Damage Caps, Rollovers, and other #'s ---edit 9.03.09

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by 99white99 » Sun Nov 09, 2003 11:16 pm

for lvl 99 if works for all levels it will have an * befor it
physical damage=83,886.07
elemental=unknown by me
*resistances=95% unless changed in this mod
attack rating=21474836.45
leach for max damage=51% vs no damage reduce 204% vs 100% dr
*max dr%=100%
*life=8,388,607
*mana= "
*str, dex, energy, mana=2,147,483,647
*damage reduce%=100%

these are limits in diablo II v. 1.09 that i know of so unless kato changed something they will also work in this mod. 1 question is 87k the max dmg for lvl 5,000?

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by immortalsin » Tue Nov 11, 2003 3:03 pm

[quote=99white99";p="138295"]for lvl 99 if works for all levels it will have an * befor it
physical damage=83,886.07
elemental=unknown by me
*resistances=95% unless changed in this mod
attack rating=21474836.45
leach for max damage=51% vs no damage reduce 204% vs 100% dr
*max dr%=100%
*life=8,388,607
*mana= "
*str, dex, energy, mana=2,147,483,647
*damage reduce%=100%

these are limits in diablo II v. 1.09 that i know of so unless kato changed something they will also work in this mod. 1 question is 87k the max dmg for lvl 5,000?[/quote]

The 87k dmg cap is the same, no matter the lvl of the char. And dr% is not 100% (in this way you would receive no dmg at all), but 95% vs. monsters and 75% vs. other chars.
The elemental dmg cap is the same as the phys dmg - 87k (but poison has a 2,3 mln dmg cap 'cause it's dmg per second type).
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by 99white99 » Tue Nov 11, 2003 9:54 pm

The 87k dmg cap is the same, no matter the lvl of the char. And dr% is not 100% (in this way you would receive no dmg at all), but 95% vs. monsters and 75% vs. other chars.
The elemental dmg cap is the same as the phys dmg - 87k (but poison has a 2,3 mln dmg cap 'cause it's dmg per second type).

87k is only the max if kato made it that in regular v. 1.09 the max is 83,886.07 max dr is 100% even though it does not stop 100% of the damage in 1.09 if u used 100% dr the max in 1.09 then u would receive 10,688 damage from 83,886 unless u or the attacker knew a few minor modifications you could make to your charachter. and the 83,886 damage should be your minimum damage ur maximum damage does not seem to matter when aiming for max damage.

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Th3vil » Fri Dec 05, 2003 7:23 pm

What is the Magic Find barrier ?
Thanks for help :mrgreen:

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Myhrginoc » Sat Dec 06, 2003 7:53 am

Unless Kato has modified the treasure class evaluation code, magic find is limited by a diminishing returns formula for uniques, set items and rares. No matter how high you pump up your item magic find total, the effective limit for uniques is 250%, for set items it is 500% and for rares it is 600%. The actual diminishing returns formula is (imf*X)/(imf+X) where X is one of those numbers I mentioned.

So even if you could make item magic find as high as 4.2 billion (largest 32-bit number, that is), you still won't have appreciably better odds for the higher grades than if you stopped at 5000.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Th3vil » Wed Dec 10, 2003 8:48 pm

... so, (The smallest and) most effective amount of %magic find is ... ?? 250% ??

And next question:
Are there any limits of life stealing and replenish life??

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Myhrginoc » Thu Dec 11, 2003 6:44 am

What the diminishing returns formulas mean is that, no matter how much item magic find (200%, 2000%, 2 billion %) you equip yourself with, for uniques you won't exceed 250% effective result, for set items 500% effective result and rares 600% effective result.

I am not aware of diminishing returns on lifesteal and manasteal, so their limits would be based on whatever value Kato selected as the number of saved bits (e.g. if SaveBits=11, max possible is 2^11-1 or 2047) times the number of body locations (up to 10) that can equip steal-enabled items.
Last edited by Myhrginoc on Thu Dec 11, 2003 6:45 am, edited 1 time in total.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Th3vil » Mon Dec 22, 2003 12:28 am

next questions :twisted: :
slow target% - ale there any limits ?
replenish life - can I have 30 000 replenish life ?

