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The Workshop
Diablo II Mechanics and Statistics
Knowledge is power. In this forum, we discuss detailed game mechanics and statistics, from how Diablo II functions, to the probabilities of events happening.
Questions? Read the Forum FAQ and please obey the Forum Rules.
Spirea
Charter Member
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06-Dec-01, 00:10 AM (GMT) |
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"Hirelings Stats"
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LAST EDITED ON 12-06-01 AT 08:33 AM (PST) Just completed a calculator on Hirelings Stats. The HP, Str, Dex, Def was rather straight forward if the hireling's level are decent. But once they fall below in levels, there seem to be a minimum that applies to HP and Def that I have not yet figured out, so the calculator will show some negative numbers. The resistance was complex, the gains are lower at higher levels. The minimum however is simply 0 in normal. If you find any discrepancies (even if they are off by only 1), feel free to let me know. For now, I'm going to bed, 3am .. :-P http://spirea.lurkerlounge.com/Hirelings.shtml (thanks Neutrality, for pointing it out .. edit to correct the URL)
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Neutrality
Charter Member
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06-Dec-01, 00:27 AM (GMT) |
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1. "RE: Hirelings Stats"
In response to message #0
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LAST EDITED ON 12-06-01 AT 00:30 AM (PST) Cool, but it would be nice if the link actually worked. EDIT : You forgot .shtml after Hirelings. -Neutrality- |
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channel1
Charter Member
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06-Dec-01, 11:17 AM (GMT) |
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2. "Nit"
In response to message #0
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From: http://spirea.lurkerlounge.com/Hirelings.shtml Hirelings, also know as mercenaries, are available for a price after a quest is solvedIn Act1 Normal Difficulty, you can Hire a Merc at CLevel 8 without completing the Quest. I haven't checked yet for the CLevel requirements to hire without the quest in other difficulty levels and acts, but I assume that there will be a minimum CLevel when you can do this. Also, it seems that Act1 Mercs get a "Lightning Breath" skill if they have equipment giving +3 (exactly) to skills. I haven't yet verified this, or determined the exact damage type or amount.
-rcv- -rcv- |
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Apocalypse_Demon
Charter Member
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06-Dec-01, 02:38 PM (GMT) |
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6. "RE: The real reason"
In response to message #5
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Okay, Ruvanal told me this so thank him for it. Basically, if you check out missiles.txt, find Rogue1. She shoots normal arrows, now adding +1 skills will actually make her shoot from the next entry below that which is Rogue2 which shoot firearrow. This is because the rogues arrows don't gain levels right so adding +skills to that can't make it go up anymore so it goes to the next entry. Now, adding +2 skills makes the rogue shoot from the missile Rogue3 which is 2 entries below and it shoots Ice Arrow. Now, adding +3 skills will make the missile 3 rows down to Bat Lightning Bolt. This makes her shoot lightning of some sort. +4 skills will give her Bat Lightning Trail. However, is Bat Lightning Trail or Bolt Diablo's LBOD? I'm thinking it's those lightning things that the bats attack you with. Again, I'm just basically saying what Ruvanal has told me, he can explain much more clearly than me... |
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Tank
Charter Member
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07-Dec-01, 10:18 AM (GMT) |
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12. "RE: Lightning"
In response to message #4
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LAST EDITED ON 12-07-01 AT 10:22 AM (PST) Actually I find that the merc is fully aware of the range issue (perhaps my merc is smarter ) because they shoot arrows until somethin get close then they do lightning primary, and oddly sometimes I noticed if say somethin is lightning immune they won't use their lightning attack, just arrows. Perhaps its just me, but it seems that it possibly could be intended.. who knows.. What im surprised about is no one talked about slvl 5 which makes her shoot poison arrows, lightning attack is much more damage, but the poison is rather nice damage (over 2 seconds as far as I can tell), slvl5 is possible to do.. just forget the gear I used.. ahh yes harlequin, +2 magical bow which bought in a shop, and +1 skill armor. |
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Griselda
Charter Member
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08-Dec-01, 09:43 AM (GMT) |
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17. "non-rogue merc?"
