A General "guide" for modding Diablo2

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Char
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Re: A General "guide" for modding Diablo2

Post by Char » Wed Apr 07, 2004 4:40 pm

[quote=TheMadModder";p="165932"]2.3.1 Automagics / Staffmods
"By the way, automagic.txt is your best friend cause it makes a lot of softcoded workarounds possible. "

I had totally forgotten about this file and was wondering what you meant by this. [/quote]

look into automagic.txt. for example, all orbs get +mana or +life assigned as automagic. pally shields get +resist-all or +damage / attack rating

[quote=TheMadModder";p="165932"]5.3.5 Damage
"Remember that changing this in monlvl.txt also increases the elemental damage monsters deal. "

I was under the impression that monlvl.txt only affected the stats that are listed in this file(monlvl.txt). Also are these elemental damages you speak of are they the ones that are given at the end of the monstats.txt file (El1-3type)?[/quote]

speaking about El1MinD and El1MaxD (mindamage / maxdamage) and this stuff. they are in percentages from the base damage values from monlvl.txt. skill damages are not affected, though. but elemental damage is counted as "damage" in some way, so monlvl.txt damage fields increase elemental damages as well.

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Re: A General "guide" for modding Diablo2

Post by AngleWyrm » Sun Oct 11, 2009 6:51 pm

Char" wrote:Appendix A: Formulae
Attack Rating Formula

totalAR = absAR + (absAR * pctAR)
absAR = 5 * (dex - 7) + absARBoni + ToHitFactor

ToHitFactor is found in charstats.txt

Chance to Hit / Chance to get hit

CtH = 2 * 100 * (AR / (AR + DR)) * (alvl / (alvl + dlvl))

AR = Attack Rating (attacker)
DR = Defense Rating (defender)
alvl = attacker level
dlvl = defender level

Maximum chance to hit is 95%, minimum 5%
Holy Hyperdimensions, Batman, that's a nine-dimensional hypercube! Full simplify on ChanceToHit =
200 alvl (pctAR + 1)(absARBoni + 5 dex + toHitFactor - 35) /
((alvl + dlvl)(DR+absARBoni(pctAR+1)+(pctAR+1)(5 dex + toHitFactor - 35))

Seems like a linear algebra problem, if given the ranges for each variable.

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Re: A General "guide" for modding Diablo2

Post by Necrolis » Sun Oct 11, 2009 7:31 pm

I think that is a new forum record! You should be ashamed, ressurecting something thats five and a half years old!. Even worse your simplification isn't that useful or simple, and totally defeats the point of char's formula, which was to make it easily understandable while easy to apply to mods which might have changed a few params/calcs(and there is no real need to simplify, this isn't school and it gains on benefit).
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Re: A General "guide" for modding Diablo2

Post by AngleWyrm » Sun Oct 11, 2009 9:19 pm

This thread is both stickied and open.
Back on-topic:

totalAR = absAR + (absAR * pctAR)
absAR = 5 * (dex - 7) + absARBoni + ToHitFactor

Is Defense Rating (DR) calculated in the same way?

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Re: A General "guide" for modding Diablo2

Post by Kieran » Sun Oct 11, 2009 9:19 pm

Necrolis" wrote:I think that is a new forum record! You should be ashamed, ressurecting something thats five and a half years old!.
WOW thats like wow....funny

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Re: A General "guide" for modding Diablo2

Post by Necrolis » Sun Oct 11, 2009 10:27 pm

AngleWyrm" wrote:This thread is both stickied and open.
doesn't matter, unless you have something thats of vital inportance to add, you shouldn't be necroposting, read the ToS(this is the last time I'm going to tell you this...).
AngleWyrm" wrote:Is Defense Rating (DR) calculated in the same way?
No, why would it be the same, the formula is roughly: (((dex/4) + armor/skill boni) * (100 + effective ed%))/100.
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Re: A General "guide" for modding Diablo2

Post by Pangaea » Tue Jan 25, 2011 12:30 am

Something to keep in mind, when making recipes for the cube:

The cube haves 12 squares space, Polearms taking 8 of them.
So if you want to make a recipe for all weapons, but it requires
5 (one square) items you've done something wrong.....
I'm working with v1.13c

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