Diablo 2x Dmg To Monster 1x To You
Aug 31, 2015 For a 2:1 cycle, that means you cast 2x EF and 1x RoV while Strafing permanently, then repeat (3x EF for 3:1). That playstyle is a little bit difficult to get into, but once you get into the rhythm things become a lot easier and you can actually focus on other things much more during the rift. For really max damage you should re-roll resource cost reduction to +10% damage. But if you only give up around 50 DPS you can keep 9% resource cost reduction which is nice too. I would say it depends on your skill build. If you need resource cost reduction you should keep it. If you dont need it, re-roll it to +10% damage.
Sep 10, 2005 Highest Record Breaking Damage skill on D2 I'm talking about full out skill, that no matter how ineffective they may be, they would do UBER MASSIVE CAPTAIN INSANO GG MIND BOGGLING SHATTERING EXTREME SUPER DUPER MEGA ULTRA damage. Jan 07, 2020 d2jsp Forums Diablo 2 Discussion Player vs. Monster Need Help Calculating Dmg Botd Vs Last Wish Pb. Add Reply New. Eni, string of ears laying of hands goreriders, 1x raven, 1x leech, highlords amulet 20 fana, 20 holy shock 20 salvation, 20 sacrifice 1point hs, rest in zeal. Well my smiter and my frenzy barb are using. This page houses general information about the monsters in Diablo and Hellfire. Click to the individual monster pages for full stats and images, along with some strategy and other tidbits. See chapter 5 in Jarulf's Guide for even more detailed formulae than this wiki provides. When you place your cursor on a monster, it's name will be displayed, and the hit-point bar will indicate the percentage of hit points remaining. In Nightmare games, monster levels are increased by 33; skill levels go up by 3 points, and unique monsters gain one bonus ability. Builds, or Mixed Sets, are player-created combinations of equipment for Monster Hunter World.Hunters can change builds by crafting Weapons and Armor, obtaining Charms and Decorations, and then equipping them via their Item Box 'Change Equipment' menu.
Archived Article[e] Monster Power is an archived article about material previously included in Diablo 3. However, it has currently been removed or the article contains outdated facts. The information is stored in Diablo Wiki for posterity. Please note: Links in this article lead to both updated and archived material. This article was last up to date:
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- The Monster Power system was retired with the launch of new game content in D3v2 and Reaper of Souls expansion. See the difficulty article for full details on the current game features.
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The Monster Power system was introduced into Diablo 3 in Patch v1.0.5 in October 2012, after being testable on the Diablo 3 Public Test Realm for several weeks. Inspired by the Diablo 2 Players X system, Monster Power allows players to set a level from 0-10 which will increase the difficulty of the game.
- Patch 1.0.7 updated the Monster Power to add considerably more experience per MP level, making for faster leveling up with higher MP levels.
- Patch 1.0.8 added vastly increased monster density to Acts 1, 2, and 4, but only on the Inferno difficulty and in games set to MP1 or higher.
With each level of Monster Power, the enemies increase in their hit points and damage. In exchange, players gain greater experience, a bonus to Magic Find and Gold Find, and the potential for bonus item drops from non-Elite enemies. The rewards and scaling values differ from Normal/Nightmare/Hell vs. Inferno, and playing on even MP1 in Inferno increases all Act 1 and Act 2 monster levels to 63, creating a big leap in difficulty and item drop potential.
- 1Enabling Monster Power
- 2Monster Power Stats
Enabling Monster Power[editedit source]
To turn on Monster Power players need to open the Options menu and click the check box to enable it. After that all characters of any level, Hardcore and Softcore, can select their desired monster power on the game creation menu, next to the quest selection box, when creating a new game.
Monster Power is displayed on the screen in-game, so players can see what level it is set to when they join a game with MP enabled.
Enable it via: Options > Gameplay
Select level during game creation from quests menu.
Public Games[editedit source]
Monster power is now available and searchable in public games (via patch 1.0.7). You can open up your own MP game or join a game that is being played with MP via the public games menu.
Monster Power Stats[editedit source]
Blizzard released full information about the Monster Power effects in mid-October 2012, detailing the exact changes triggered with each level of Monster Power with the aid of some infographics. Note that the v1.0.5 patch also contained a substantial nerf to overall Inferno difficulty, thus MP0 in v1.0.5 was considerably easier the game had been previously, and Blizzard estimated[1] that MP2-3 was about the equivalent difficulty for pre-v1.05.
Player testing tended to disagree[2] and at least in Act 1 and Act 2, the game felt harder on MP1 than it had been previously.