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Jack Nipper » Tue Dec 23, 2003 3:22 pm

[quote=Th3vil";p="145787"]next questions :twisted: :
slow target% - ale there any limits ?
replenish life - can I have 30 000 replenish life ?[/quote]
replenish life limit is 3071 on one item, so it could be possible to have 30 000 replenish together... (I have about 10000 now, and I'm not going to increase it, because the other stats that I have made me almost immortal even in hell insanes - I tried just to stand there, and after 30 mins I get bored and quited this try to kill my char.... :lol:
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Super Cat Of Doom » Wed Dec 24, 2003 12:35 am

hey does the amazon skill critical strike matter when it comes to damage caps?

what about stuff like that u find on items? like deadly strike, crushing blow, etc
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by mistegirl » Wed Dec 24, 2003 10:47 pm

Critical strike doubles damage - so plan that when you get your skills up you will be doing double the displayed damage range 95% of the time.

I forgot if it's deadly or crushing but one of them does 1/2 the remaining hit points in damage. You'd think this is pretty cool, but get it too high and you'll have creatures down to a sliver and won't be able to kill them off.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by taurendil » Fri Dec 26, 2003 2:32 am

Crushing blow takes away 1/4th of the monster's current hp, 1/10th for champions/uniques, and half of those values with a missile weapon. But contrary to what you are hinting at, regular damage will still apply as well. So even if you have 100% crushing blow, you will still be quite capable of finishing monsters off.
Deadly strike doubles your damage much like critical strike does, although they are not exactly the same.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Super Cat Of Doom » Fri Dec 26, 2003 10:11 pm

ok, so critical strike does matter in the damage cap, because it doubles damage before the game looks to see if u hit the cap or not, i guess...

ok, so, what is the maximum chance to do double damage with this skill?

technically, if u cant get it up to 100%, then it can actually reduce your maximum possible damage, as in you can't get right up there at the cap, right?
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Super Cat Of Doom » Wed Dec 31, 2003 5:55 am

hey im kinda confused about attack speed, and run/walk speed.

I have a "Harken" (runeword) belt, that adds 37% or so to attack speed, but, i dont really notice a difference when i take it on or off, anyone know any weird things or bugs about attack speed?

Also, what is the cap for run/walk speed?
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by taurendil » Wed Dec 31, 2003 5:50 pm

Some attacks benefit only from Increased Attack Speed on a weapon, like whirlwind. Some others are affected more by IAS on the weapon then on other equipment, like werewolf attacks.
Furthermore, like any type of increased speed, IAS works with breakpoints. You could see no improvement for 37% more IAS, but at 43%, your attacks could speed up a lot. Try this fine calculator.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by pmpch » Sat Jan 03, 2004 2:51 am

There's some kind of bug in the rollover calculation, as I have gotten 1 hit killed in several open games, which would be way more the 85k / 6 = 14k dmg, being the highest possible damage.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by D2crazed » Mon Jan 12, 2004 12:08 am

It would seem that time related damage spells are particularly good for high damage and avoiding limits. Q: If I'm up again a poision imune monster, cast lower resist and hit him with a million poision does this work? Is the result different in Hell diff, nightmare or mormal?

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Profound_Darkness » Fri Jan 16, 2004 5:21 pm

<scratches head> I thought bliz set it up so that if a monster is imune to an element and someone casts lower resist it doesn't effect their resistance...

which would beg another question, if you could get your resist to 100% with the right crafting gear wouldn't lower resist not work right on you?

then again I could be merging something I read for 1.10 patch with my understanding of 1.09 :|

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Jack Nipper » Fri Jan 16, 2004 5:45 pm

[quote=Profound_Darkness";p="149215"]<scratches head> I thought bliz set it up so that if a monster is imune to an element and someone casts lower resist it doesn't effect their resistance...

which would beg another question, if you could get your resist to 100% with the right crafting gear wouldn't lower resist not work right on you?

then again I could be merging something I read for 1.10 patch with my understanding of 1.09 :|[/quote]

In 1.09 when you can have max 95% resist effective, (But your stats tells you, it is about 2500% on everything and the efect of lower resist or coviction or coldmastery affects the 2500% numer so then you still have 95% resist anyway like shown in characterscreen....and these skills can not broke the imunity on creatures.

