.

Common abbreviation for Open Wounds is "OW".

Formula

The formula is different for different versions of the game. The amount of life loss increased drastically from V1.09 to V1.10, and was again slightly increased in V1.11b (the actual version of the game).

V1.11b

Total Life loss:

uLvl=1-15: 40 + (lvl - 1) * 9 * Modifier
uLvl=16-30: 40 + 126 + (lvl - 15) * 18 * Modifier
uLvl=31-45: 40 + 396 + (lvl - 30) * 27 * Modifier
uLvl=46-60: 40 + 801 + (lvl - 45) * 36 * Modifier
uLvl=61-99: 40 + 1341 + (lvl - 60) * 45 * Modifier

where Modifier differs for attack type and target:

0.25 for attacker using a Melee Attack on a Player.
0.125 for attacker using Ranged Attack on a Player.
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.
1 for attacker using Ranged or Melee on any other target.

Life loss per second:

life loss per second = Total Life loss / 8

Life loss per frame:

Life loss per frame = Life loss per second / 25


where uLvl = unit level, can be player or hireling.

V1.10 and V1.11aLife loss per frame:

Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier

where Modifier differs for attack type and target:

0.25 for attacker using a Melee Attack on a Player.
0.125 for attacker using Ranged Attack on a Player.
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.
1 for attacker using Ranged or Melee on any other target.

V1.09

In V1.09 duration of OW was only 4 seconds and the same formula was used for all character levels. Also life loss wasn't influenced by a target modifier.

Life loss per frame:

(cLvl * 9 + 40) / 256

Life loss per second:

Life loss per second = Life loss per frame * 25

Total life loss:

Total life loss = Life loss per second * 4 (the duration of OW in V1.09)

Examples

For each version I assume a character level of 85 and a normal monster as target.

V1.11b

Total Life loss
= 40 + 1341 + (85-60) * 45 * 1
= 40 + 1341 + 1125
= 2506

Life loss per second
= 2506 / 8
= 313.25

Life loss per frame
= 313.25 / 25
= 12.53


V1.10 and V1.11a

life loss per frame
= ((45 * 85 - 1319) / 256) * 1
= (3825 - 1319) / 256
= 9.7890625

For life loss per second, multiply life loss per frame by 25:

9.7890625 * 25
=244.7265625

For total life loss, multiply life loss per second by 8 (the total duration of OW):

244.7265625 * 8
= 1957.8125

V1.09

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

FAQ

Which skills carry OW and which don't?

In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.

Skills, that carry OW:

  • Blade Fury
  • Kicks in general
  • Multishot (only the two middle arrows)
  • Smite

Skills, that don't carry OW:

  • Blade Sentinel
  • Blade Shield
  • Multishot (all arrows except for the two middle ones)

Is there a cap on OW?

No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.

Does OW work on my mercenary?

Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.

Can a target be subject to different OW causes at once?

No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.

Does OW from another player/hireling override the 1st OW?

No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.

Is there a penalty for ranged attacks?

Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.

Can OW be countered by replenish life or absorb?

No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.

Is there a PvP penalty for OW?

As noted in the above formula, life loss in PvP is 1/4.

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 can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.

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.

Links

Wounds calculator for V1.10+ (German)
Wounds calculator for V1.09 (German)
Wounds calculator for V1.09 (English)