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Subject: "Champion Bonuses" Archived thread - Read only
 
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Conferences The Workshop Topic #1304
Reading Topic #1304
Atair
Charter Member
15-May-02, 06:15 PM (GMT)
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"Champion Bonuses"
 
I think everybody knows that there are five different types of champion monsters in the game: the normal champions, ghostly, fanatics, berserkers, and possessed.
Now I was wondering wether the bonuses listed in the AS for each type were correct. The reason why I startet to doubt about it was, that it says the ghostly ones had 50% of physical resistance. That would be 100% in hell, meaning immunity. But since I didn't remember to have seen a physically immune ghostly champ when his normal champ mates weren't, I started to find some of these. Indeed, I found them and none of them was immune.

Next I tested berserkers. AS says they do four times the damage of a normal one. But there was no difference in the damage I received.

It also seems that some of the run speeds don't fit. I saw normal monsters being faster (in running and walking) than their champion fellows.

So my question is if anyone does know about the correct bonuses and/or knows where to look them up. I already tried to find that information in the mpq archieves - without success.


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  Subject     Author     Message Date     ID  
Champion Bonuses [View All] Atair 15-May-02 TOP
  RE: Champion Bonuses FoxBat 15-May-02 1
  RE: Champion Bonuses WarBlade 16-May-02 2
  RE: Champion Bonuses Jarulf 16-May-02 3
     That would be great :) Atair 16-May-02 4
         Bad luck Jarulf 18-May-02 5
             RE: Bad luck Atair 18-May-02 6
  RE: Champion Bonuses Jarulf 24-May-02 7
     Something else Jarulf 24-May-02 8
         RE: Something else FoxBat 01-Jun-02 10
             RE: Something else Jarulf 03-Jun-02 11
                 RE: Something else Apocalypse_Demon 03-Jun-02 12
                     RE: Something else Jarulf 03-Jun-02 13
                         RE: Something else Apocalypse_Demon 03-Jun-02 14
                             RE: Something else Jarulf 04-Jun-02 15
                                 RE: Something else relight 09-Jun-02 16
     Thanks a lot Atair 24-May-02 9
         Champion testing Atair 27-Jun-02 17
             RE: Champion testing Karon 04-Jul-02 18
                 RE: Champion testing Atair 04-Jul-02 19

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FoxBat
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15-May-02, 09:03 PM (GMT)
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1. "RE: Champion Bonuses"
In response to message #0
 
   Well I know this about champs and uniques, in Normal they get about 1.8, nightmare 1.5, and hell 1.3 times the damage of normal monsters. (Look at the ChampionDamageBonus/UniqueDamageBonus in DifficutlyLevels.txt, multiply by 2 and divide by 100) How that interacts with the special abilities of the 4 special types I don't know.

Jarulf always talks about the Boss and Champ code areas being messy.

I can't vouch for that walk/run speed: in my experience, all champs have been faster, with the exception of ghostly which are much slower. Maybe its some specific monster types that have this property?

My guess for the ghostly is that they don't have any speical physical resistance, just high defense. But that's a poorly educated guess

Seven Lances v 1.06 - D2X Balance
D2Accelerator v 1.01 - D2 Performance


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WarBlade
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16-May-02, 00:40 AM (GMT)
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2. "RE: Champion Bonuses"
In response to message #0
 
   LAST EDITED ON 05-16-02 AT 00:41 AM (PDT)
 
"The reason why I startet to doubt about it was, that it says the ghostly ones had 50% of physical resistance. That would be 100% in hell, meaning immunity. But since I didn't remember to have seen a physically immune ghostly champ when his normal champ mates weren't, I started to find some of these. Indeed, I found them and none of them was immune."

I'm pretty sure Ghostlies are physically resistant throughout the game. I don't see any reason why they can't be resistant in all three difficulties . . . The coding would have to be different from normal monsters so as not to default to PI in Hell, but that's about all.

