03-22-2015, 09:25 AM
Hopefully I can answer these, since I've been poking around in Diablo's code and Jarulf's Guide for some time now, and gotten as far as Hell Catacombs playing IM.
7. 50 + Current Magic + Bonus (Bonus = 20 for Sorc, 0 for anyone else)
8. Subtract (mlvl*2)
9&10. Clamp the result between 5-95
According to this formula, that means a Rogue with 17 magic (common in IM games) only has a 7% chance to hit Diablo (mlvl 30) with Holy Bolt on Normal difficulty, but that is a 7% chance per frame that the spell passes through Diablo's location, so the final result is a bit higher the lower her spell level with it is (since they travel faster at higher levels).
There is an interesting quirk with Fire Wall that (at least in Hellfire, based on an older version of Diablo - this PROBABLY was never changed even up to Diablo v1.09) prevents it from ever filling all 124 effect slots - when you cast Fire Wall, an extra invisible effect is created until the walls finish spawning, then is removed. Due to this, repeat casts of Fire Wall will only max the slots up to 123. When the slots are maxed at 124, all spells (including Diablo's Apoc) and projectiles will fail, even those that don't spawn visible effects such as teleport -- and spells cast during this time will not even drain mana.
Since Fire Wall will only get you to 123 of 124, you would need one more effect to cancel out Diablo's Apocalypse spell. The Rogue's bow would suffice for this, since Arrows count as effects, but she'd need to be quite close to Diablo or most of her shots would not produce arrows. It is worth noting that the durability of her bow very likely can be used up by these blank shots, despite mana for spells not being consumed in this case.
(03-22-2015, 12:00 AM)weakwarrior Wrote: How do you figure the "to hit" percentage for Holy Bolt?Since I've seen nothing in Diablo's code to suggest Holy Bolt has its own hit routine, the formula Jarulf offers for non-melee attack To Hit in section 6.3.1 should be correct. Therefore the relevant bits:
7. 50 + Current Magic + Bonus (Bonus = 20 for Sorc, 0 for anyone else)
8. Subtract (mlvl*2)
9&10. Clamp the result between 5-95
According to this formula, that means a Rogue with 17 magic (common in IM games) only has a 7% chance to hit Diablo (mlvl 30) with Holy Bolt on Normal difficulty, but that is a 7% chance per frame that the spell passes through Diablo's location, so the final result is a bit higher the lower her spell level with it is (since they travel faster at higher levels).
(03-22-2015, 12:00 AM)weakwarrior Wrote: Does this mean that casting more than 11 firewalls stacked one atop each other is a waste, as the firewalls past #11 won't generate?Yes, the game allocates a maximum of 124 slots for active 'effects.' Effects include but are not limited to spell projectiles, arrows, spell impacts, and in older versions of Diablo, Mana Shield. As you suspected, any Fire Walls that attempt to spawn when this limit is reached will fail.
There is an interesting quirk with Fire Wall that (at least in Hellfire, based on an older version of Diablo - this PROBABLY was never changed even up to Diablo v1.09) prevents it from ever filling all 124 effect slots - when you cast Fire Wall, an extra invisible effect is created until the walls finish spawning, then is removed. Due to this, repeat casts of Fire Wall will only max the slots up to 123. When the slots are maxed at 124, all spells (including Diablo's Apoc) and projectiles will fail, even those that don't spawn visible effects such as teleport -- and spells cast during this time will not even drain mana.
Since Fire Wall will only get you to 123 of 124, you would need one more effect to cancel out Diablo's Apocalypse spell. The Rogue's bow would suffice for this, since Arrows count as effects, but she'd need to be quite close to Diablo or most of her shots would not produce arrows. It is worth noting that the durability of her bow very likely can be used up by these blank shots, despite mana for spells not being consumed in this case.
(03-22-2015, 12:00 AM)weakwarrior Wrote: Is this formula correct?Yes. While there are a few mistakes in Jarulf's Guide 1.62 (before anyone raises a brow, he admitted that himself in a conversation I had with him many years ago), I looked at the code for you and verified that the Golem damage formula is indeed correct, no matter what the spellbook tells you.