In response to message #12
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Has anybody tried this out on a non-merc rogue? I'm playing an iron-wolf lightning variant, and it would be nice to add in some variety to the character after completing a quest or something. I can test this out myself, but my char's merc needs to earn maybe 1 or 2 levels before wearing the sword I've picked for him. -Griselda |
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Ruvanal
Charter Member
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06-Dec-01, 06:37 PM (GMT) |
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8. "RE: Nit"
In response to message #2
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Yes the level 8 hireing of rogues has alway been in the game (most players kill Blood Raven well before this point) and the level 8 restriction applies to all difficulty levels. This also applies being able to have the merc resurrected in act 1. Acts 2 and 3 do not have a level restriction for hireing mercs (or resurrecting). Act 5 does not let you hire a barbarian till you complete quest 2, but you can always get your merc resurrected. If you get a level 1 character up to the point that they are in one of the later acts/difficulties, the merc that they hire will be level 1 also. The merc that you hire will have the lower of the base level that is available for that act/difficulty or the level of the character. |
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channel1
Charter Member
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07-Dec-01, 12:03 PM (GMT) |
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13. "Level available to Hire"
In response to message #8
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I think (again, I haven't verified: I'm a lazy bugger), that the Hireling "Inventory" may get "Set" partly by the CLevel of the first person to access the Hireling Vendor. At CLevel 66, my Zon hired a Barb Merc level 79 in a Hell game, where there were several characters running around at higher levels. I assume that somebody around CLevel 79 accessed the Hire with the vendor before I did. Perhaps this resets after a period, or if everyone leaves town, like the other vendors? -rcv- -rcv- |
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LiquidDamage
Charter Member
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06-Dec-01, 02:59 PM (GMT) |
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7. "I knew I should have checked this forum earlier :P"
In response to message #0
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LAST EDITED ON 12-06-01 AT 03:12 PM (PST) (Edit: P.S. at the bottom) (2nd edit-- I need to have my eyes checked) I just spent about an hour doing this: Merc Type: | Rogue | Difficulty: | Normal | Nightmare | Hell | Starting Life: | Level 3: | 45 | - | - | Level 25: | 221 | 185 | - | Level 49: | 413 | 385 | 369 | +Life per Level | 8 | 8 | 8 | Starting Defense: | Level 3: | 15 | - | - | Level 25: | 147 | 130 | - | Level 49: | 291 | 274 | 257 | +Defense per Level | 6 | 6 | 6 | Starting Strength: | Level 3: | 35 | - | - | Level 25: | 63 | 60 | - | Level 49: | 93 | 90 | 87 | +Strength per Level | 1.25 | 1.25 | 1.25 | Starting Dex: | Level 3: | 45 | - | - | Level 25: | 89 | 84 | - | Level 49: | 137 | 132 | 127 | +Dex per Level | 2 | 2 | 2 | Starting AR: | Rogue mercs apparently do not use AR, as all AR related values are listed as 0 | +AR per Level | See above | Starting Damage: | Level 3: | 1-3 | - | - | Level 25: | 7-9 | 6-8 | - | Level 49: | 19-21 | 18-20 | 17-19 | +Damage per Level | Level 3: | .25 | .25 | .25 | Level 25: | .5 | .5 | .5 | Level 49: | .75 | .75 | .75 | Starting Resist All: | Level 3: | 0 | - | - | Level 25: | 44 | 41 | - | Level 49: | 86 | 83 | 80 | +Resist All per Level | Level 3: | 2 | 2 | 2 | Level 25: | 1.75 | 1.75 | 1.75 | Level 49: | 1.25 | 1.25 | 1.25 | I'm glad I decided that I was going to post one merc at a time. That calculator is awesome Spirea, and a heck of a lot more easy to use than this P.S. The minimum life is 40 (at least on the hireling screen, but we all know that doesn't guarantee anything) in testing. Also, where did you get that bit about Fire sorcerers getting extra resistances? I don't see it anywhere in the hireling.txt file. P.P.S. I see it now
-LiquidDamage
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Spirea
Charter Member
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06-Dec-01, 09:12 PM (GMT) |
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10. "RE: I knew I should have checked this forum earlier :P"
In response to message #7
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The level there needs interpretation I think. Because you can get level 1 hireling from Act 5 Hell difficulty. (if your character can advance and remain at level 1). The fire sorcerors getting extra resistance was what I discovered in the mpq file. That only applies to those hired in normal difficulty too.Act 3 hireling has higher minimum life I think. That's why I did not simply put a floor of 40 in my calculator. If you have Jamella's editor, I can use some help. I need info on level 1 hirelings from the individual acts, all hired from Hell difficulty (I think that will allow us to discover the minimum), and info on level 2 hirelings just to confirm (should have the same minimum). Thanks in advanced for any help I get.