==========================================
Heed the Song of Battle and Unsheath the Blades of War


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Jarulf
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16-May-02, 07:28 AM (GMT)
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3. "RE: Champion Bonuses"
In response to message #0
 
   Hmm, I think I noted a few minor things when I compared what AS said and what the code appeared to do, specifically on the extra damage as someone noted. But in general it was quite correct.

Note however that when the game add such "boss abilities" (and championship is just another boss ability) that involves resistance, it will, depending on the ability, make various checks to see that the monster does not end up with more than 2 imunities, or that the resistance doesn't go above a certain value and so on (depends on ability). Those checks are by the way, always performed in the same order so some resitsnaces should more often end up as immunities for example. I can try to dig up the notes I have on this, should be somewhere.


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Atair
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16-May-02, 05:26 PM (GMT)
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4. "That would be great :)"
In response to message #3
 
Sounds interesting. Would be great if you could find that stuff.

Nevertheless, there was no second immunity on those gostlies of course. Only the one based on their class. And I noticed that their physical resistance really was increased, but they were not immune. It felt like about 90% I guess in comparision with the other champions' 50% in the group.


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Jarulf
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18-May-02, 03:14 AM (GMT)
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5. "Bad luck"
In response to message #4
 
   I can't find my notes about monster generation and I might even have thrown them away. I think it would be relatively easy for me to recheck the specific chamion abilities (and perhaps other boss abilities too) but I might not have time to go through it all again, especially the code picking abilities and such and how many are chosen and such. I will see what I can do. Might take some time though since I need to find the free time to do it.


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Atair
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18-May-02, 05:43 PM (GMT)
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6. "RE: Bad luck"
In response to message #5
 
:(


>I can't find my notes about monster generation and I might
>even have thrown them away.

You cannot imagine how familiar this sounds to me.
I bet you'll find them when you don't need them any more.

>I will see what I can do. Might take some time though
>since I need to find the free time to do it.

Don't hurry. But please also don't forget about it for I'm very interested in this stuff.


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Jarulf
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24-May-02, 11:33 AM (GMT)
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7. "RE: Champion Bonuses"
In response to message #0
 
   LAST EDITED ON 05-24-02 AT 11:39 AM (PDT)
 
> The reason
>why I startet to doubt about it was, that it says the
>ghostly ones had 50% of physical resistance. That would be
>100% in hell, meaning immunity. But since I didn't remember
>to have seen a physically immune ghostly champ when his
>normal champ mates weren't, I started to find some of these.
>Indeed, I found them and none of them was immune.

Well, I finally got around to locate the "+50% physical resistance" of hell difficulty. As usual it is tossed away in some non obvious place (well, after you find it might possibly be called a reasonable place but I wouldn't ).

Anyway, the bonus is basically the same as if they had increased the values in monstats.txt by 50%.

Now, the Champions don't get a BONUS of 50% but rather get their physical resistance set to 50% (regardless of if it was higher before). I think someone might have overlooked the fact that it might potentially lower the physical resistance in some cases.

So, what about the other stats. Well, normal champions seems to get the following bonuses:

Min Damage: multiplied by 0.9, 0.75 and 0.66 in normal, nightmare and hell difficulty
Max Damage: multiplied by 2 and multiplied by 0.9, 0.75 and 0.66 in normal, nightmare and hell difficulty
Attack Rating is multiplied by 2
Speed +20% (I think this is for walking and such, stat 67, STATS_VELOCITYPERCENT, not fully sure though).
I did not find anything about Attack Rate but I might have missed it.

Ghostly Champions get their physical resistance set to 50% as mentioned above and get a Speed -50% modifier (see above for this stat, it is the same one).
Oh, and they have exactly 20% chance to get cold damage which would be identical to their physical damage and with a cold length of 40 frames (for chill I think).