In 1.10 is this changed and imunity on creatures work like 100% resist only not like 100000000000000% resist.....and can be broken...
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by D2crazed » Wed Jan 21, 2004 6:03 am

[quote=D2crazed";p="148523"]It would seem that time related damage spells are particularly good for high damage and avoiding limits. Q: If I'm up again a poision imune monster, cast lower resist and hit him with a million poision does this work? Is the result different in Hell diff, nightmare or mormal?[/quote]

Perhas I should rephrase.. In normal when you cast 90% resist reduction, you can expect that this mean your damge would be nearly doubled as the monsters don't usually have resistance in normal. Does this mean in Hell you can go ahead and bump your damage up a notch?

And does anyone really know if imunity is affected by the lower resist spell. I understood that the Sorc's Ice peirce works against cold immune monsters...

Comments?

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Jack Nipper » Wed Jan 21, 2004 10:05 am

I must repeat....lower resist in 1.09 can not broke the immunity.
Edit: You can easily try it your self....use Demon token "Diablo" and craft it into weapon, then you will have some %chance to cast lower resist on striking and when will be the monsters uder this spell use some elemental dmg....you can see that immune mosters still not suffering from your dmg....or I think also Zy-El's Idea (ring) have lower resist on striking too....(lvl 23)
Profound: another test-when your elemental dmg will be around 50k and lower resist will be active on monsters without resistances they will be OK (not taking any dmg) because you will be doing to them about 85k. (over the cap) ...hope it cleared it
Last edited by Jack Nipper on Wed Jan 21, 2004 10:20 am, edited 2 times in total.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by BorgKing » Tue Feb 17, 2004 5:19 am

Hmm, I just had something pop into my head. What about 'Damage Reduced by X' and 'Magic Damage Reduced by X'.

What are their caps, and exactly how do they fit in to the whole damage formula. This thought came from reading this...
The 87k dmg cap is the same, no matter the lvl of the char. And dr% is not 100% (in this way you would receive no dmg at all), but 95% vs. monsters and 75% vs. other chars.
The elemental dmg cap is the same as the phys dmg - 87k (but poison has a 2,3 mln dmg cap 'cause it's dmg per second type).


87k is only the max if kato made it that in regular v. 1.09 the max is 83,886.07 max dr is 100% even though it does not stop 100% of the damage in 1.09 if u used 100% dr the max in 1.09 then u would receive 10,688 damage from 83,886 unless u or the attacker knew a few minor modifications you could make to your charachter. and the 83,886 damage should be your minimum damage ur maximum damage does not seem to matter when aiming for max damage.
If you have Max DR%, and like he said, 10,688 damage taken from 83,886, then factor in the 'Damage reduced by x', could you possibly become immune to damage ? I know my barb(in vanilla Lod) was immune to firewalls with max Res and about 20 magic damage reduced.
Last edited by BorgKing on Tue Feb 17, 2004 5:21 am, edited 1 time in total.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Jack Nipper » Tue Feb 17, 2004 9:08 am

Borgking: You should better know thw order of damage modifications....
1) Damage reduced x and magic damage reduced x
2) Resistainces (+ coviction, lower resist, cold mastery..)
3) Absorb % -can add life too
4) Absorb x -can add life too
5) Bone Armor (necro) and Cyclone Armor (druid)
6) XvX - penalization depends on type of the X (PvP, PvM, PvH,...)
7) Energy shield
During this seven steps the damage can never go to minus value (under null) and than this resolves in this order:
1) reduction of mana (2 points of mana for 1 absorbed dmg by the energy shield)
2) gaining the life from absorbs...
3) taking the calculated (final) damage
And now...back to work...

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Pure Sadin » Tue Feb 17, 2004 6:31 pm

this might have been asked before, but I'm not sure, so I'm just gonna say this:
All monsters in hell have at least 50% resistance in all areas, right? So that would mean you can safely do 83*2=166k damage in each color, or am I missing something here?
And is there also a minimum resistance in NM? (that all monsters have) and in the insane levels?
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Jack Nipper » Wed Feb 18, 2004 9:41 am

[quote=Pure Sadin";p="155381"]this might have been asked before, but I'm not sure, so I'm just gonna say this:
All monsters in hell have at least 50% resistance in all areas, right? So that would mean you can safely do 83*2=166k damage in each color, or am I missing something here?
And is there also a minimum resistance in NM? (that all monsters have) and in the insane levels?[/quote]
No, they have only 50% Physical resistance granted...so not every element :P
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