Monster Power Pre-Inferno[editedit source]
One key detail is that Monster Power grants very different bonuses and changes while on Normal/Nightmare/Hell difficulties, compared to Inferno difficulty. For the first three difficulties, while characters are still leveling up and not yet finding end game quality gear, the following changes can be enabled.
Experienced players generally find playing a new, low or mid-level character on a high Monster Power setting to be very fun and a great way to level up more quickly than usual. [3]
Monster Power on Inferno[editedit source]
Monster Power grants different bonuses and effects on Inferno, giving high end players a very challenging play mode by greatly increasing the hit points and damage of monsters. The values in the infographic below were accurate for the system when it was first released in patch v1.0.5, but a week after the patch went live Blizzard reduced the damage output. None of the other values were tweaked at that time.
The new values, which apply only to Inferno (Normal/NM/Hell were not adjusted) are:[4]
- MP1: 109.60% (down from 114%)
- MP2: 120.12% (down from 130%)
- MP3: 131.65% (down from 148%)
- MP4: 144.29% (down from 169%)
- MP5: 158.14% (down from 193%)
- MP6: 173.32% (down from 220%)
- MP7: 189.96% (down from 250%)
- MP8: 208.20% (down from 285%)
- MP9: 228.18% (down from 325%)
- MP10: 250.09% (down from 371%)
Patch v1.07 considerably increased the experience gain per level, making higher MP levels more rewarding.
- MP 1: 25% (up from 10%)
- MP 2: 50% (up from 20%)
- MP 3: 80% (up from 30%)
- MP 4: 120%(up from 45%)
- MP 5: 165% (up from 60%)
- MP 6: 215% (up from 75%)
- MP 7: 275% (up from 95%)
- MP 8: 340% (up from 115%)
- MP 9: 420% (up from 135%
- MP 10: 510% (up from 160%)
A key factor for players new to the MP system is the fact that playing on even MP1 raises the monster level of all enemies in Inferno to 63. This changes nothing in Act 3 or Act 4, but on MP0, Act 1 = 61 and Act 2 = 62. Monsters at level 63 have much better odds to drop higher level gear, but are also much more difficult to battle in some ways, especially regarding their resistance to crowd control effects such as stun, chill, knockback, etc.
As you can see in the infographic above, there is no change to the item level potential of drops in Act 3 and 4, but with ML1+ monsters in Acts One and Two drop items with the same high level potential as Act 3 and 4.
Chests and Barrels[editedit source]
Monster Power does affect the items found from chests and barrels and other clickable objects, as those are keyed to drop gear similar in level to the monsters in their areas. [5]
In terms of Monster Power, gizmos will behave like monsters. At MP1+ in Inferno, gizmos in each act will be bumped up to level 63. (At MP0, nothing changes. They’ll just keep their normal level, like monsters do.)
Crafting, on the other hand, is not affected in any way by the Monster Power level.[6]
Player Reaction and Ramifications[editedit source]
After the system was implemented, players spent a great deal of time experimenting with and arguing[7] about the ideal Monster Power level for item farming. After much early excitement over the increased experience and other bonuses, the conventional wisdom coalesced around the idea that fast runs on a lower MP setting are better than slower runs with a higher MP bonus.
The early consensus was that Act Three on MP0 was the easiest place for item farming, since the monsters were all level 63, and MP0 on Act Three is much easier than MP1 on Acts One or Two.
The bonus from Monster Power that players found impactful was the increased odds of finding a key from one of the Keywardens, or one of the Demonic Organs from the further battle with the uber bosses. Thus for key farming, playing on the highest MP possible, ideally while teamed up with other players for survival, is the recommended strategy.
Diablo 2x Dmg To Monster 1x To Your Computer
This page houses general information about the monsters in Diablo and Hellfire. Click to the individual monster pages for full stats and images, along with some strategy and other tidbits. See chapter 5 in Jarulf's Guide for even more detailed formulae than this wiki provides.
- 1Monster Type
- 2Hover Information
- 3Monster Attack Type
Monster Type[edit]
Monsters in Diablo and Hellfire are divided into three types: Animals, Demons, and Undead. The type of a given monster is generally easy to tell in Diablo, though the lines are more blurred in Hellfire's bestiary. Generally speaking, Undead are skeletons and zombies, Animals are lower life forms like scavengers and bats, and Demons are the more advanced humanoid enemies like Knights and Mages. The monster type is listed on every individual monster page and every boss page, and these designations do matter. Here's a quick list of regular monsters and special boss monsters, divided by type.