Fanatic Champions get their Defense Rating set to -70 (not a -70%) so really easy to hit it seems and then they get a Speed +150% (same as for the above ones)

Berserk Champions get their min and max damage multiplied by 4 and multiplied by 0.9, 0.75 and 0.66 in normal, nightmare and hell difficulty.
Attack rating is multiplied by 4
Hit points is multiplied by 1.25 as far as I could see, not 1.5
It also seemed they did NOT get the mlvl and exp decreased to champion levels from boss levels. The game basically first set champions up as bosses with a +3 mlvl and a *5 exp. Then with the champion mod they get a -1 mlvl and a *3/5 exp for the familiar +2 mlvl and *3 exp. I did not see this for Berserk ones. Should be easy to verify by checking the exp one get from them.

Possessed Champions finally seems to get their HP multiplied by 2, not 12, or I completely misread it.

Hope this is what you were looking for.


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Jarulf
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24-May-02, 03:02 PM (GMT)
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8. "Something else"
In response to message #7
 
   By the way, checked some on the boss abilities and noted some small errors on AS.

Aura enhanced. The level of Holy Shock should be mlvl/2 (and it is only available if the monster is level 20 or higher).

Cold Enhanced. The COld length should be 40 frames and the level of the Frost Nova upon death is mlvl/2

It seems that the increased speed on Extra fast monsters will be in the range of 10-60%, the actual increase depends on the speed value (velocity) in monstats.txt

I only made a quick check but the damage upon death for fire enhanced monsters seemed lower than listed, a quick calc gave me 7.5% to 50% but I think I goofed somewhere.

Lighting Enhanced, the charged bolt should be at level mlvl/2

A magic resistant monsters will add the resistance bonues in the order of Cold, Fire and Lighting. It will only add it if the monster has not yet 2 or more immunities.

Mana Burn, the magic resistance bonus is only 20%

Spectral hit, the resistance bonuses are added in the order of Cold, Fire and Lighting. They are only given if the resistance is below 75%. Any eventual cold duration is 40 frames. The poison damage (per frame) will be that of the physical damage/16.

Stone Skin, the damage resistance is +50% and DR is times 2 (not 3).

Extra strong monsters has a damage doubled (not trippled) and AR is also doubled.

That was all I think, sorry if I got anything wrong, it was a quick check only.


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FoxBat
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01-Jun-02, 03:25 PM (GMT)
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10. "RE: Something else"
In response to message #8
 
   Can you offer me a few addresses for your quick check, i'm especially interested in the level of auras

Seven Lances v 1.06 - D2X Balance
D2Accelerator v 1.01 - D2 Performance


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Jarulf
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03-Jun-02, 03:14 AM (GMT)
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11. "RE: Something else"
In response to message #10
 
   LAST EDITED ON 06-03-02 AT 03:15 AM (PDT)
 
Edit: Heh, the tables did not come out well. Sorry for that, not sure how to do it.

OK, here is some info. Please note that this is just for the actual functions setting up the properties. This time around I didn’t went through the functions that pick the actual properties at random and such although it is not THAT hard to find. They are typically located at the end of the monster code section in d2game. Just check around the functions that use the tables I mention below and look for random number generation

Here are a few tables I extracted, just to make it easier for you. Don’t bother with the header text, it is just something my program write so that I know what it is, the interesting thing is the address for the location of the table if you wish to find it and/or change things. I include all the tables here to make it easier for you

Tabell v3.10 by Pedro Faria Fri May 24 18:27:59 2002
Source: d2game.dll Size: 1028146
Target: slask.txt
Position: 6fd03230 (1875915312)
Offset: d3230 (864816)

0 10
1 24
2 25
3 26
4 27
5 5

This table just lists the 5 different champion properties. For a champion, the game picks one of them at random and add to the list of boss properties (the game will later on go through that list and add the properties by calling correct functions). The last 5 is just the number telling how many different possibilities there is. It is probably one array in memory having the boss property and then a variable that will end up with the size. If I programmed it I will probably have something like:

static const int champprops<> = {10,24,25,26,27}
static const int nbrofchampprops = sizeof(champprops)/sizeof(nbrofchampprops<0>)

or something like that, the numbers should of course be some type of constants assigned the numbers, but you get the idea. Could be done differently to I suppose.