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LiquidDamage
Charter Member
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07-Dec-01, 03:42 AM (GMT) |
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11. "Here you go"
In response to message #10
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LAST EDITED ON 12-07-01 AT 03:45 AM (PST) (edit: Note-- I titled this "here you go" because I intended on posting the information when I started the post. I started the post before I actually collected the information-- for some reason I thought all you cared about were the life totals when I first wrote the title. Now I am tired, and rambling on and on and on) First, yeah you are right about the table needing some interpretation. I was planning on explaining that once they hit the level listed, they start using the new per level values, and how they calculate lower levels by subtracting the per level bonus from the base. I figured your calculator made any explanations I had of my little table obsolete. I have the info you want about those hell mercs on paper, I will post them in a table tomorrow (I am damn tired). Here is a "teaser": only act 3 mercs gain life at level 2.
-LiquidDamage
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LiquidDamage
Charter Member
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07-Dec-01, 11:11 PM (GMT) |
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16. "Here you really go. Honest."
In response to message #11
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Here is stat info for mercs bought in hell (the different types of merc in each act do not differ in stats): Merc Type | Act 1 | Act 2 | Act 3 | Act 5 | Lvl 1 | Lvl 2 | Lvl 1 | Lvl 2 | Lvl 1 | Lvl 2 | Lvl 1 | Lvl 2 | Life | 40 | 40 | 40 | 40 | 40 | 44 | 40 | 40 | Strength | 27 | 29 | 36 | 38 | 24 | 26 | 46 | 48 | Dexterity | 31 | 33 | 20 | 22 | 18 | 19 | 21 | 22 | Damage | 0-1 | 0-1 | 0-1 | 0-1 | 0-1 | 0-1 | 0-1 | 0-1 | Defense | 7 | 8 | 5 | 5 | 4 | 4 | 5 | 5 | Resistances | 20 | 22 | 44 | 45 | 40 | 41 | 59 | 60 | And here is exp and cost info (different types of mercs do have different exp values): Merc Type | Level 1 Exp | Level 2 Exp | Level 3 Exp | Cost | Cold Rogue | 250 | 1500 | 4500 | 14000 | Fire Rogue | 240 | 1440 | 1560 | 12500 | Any Act 2 | 260 | 1560 | 4680 | 15000 | Cold Sorc | 280 | 1680 | 5040 | 27000 | Fire or Lightning Sorc | 260 | 1560 | 4680 | 21000 | Barbarian | 280 | 1680 | 5040 | 32000 |
-LiquidDamage
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Spirea
Charter Member
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09-Dec-01, 06:32 PM (GMT) |
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22. "RE: Here you really go. Honest."
In response to message #16
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Thanks for the tests. That minimum 40 life isn't found in the mpq, probably some hard-coded values. Also, the defense, probably hard-coded to be 0, but the dexterity bonus is what makes the difference. Now, I wonder if I can assume that the same decode is use for attack rating and provide computation for the attack rating that is not shown on the hireling screen. There won't be any way of easily verifying it though.