Animals | Undead | Demons | |
---|---|---|---|
Fallen Ones | Skeletons | Balrogs | Lightning Demons |
Horned Demons | Skeleton Archers | Gargoyles | Mages |
Hell Spawns * | Skeleton Captains | Goat Men | Magma Demons |
Scavengers | Zombies | Goat Men Archers | Overlords |
Spitting Terrors | The Skeleton King | Hidden | Succubi |
Winged Fiends | -- | Knights | Vipers |
-- | The Butcher | Diablo |
- * Hell Spawns are Animals in Hellfire. All other Succubi are Demons.
- ** Familiars are Demons. All other Winged Fiends are all Animals.
Hellfire Monsters[edit]
Animals | Undead | Demons |
---|---|---|
Arachnon | Arch Lich | Biclops |
Devil Kin Brute | Bone Demons | Crypt Demon |
Firebat | Gravedigger | Felltwin |
Hellbat | Lich | Flesh Thing |
Lashworm | The Shredded | Hellboar |
Necromorb | Skullwings | Hork Spawn |
Psychorb | -- | Reaper |
Satyr Lord | -- | The Defiler |
Spider Lord | -- | Hork Demon |
Stinger | -- | Na-Krul |
Tomb Rat | -- | -- |
Torchant | -- | -- |
Venomtail | -- | -- |
Weapons and Damage Determination[edit]
One of the main factors when evaluating monster type is determining weapon damage bonuses and penalties. Swords do 150% damage to Animals and 50% to Undead, while clubs do 150% damage to Undead and 50% to Animals. Demons are 100% to both, and bows, axes, staves, and spells do 100% damage to all three types.
Weapon Type | Animals | Demons | Undead |
---|---|---|---|
Swords | 150% damage | 100% damage | 50% damage |
Clubs | 50% damage | 100% damage | 150% damage |
Axes/Bows/Staves Hands/Feet/Magic | 100% damage | 100% damage | 100% damage |
Monster type also determines if a monster will take damage from the spell Holy Bolt. Only undead monsters (and Diablo) take damage from it; other monsters can not be touched at all by the spell. Also, some weapons (mostly Uniques) have higher AC or deal bonus damage against one type of monster. For instance, Bloodslayer, the unique broad axe, deals 200% damage to Demons.
Hover Information[edit]
Monsters in Diablo and Hellfire immediately display their names when hovered on, and the game keeps track of how many of that monster you have killed in that game. (The counter will run for multiple games in the same multiplayer play session.) Information about their resistances and immunities is displayed once you have 15 kills, and after 30 kills you are shown the hit points for that monster type.
Incidentally, the resistances and immunities are correctly displayed, but the hit points are only approximate, and are considerably inaccurate on Nightmare and Hell, thanks to various bugs in the way the game adds extra hit points for higher difficulty levels. The basic problem is that the hit points displayed are pulled from one data table, but it's not the same data as that which the game actually uses to create the monsters. The actual, accurate, hit points are displayed in the tables on the various monster pages in this wiki.
Monster Counter Work Around[edit]
There's a slightly complicated way to trick the game into counting your monster kills forever with a multiplayer character. Thanks to Lochnar for the following method:
The first time you play your multi player character and want to tally kill counts:
- Start the game(s) as always and play through for that session
- When done with the game gather up all your goodies as you would any other time you finished a game
- Instead of selecting Quit Diablo from the menu, select New Game
- Cancel out of each selection until you get back to the screen for single or multi play
- Select single player
- Select new hero and create your kill count character
- When the game is started, don't bother playing
- Select save game from the menu
- Quit Diablo
All games after that which you want to tally:
- Select single player
- Load your saved game for your kill counter character (not new game)
- When the game has loaded select new game from the menu
- Cancel back to the single or multi player selection
- Start your multi player game (any difficulty)
- When done with session (can be any number of multi games but no single player loads) select new game
- Cancel back to single player selection
- Pick your kill counter character but select new game NOT load saved game (load will revert kill count to that save)
- When new game with kill counter character has started, select save game
Monster Resistances[edit]
Monster resistances in Diablo and Hellfire come in only three values. 0%, 75%, or 100%/immune. Monsters who do not display a resistance have no resistance and take the full elemental damage. (The damage listed on many spell hovers is inaccurate. See the Spells and Spellbooks page for the actual damage done by every spell in the game.)
Monsters that list a resistance always have 75% resistance to that element. There are no spells or item properties that lower resistances in Diablo or Hellfire. (Wait for Diablo II for those.)
Monsters that are immune to spells take no damage from that type of element, and will not even be touched by it. A fire immune monster won't be hit by or notice fire damage of any type, will walk straight through a Firewall, etc. This can be used to your advantage in some cases; players can shoot lightning or fire into a room and draw out all the non-immune monsters, while the immune ones remain quiescent.
Holy Bolt will only damage Undead monsters, and Diablo himself. These monsters do not resist this spell in Diablo. In Hellfire, Diablo and Skullwing demons resist Holy Bolt. (At 75%, of course.)