Tabell v3.10 by Pedro Faria Fri May 24 18:14:16 2002
Source: d2game.dll Size: 1028146
Target: slask.txt
Position: 6fd03248 (1875915336)
Offset: d3248 (864840)

0 30 31 ffffffff
1 32 33 ffffffff
2 34 35 ffffffff
3 36 37 38
4 39 3a 3b


This is a table used to pick a random magic damage property for one of the boss abilities. It is used as parameters to a generic function that will basically take the physical damage and then set the stats of the two first parameters (which would be like min fire damage and max fire damage and so on) and as a parameter there will be a multiplier as well. The third parameter is a stat that will get a duration parameter (it adds 40 frames to it). I just added this table for completeness.


Tabell v3.10 by Pedro Faria Fri May 24 18:25:30 2002
Source: d2game.dll Size: 1028146
Target: slask.txt
Position: 6fd0a650 (1875945040)
Offset: da650 (894544)
0 1
1 0
2 0
3 0
4 0
5 1
6 1
7 1
8 1
9 1
10 0
11 0
12 0
13 0
14 0
15 0
16 1
17 1
18 1
19 0
20 0
21 0
22 0
23 0
24 1
25 1
26 1
27 1
28 1
29 1
30 1
31 0
32 0
33 0
34 0
35 0
36 1
37 1
38 1
39 1
40 0
41 0
42 0
43 0


To be honest, not sure what this table was for, I think it might be the one used to pick random boss properties. There are 44 of them (0 to 43) although some are not used. Anyway, if you run across the table in the code, you now know at least what the table look like. Note that in ALL tables, all values are in hex except the first column which is just a general index number that is not part of the table but added by my program to keep count, sorry for not having it in hex too.


Tabell v3.10 by Pedro Faria Fri May 24 17:47:27 2002
Source: d2game.dll Size: 1028146
Target: slask.txt
Position: 6fd0a700 (1875945216)
Offset: da700 (894720)

0 0 2 62
1 0 1 66
2 0 0 6c
3 0 1 72
4 0 2 7b
5 0 2 7a
6 14 2 76
7 3e7 2 67

This is your aura table. It has three columns, the first lists the level a monster needs to be to be able to gain the aura, the next column is a shift value for the level. 0 means the aura will be of monster level, 1 that it will be mlvl/2, a 2 that it will be mlvl/4 and so on. I think there is a minimum value of 1, but check the code to be sure. The last column is the skill number (as found in skills.txt). The game pick one of them at random. As can be seen the first 6 always are available and the 7th only from level 20 and up, the last one is never available since it is set to level 999.


Tabell v3.10 by Pedro Faria Fri May 24 17:34:41 2002
Source: d2game.dll Size: 1028146
Target: slask.txt
Position: 6fd0a760 (1875945312)
Offset: da760 (894816)

0 0
1 6fc61850
2 6fc618b0
3 0
4 6fc61900
5 0
6 0
7 0
8 6fc61b50
9 6fc61b50
10 0
11 0
12 6fcbe250
13 0
14 0
15 0
16 6fc61940
17 6fc61b50
18 6fc61b50
19 0
20 0
21 0
22 0
23 6fc61b50
24 0
25 6fc61b50
26 6fc61d70
27 6fc61b50
28 6fc61b50
29 0
30 6fc61db0
31 0
32 0
33 0
34 0
35 0
36 6fc61990
37 6fc619f0
38 6fc61a40
39 6fc61ad0
40 0
41 6fc61b20
42 0
43 0


This is pointers to each boss ability and handle the setting of the ability for the ability. Note that some of the properties is added through a later table, not sure of the exact difference and so on though.

Some notes, property 1 is a general boss property added to all bosses and champions, didn’t check it out this time, it seems to handle coordinates and such.

Property 2 is also a boss property that increases the HP (*2,*4 and *8 depending on if it is a boss, champion or minion).It also sets regeneration to 0 for bosses/champion. It adds 3 to the monster level and multiplies the exp by 5.