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Crystalion
Charter Member
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07-Dec-01, 05:31 PM (GMT) |
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15. "RE: Hirelings info, very minor nit"
In response to message #0
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>If you find any discrepancies Nice. Very helpful. The Hireling info table the link leads to doesn't mention that (for me, v1.09 SP at least) Act2 Mercs equip javalins just fine (patched perhaps?). I don't recall the result last time I tried to equip one with an Amazon class spear or javalin however. And although you do say "Rogue Scouts (No, they are not Amazons)" it is my recollection that they were patched to be able to equip Amazon bows (I can't remember whether I tested this). -- Crystalion |
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LiquidDamage
Charter Member
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08-Dec-01, 07:37 PM (GMT) |
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20. "Yes"
In response to message #19
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It does depend on where they are hired. For example, Act 2 defense mercs purchased in Normal have a max sLvl for their Defiance of 18. Those purchased in Hell max at 16. The basic rule for maxing out skills and stats on any merc is: buy it in normal difficulty, unless you want the auras offered in nightmare. It doesn't matter what level you buy them at, how many players are in the game, or any thing else-- only difficulty level makes a difference between mercs of the same act and subtype. I figure if I start writing up a table for the merc skills now, Spirea will put up a calculator for it that also washes your car in about an hour and a half. That is, he will put it up in an hour and a half, The car wash will likely take 5 minutes. Let the race begin!
-LiquidDamage
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Spirea
Charter Member
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11-Dec-01, 05:36 PM (GMT) |
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35. "RE: Yes"
In response to message #20
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>I figure if I start writing >up a table for the >merc skills now, Spirea will >put up a calculator for >it that also washes your >car in about an hour >and a half. I am not sure what you mean, but I am waiting for your table, so I can make the calculator. >Let the race begin! I don't like to race, and see no sense in duplication of effort.
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LiquidDamage
Charter Member
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12-Dec-01, 02:02 AM (GMT) |
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37. "Skills Table for Mercs"
In response to message #35
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LAST EDITED ON 12-12-01 AT 02:05 AM (PST) (edit: P.S. at bottom. And, yes, I actually used preview this time) I didn't include the whole "chance" bit, because the table would have been even more unweildy than it is. We can cover that later. Hireling | SubType | Difficulty | Level | Skill1 | Level1 | LvlPerLvl1 | Skill2 | Level2 | LvlPerLvl2 | Skill3 | Level3 | LvlPerLvl3 | Rogue Scout | All | Normal | 3 | Inner Sight | 1 | 10 | Fire / Cold Arrow | 1 | 10 | | | | 25 | 7 | 10 | 7 | 10 | | | | 49 | 14 | 10 | 14 | 10 | | | | Nightmare | 25 | 6 | 10 | 6 | 10 | | | | 49 | 13 | 10 | 13 | 10 | | | | Hell | 49 | 12 | 10 | 12 | 10 | | | | Desert Mercenary | All | Normal | 9 | Jab | 3 | 10 | Prayer / Defiance / Blessed Aim | 3 | 10 | | | | 31 | 10 | 10 | 10 | 10 | | | | 55 | 17 | 0 | 18 | 0 | | | | Combat / Defensive | Nightmare | 31 | 9 | 10 | Thorns / Holy Freeze | 9 | 10 | | | | 55 | 16 | 0 | 17 | 0 | | | | Hell | 55 | 15 | 0 | Prayer / Defiance | 16 | 0 | | | | Offensive | Nightmare | 31 | 9 | 10 | Might | 8 | 10 | | | | 55 | 16 | 0 | 16 | 10 | | | | Hell | 55 | 15 | 0 | Blessed Aim | 15 | 0 | | | | Eastern Sorceror | Cold | Normal | 15 | Glacial Spike | 1 | 5 | Frozen Armor | 2 | 10 | Ice Blast | 6 | 10 | 37 | 5 | 5 | 9 | 10 | 13 | 10 | 61 | 9 | 0 | 16 | 0 | 20 | 0 | Nightmare | 37 | 4 | 5 | 8 | 10 | 12 | 10 | 61 | 8 | 