No monsters in Diablo have any resistance to physical damage, so melee weapons and arrows (not counting the elemental damage found on some weapons) will almost always deal 100% damage to their target. (Exceptions include weapons that deal 200% damage to Demons or Undead and the weapon bonuses/penalties on swords and blunts vs. undead and animals.)
Monster Attack Type[edit]
Monsters are divided into different types, and each type has its own AI for movement, attacking, retreating, and so forth. These types are not specifically defined by the game, but are easy to envision if you've played a fair amount. Players just 'know' how skeletons, or goat men, or vipers, etc, behave. This table lists which monsters use which type of AI, and since there are fewer types of AI than there are monsters, some monsters use the AI of another creature. Monsters with the same behavior type may still differ; some spell-casters move the same, but use different spells which changes the feel of the battle; Diablo uses the AI of a Magma Demon, for instance. Monster behavior changes with distance; Balrogs behave like Skeletons until they are within 3 squares of a character.
- Monster behavior does not change with difficulty level.
- All monsters of the same type use the same behavior, though their IntF rating affects how quickly they react to stimuli. IntF is listed on the individual monster and boss pages.
- Some boss monsters use the behavior of a different type of monster which can substantially change their behavior (adding charging behavior, for instance). Those are listed on the individual SuperUnique pages.
- The minions of a boss monster use the same behavior as their boss. Even when it's different than their usual type behavior.
- All Hellfire monsters use the behavior type as one of the Diablo monsters. (Usually skeleton, which is why most Hellfire monsters seem pretty boring with their default 'walk straight at the enemy' movement.)
Diablo Monsters[edit]
Monsters found in Diablo and Hellfire.
Monster Type | Attack Type | Monster Type | Attack Type |
---|---|---|---|
Zombies | Zombie | Horned Demons | Horned Demon |
Fallen One, Spear | Fallen One | Spitting Terrors | Spit |
Fallen One, sword | Fallen One | Lightning Demons | Magma Demon |
Skeletons | Skeleton | Balrogs | Balrog |
Skeleton Archers | Skeleton Archer | Vipers | Viper |
Skeleton Captains | Skeleton | Succubi | Goat Archer |
Scavengers | Scavenger | Knights | Skeleton |
Winged Fiends | Winged Fiend | Mages | Mage |
The Hiddens | Hidden | -- | -- |
Goat Men | Goat Man | Golem (The spell.) | Golem |
Goatmen Archers | Goat Archer | The Butcher | Butcher |
Overlords | Overlord | Skeleton King | Skeleton King |
Gargoyles | Gargoyle | Diablo | Magma Demon |
Magma Demons | Magma Demon |
Hellfire Monsters[edit]
Monsters found only in Hellfire. There are no changes to the AI of Diablo monsters in Hellfire.
Monster Type | Attack Type | Monster Type | Attack Type |
---|---|---|---|
The Shredded | Skeleton | Firebat | Goat Archer |
Felltwin | Skeleton | Hellbat | Goat Archer |
Hellboar | Skeleton | Skullwing | Skeleton |
Hork Spawn | Skeleton | Bone Demon | Magma Demon |
Stinger | Skeleton | Lich | Goat Archer |
Venomtail | Skeleton | Arch Lich | Goat Archer |
Psychorb | Goat Archer | Satyr Lord | Skeleton |
Necromorb | Goat Archer | Crypt Demon | Skeleton |
Arachnon | Skeleton | Biclops | Skeleton |
Spider Lord | Spit | Flesh Thing | Skeleton |
Lashworm | Skeleton | Reaper | Skeleton |
Torchant | Goat Archer | -- | -- |
Gravedigger | Scavenger | The Hork Demon | Skeleton |
Tomb Rat | Skeleton | The Defiler | Skeleton |
Devil Kin Brute | Skeleton | Na-Krul | Skeleton |
Diablo I - Hellfire[e] BasicsQuestsSkillsMonsters |
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Diablo I Basics[e] | ||||
---|---|---|---|---|
Uniques | Base Items | Miscellaneous Items | Characters | Other Essentials |
Diablo 2x Dmg To Monster 1x To You Free
Quest General Info - Quest Items[e] | ||||
---|---|---|---|---|
Church | Catacombs | Caves | Hell | Hellfire Quests |
Diablo I Spells | Hellfire Spells[e] | ||||
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• Apocalypse | • Firebolt | • Heal Other | • Nova | • Berserk | • Mana |
Diablo I Monsters - Quest Bosses - Superuniques Bosses | Hellfire Monsters[e] | ||||
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Animals Undead | Demons | Uniques | The Hive | The Crypt | Uniques |