The 5 champion abilities mentioned above will all except one decrease the monster level by 1 and multiply the exp by 3/5 so we get the normal boss stats. They do some other additions too that is part of the champion stats although some of it is done through a later table. As you can see the champion functions are entry 16 for the "normal" champion and entry 36-39 for the "new" ones.

Some notes on some of the other properties:

5 and 6 are the extra strong/fast (don’t remember which one is which).
7 is cursed
8 CFL resistance +40
9 F resistance +75 that is fire enchanted and so on, you should figure it out) I give the stats changes here
10 upon death a poison cloud skill is set of
12 empty really
17 L resistance +75
18 C resistance +75
23 Pois resistance +75
25 M resistance +75
27 CFL resistance +20 (if below 75)
28 DR*2, phys resistance +50
30 Aura


As can be seen almost all resistance stuff is done in the same function. It will check for the actual boss ability number and assign according to that, see the actual function.


Tabell v3.10 by Pedro Faria Fri May 24 18:30:20 2002
Source: d2game.dll Size: 1028146
Target: slask.txt
Position: 6fd0a80c (1875945484)
Offset: da80c (894988)

0 0
1 6fc61e70
2 6fc61e80
3 6fc61e90
4 6fc61ea0
5 6fc61ed0
6 6fc61ee0
7 6fc61f00
8 6fc61f10
9 6fc61f20
10 6fc61f30
11 6fc61f60
12 6fc61f70
13 6fc61fd0


I have really no idea what this was.

Tabell v3.10 by Pedro Faria Fri May 24 18:18:01 2002
Source: d2game.dll Size: 1028146
Target: slask.txt
Position: 6fd0a844 (1875945540)
Offset: da844 (895044)

0 0 0 0 0 0 0
1 0 0 0 0 0 0
2 0 0 0 0 0 0
3 0 0 0 0 0 0
4 0 0 0 0 0 0
5 6fc61fe0 0 0 0 0 6fc621a0
6 0 6fc621c0 0 0 0 0
7 0 0 0 6fc62270 0 0
8 0 0 0 0 0 0
9 6fc62350 6fc62370 6fc623a0 0 0 6fc62470
10 0 6fc634f0 6fc62b30 0 0 0
11 0 0 0 0 0 0
12 0 0 0 0 0 0
13 0 0 0 0 0 0
14 6fc637f0 0 0 0 0 0
15 0 6fc62b70 0 0 0 0
16 6fc625a0 6fc626b0 0 0 0 6fc62700
17 6fc62910 6fc634c0 6fc62930 0 6fc62a70 6fc62a90
18 6fc62ab0 6fc634f0 6fc62ad0 0 0 6fc62b10
19 6fc62c30 0 0 0 0 6fc62d00
20 0 6fc62e00 6fc62e20 0 0 0
21 0 0 6fc63760 0 0 0
22 0 6fc63170 0 0 0 0
23 6fc63220 0 0 0 0 6fc63310
24 0 0 0 6fc62ff0 0 0
25 6fc62f10 0 0 0 0 6fc62f30
26 0 0 0 0 0 0
27 6fc62f50 0 0 0 0 6fc62fa0
28 0 0 0 0 0 0
29 0 0 0 0 0 6fc63330
30 0 0 0 0 0 0
31 0 6fc634f0 6fc62490 0 0 0
32 0 6fc634f0 6fc639a0 0 0 0
33 0 6fc63a40 6fc63ab0 0 0 0
34 0 6fc63520 6fc635c0 0 0 0
35 0 6fc63740 0 0 0 0
36 6fc62720 6fc62760 0 0 0 6fc62720
37 0 6fc627b0 0 0 0 0
38 0 0 0 0 0 0
39 6fc62800 0 0 0 0 6fc62800
40 0 6fc63be0 0 0 0 0
41 0 0 6fc63c10 0 0 0
42 0 6fc634f0 6fc62510 0 0 0


The other main ability adder. Again it holds one row for each ability. Hmm, only 42 entries, not sure about the 43 entry above, could be I forget it for this table or that the previous table ended at 42 and the value for 43 was not part of the table, sorry, don’t remember which.