0 | 15 | 0 | 19 | 0 | Hell | 61 | 7 | 0 | 15 | 0 | 18 | 0 | Fire | Normal | 15 | Inferno | 6 | 10 | Fire Ball | 4 | 10 | | | | 37 | 13 | 10 | 11 | 10 | | | | 61 | 20 | 0 | 18 | 10 | | | | Nightmare | 37 | 12 | 10 | 10 | 10 | | | | 61 | 19 | 0 | 17 | 10 | | | | Hell | 61 | 18 | 0 | 16 | 0 | | | | Lightning | Normal | 15 | Charged Bolt | 4 | 5 | Lightning | 3 | 10 | | | | 37 | 8 | 5 | 10 | 10 | | | | 61 | 12 | 0 | 17 | 10 | | | | Nightmare | 37 | 7 | 5 | 9 | 10 | | | | 61 | 11 | 0 | 16 | 10 | | | | Hell | 61 | 10 | 0 | 15 | 10 | | | | Barbarian | 1 handed sword | Normal | 28 | Bash | 4 | 10 | Stun | 3 | 8 | | | | 42 | 9 | 10 | 7 | 8 | | | | 75 | 20 | 0 | 16 | 0 | | | | Nightmare | 42 | 8 | 10 | 6 | 8 | | | | 75 | 19 | 0 | 15 | 0 | | | | Hell | 75 | 18 | 0 | 14 | 0 | | | |
Here is a brief explanation of the column names and their purpose, except for the obvious ones. Level: This column is a kind of level benchmark that the game uses to calculate hireling stats based on their clvl (or should I say hlvl?). I don't know exactly how it works, but I believe that it chooses the closest one, and adds or subtracts the values from the perlvl fields. Level1/2/3: This is the slvl of the skill that the number represents-- Level1 is for Skill1, Level2 is for Skill2, etc. Lvlperlvl1/2/3: This is the number, in 32nds, that is added each level to a hireling's slvl of the skill it corresponds to. I should have gone ahead and converted it, but I forgot, and now it would be a major pain in the ass to do that and run through the conversions to make this table work and look good in this post (I will write a script for that someday...) Special things to notice: It seems that the numbers don't quite add up for each benchmark-- adding 10/32nds of a skill level per level from 3rd level to 49th would give a rogue a level 15 skill, yet the table lists a 14th level skill at that level. I do not know if the game tracks based on the closest benchmark throughout the entire leveling process, or if it uses the benchmark that was closest to their level when they were purchased. Also, as mentioned elsewhere in this thread, some hirelings do not cap on certain skills, like the Might merc, any Rogue scout, the Lightning sorcerer, and the normal and nightmare Fire sorcerers. P.S. It seems that they intended to include two types of barb mercs at first-- there are double entries for all of their levels, but with different ID columns. They are listed as sub-type "1hs". Perhaps they intended a 1 handed sword user that used a shield, or two weapons, and then decided only to implement the two handed sword user?
-LiquidDamage
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Ruvanal
Charter Member
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17-Jun-02, 02:11 PM (GMT) |
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41. "RE: observation on hireling damage"
In response to message #40
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No, there are columns in the hireling.txt file for their base damage. The columns are Dmg-Min, Dmg-Max and Dmg/Lvl. The Min/Max values are straight values and the Dmg/Lvl is the amount (in 8ths) that these will increase when they level up. It is not quite as linear as BeneVidetur stated it. But that is probably due to which mercs he checked this on and on whether or not they leveled through one of the break points in his testing. His point 2 is mostly likely a correct assessment of the situation also. http://dynamic2.gamespy.com/~phrozenkeep/site/guide-hirelingtxt.php
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Hammerman
Member since 13-Jan-03
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09-Jul-02, 02:41 PM (GMT) |
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44. "About exp"
In response to message #42
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Hello all, first post. Mercs exp tables (or breakpoints; the exp needed for next level) is calculated as: level*((level+1)^2)*ExpLvl Also, mercs have a cap for how much exp they can get per kill: (exp needed for next level - exp needed for current level) / 64 Other than that, they follow the same exp formula as players.
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