There are 5 columns and from the little notes I have, the first 2 seems to be used upon creation in some way. The third seems to have code for "upon hit"/"upon death" since it do stuff the monster should do when dead or hit. Not sure how the game decide if the monster is dead though. The fourth column seems to have code for when the monster MAKES a hit. The last column usually have code that is more or less the same as for the first 2 columns. I think I saw references to items in those code though, not sure really. Didn’t look that much into it.


Tabell v3.10 by Pedro Faria Fri May 24 18:35:46 2002
Source: d2game.dll Size: 1028146
Target: slask.txt
Position: 6fd0ac4c (1875946572)
Offset: dac4c (896076)

0 43
1 43
2 43
3 43


Have forgot this one, I think it is actually two tables with two values (43 both) each. Stat 43 is velocitypercent so could have something to do with that. I think the game picked one of the one entry (thus 43 always) a random or something.

Tabell v3.10 by Pedro Faria Fri May 24 18:34:26 2002
Source: d2game.dll Size: 1028146
Target: slask.txt
Position: 6fd0ac5c (1875946588)
Offset: dac5c (896092)

0 0
1 0
2 0
3 0
4 0
5 1
6 2
7 3
8 4
9 5
10 0
11 0
12 0
13 0
14 0
15 0
16 0
17 6
18 7
19 0
20 0
21 0
22 0
23 0
24 0
25 8
26 a
27 9
28 b
29 c
30 d
31 0
32 0
33 0
34 0
35 0
36 0
37 0
38 0
39 0
40 0
41 0
42 0

One more of the tables I didn’t got around to check this time. I think it had something to do with picking random attributes or something for a boss.

I have not gone through any of the actual code sections here but I think the above is a good start and with that knowledge you can probably look at them yourself and understand most of it. If not, feel free to ask.



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Apocalypse_Demon
Charter Member
03-Jun-02, 02:31 PM (GMT)
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12. "RE: Something else"
In response to message #11
 
   LAST EDITED ON 06-03-02 AT 02:52 PM (PDT)
 
Wow, great work Jarulf!

"0 10
1 24
2 25
3 26
4 27
5 5

This table just lists the 5 different champion properties. For a champion, the game picks one of them at random and add to the list of boss properties (the game will later on go through that list and add the properties by calling correct functions). The last 5 is just the number telling how many different possibilities there is. It is probably one array in memory having the boss property and then a variable that will end up with the size."

Hmm, what are these Champion properties? Are you referring to the properties like Berserker champions, or Possessed or Fanatic or Ghostly champions? Or something else?

As for the table of boss abilities, yes the table is the boss abilities. Values 5-9, 16-17, 24-30 are already known. I never knew there were other ones. However, the other ones that have 1s in them that I didn't know don't really do anything. BUT, I did try 36, and I got a visual effect: the superunique now looks 'translucent' like a ghost champion. Not sure what the other ones(like 37-39) do though...will later try 0 and see what happens. There doesn't seem to be any text for those that indicates what the ability is(unlike the others that will say right under the superunique, like 'fire enchanted' for example).

"0 0 2 62
1 0 1 66
2 0 0 6c
3 0 1 72
4 0 2 7b
5 0 2 7a
6 14 2 76
7 3e7 2 67

This is your aura table. It has three columns, the first lists the level a monster needs to be to be able to gain the aura, the next column is a shift value for the level. 0 means the aura will be of monster level, 1 that it will be mlvl/2, a 2 that it will be mlvl/4 and so on. I think there is a minimum value of 1, but check the code to be sure. The last column is the skill number (as found in skills.txt). The game pick one of them at random. As can be seen the first 6 always are available and the 7th only from level 20 and up, the last one is never available since it is set to level 999."

Hmm, the last row 7 looks to be Thorns. It doesn't appear anymore in D2, but used to appear on superuniques in the original Diablo 2 beta Classic. Now I know why it wasn't appearing anymore. So, changing the value to something else like 14hex(20 dec) for example will make the thorns appear on superuniques???

Anyways, great job Jarulf! I can see my mod features really getting enhanced.

Edit: just tried 23 which is the poison enchanted attribute. It seems to be something similar to the poison that Achmel the Cursed the Maggot Queen use(where if you get close to them, you get badly poisoned). And 10 does work, and looks like a normal cloud of poison like the ones from the Cadavers...but the others don't really do anything.


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Jarulf
Charter Member
03-Jun-02, 03:23 PM (GMT)
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13. "RE: Something else"
In response to message #12
 
   >Hmm, what are these Champion properties? Are you referring
>to the properties like Berserker champions, or Possessed or
>Fanatic or Ghostly champions? Or something else?

Yes, it should be quite easy to figure out whic one is which. I have notes on it on the other computer in case it needs to be posted.


>Hmm, the last row 7 looks to be Thorns. It doesn't appear
>anymore in D2, but used to appear on superuniques in the
>original Diablo 2 beta Classic. Now I know why it wasn't
>appearing anymore. So, changing the value to something
>else like 14hex(20 dec) for example will make the thorns
>appear on superuniques???

I suppose so. I think the code will go through all 7 of the entries. It should be easy from the code to check. If note I suppose one could always change the code


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Apocalypse_Demon
Charter Member
03-Jun-02, 03:32 PM (GMT)
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14. "RE: Something else"
In response to message #13
 
   "Yes, it should be quite easy to figure out whic one is which. I have notes on it on the other computer in case it needs to be posted."

Do you by any chance know the offsets to these? Because I think the Ghostly champions are still too weak. And berserkers have too low hp...

"I suppose so. I think the code will go through all 7 of the entries. It should be easy from the code to check. If note I suppose one could always change the code"

Already done. Will try later and see if a boss spawns with Thorns now...

One thing I asked you before was, what about the thieving ability? Since it is not functional now, can't you just copy and paste the code from an earlier version that had the thieving ability and make it active for 1.09 or later?


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Jarulf
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04-Jun-02, 09:33 AM (GMT)
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15. "RE: Something else"
In response to message #14
 
   >"Yes, it should be quite easy to figure out whic one is
>which. I have notes on it on the other computer in case it
>needs to be posted."
>
>Do you by any chance know the offsets to these? Because I
>think the Ghostly champions are still too weak. And
>berserkers have too low hp...

Ehhh, as I said, they are in the table that initializes the abilities (under the numbers I said) and also in the bigger table (with 5 columns). I mentioned the 5 ability numbers of the champions so that you should know which one it was


>"I suppose so. I think the code will go through all 7 of the
>entries. It should be easy from the code to check. If note I
>suppose one could always change the code"
>
>Already done. Will try later and see if a boss spawns
>with Thorns now...
>
>One thing I asked you before was, what about the thieving
>ability? Since it is not functional now, can't you just copy
>and paste the code from an earlier version that had the
>thieving ability and make it active for 1.09 or later?


No idea about that one.


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relight
Member since 3-Jun-02
09-Jun-02, 01:27 PM (GMT)
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16. "RE: Something else"
In response to message #15
 
   awesome jarulf!!!! thx you rule


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Atair
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24-May-02, 04:45 PM (GMT)
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9. "Thanks a lot"
In response to message #7
 
>Hope this is what you were looking for.

Yes, indeed. It's exactly what I was looking for. Thank you very much for looking it up. Looks like you spent some time on it.

I think I'm going to check and hopefully verify the one or other thing you wrote soon.


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Atair
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27-Jun-02, 05:23 PM (GMT)
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17. "Champion testing"
In response to message #9
 
LAST EDITED ON 06-29-02 AT 10:23 PM (PDT)
 
So, I finally found the time to do some excessive tests on the champions. I did this by setting all monster hit points to exactly 1000 and resistances to 0 and created a paladin who does 500 damage points with a sword as well as with Fist of Heavens. In this way I need to do two hits to kill a normal monter in either way. After that I made lots of champions appear in Blood Moor (by setting MonUMin and MonUMax to 500 in levels.txt).

Most of what Jarulf told above seems to be true. But not all of it:

normal champions:
>I did not find anything about Attack Rate but I might have
>missed it.

I'm pretty sure that I watched them beating me faster than normal monsters did.


>Ghostly Champions get their physical resistance set to 50%
>as mentioned above and get a Speed -50% modifier (see above
>for this stat, it is the same one).
>Oh, and they have exactly 20% chance to get cold damage
>which would be identical to their physical damage and with a
>cold length of 40 frames (for chill I think).

As champions normally have four times the hit points of normal monster in my mod they ought to have 4000, meaning it takes me 8 strikes (damage 500) to get them killed. That's true for normal champions and it's true for ghosty ones attacked with my FoH. So it's confirmed that they really have 4000. But using my sword it took me exactly 40 hits to get a ghostly champion killed, i.e. 100 damage per hit instead of 500, meaning a physical resistance of 80 not 50. What's up with this?


>Berserk Champions ...
>Hit points is multiplied by 1.25 as far as I could see, not
>1.5

That one's wrong. I was able to kill those in two strikes (sword and FoH - the first one took half of their life in either way), i.e. life is only 1000. For champions ought to have a life of 4000, it must be multiplied by 0.25 not 1.25.

>It also seemed they did NOT get the mlvl and exp decreased
>to champion levels from boss levels. The game basically
>first set champions up as bosses with a +3 mlvl and a *5
>exp. Then with the champion mod they get a -1 mlvl and a
>*3/5 exp for the familiar +2 mlvl and *3 exp. I did not see
>this for Berserk ones. Should be easy to verify by checking
>the exp one get from them.

I can confirm this by my testings. That's funny - getting five times the exp for a monster that does have exactly as many hit points as a normal monster of the same type.


So much about testing for the bonusses. But there was some other things I noticed when doing the testing. Maybe some of the code readers could confirm it or get the exact numbers:


1. Champions' Minions

I think everybody knows that uniques monsters use to have some minions with them. These minions have double the hit points of normal monsters but don't give more exp.
Now, when a group of champions is generated there may also be some normal monsters of the same type in this group. These are not declared as "minions", but they are! I had to do four hits to kill one of them, so they have double life.


2. The propability that a unique monster group is a champion group

I always thought this is 50%, but it isn't. By putting lots of these groups into one area I noticed that most of them get unique groups (one unique monster and several minions) and only about 20% (or even less) are champion groups.


3. The propability that a champion is not a normal champion

This seem to be very low, too. I found only about one ghostly / berserk / possessed / fanatic in ten champions, i.e. about 90% of all champions are normal ones. Maybe someone is able to dig out the real propabilities for each type.

P.S.
If I find some time to check the unique bonusses as well in the next days I'll do. But since I guess the stats posted by Jarulf are correct I will only do another post if I notice something's wrong.


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Karon
Member since 1-Feb-03
04-Jul-02, 05:58 AM (GMT)
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18. "RE: Champion testing"
In response to message #17
 
   >That one's wrong. I was able to kill those in two strikes
>(sword and FoH - the first one took half of their life in
>either way), i.e. life is only 1000. For champions ought to
>have a life of 4000, it must be multiplied by 0.25 not 1.25.

should this multiplied by 4 again?i think only the normal
monster's HP ¡Á1.25 is the berserker's HP

>I can confirm this by my testings. That's funny - getting
>five times the exp for a monster that does have exactly as
>many hit points as a normal monster of the same type.

five times exp?not three?



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Atair
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04-Jul-02, 08:30 PM (GMT)
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19. "RE: Champion testing"
In response to message #18
 
LAST EDITED ON 07-04-02 AT 08:33 PM (PDT)
 
Yep, life is multiplied by 4 and then 0.25 (not 1.25) resulting in the original (normal monster's) life since 4 * 0.25 = 1. And my test showed that it's neither more nor less than this.

Five times exp is correct because berserkers' level and exp are not decreased from the unique stats as Jarulf said and my tests verified.


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