11-07-2003, 04:31 PM
Ehh, by "bosses and champions" I simply meant unqiue monsters and champions. I have not looked in detail into this but assumed it was the same as before. The check for it is done in what looks like a slightly new way, probably to some changes in the monsters data structure. To get technical, it applies to monsters that in the ptStats (now in hUnit+14 as oposed to hUnit+70 in 1.09) at +16 has the second bit set. I really have not tracked down which ones have that. I assume it is unqiue (including super uniques which are unqiue for such practical purposes) and champions since that was how it was before. Others would be all other monsters including player minions. If I get time to check more on it I can probably see exactly whct monsters it is and if it changed since before.
I have not seen any check for some target types that is excluded completely, so it should work on all target types. Oblivion Knights have no special status and are normal monsters unless they are unique or champion monsters of course.
Each character has *A* CB stat which is the sum of all chances on all items. This stat is checked (as a percentage chance) for *A* CB effect. You can not get multiple effects for having multiple CB items. This works just as it always have. The game always sum up all stats on each item into a "total sum" value. This value is set as the characters stat for the same property. This is then the stat used whenever the character do something, like for example attack.
I have not seen any check for some target types that is excluded completely, so it should work on all target types. Oblivion Knights have no special status and are normal monsters unless they are unique or champion monsters of course.
Each character has *A* CB stat which is the sum of all chances on all items. This stat is checked (as a percentage chance) for *A* CB effect. You can not get multiple effects for having multiple CB items. This works just as it always have. The game always sum up all stats on each item into a "total sum" value. This value is set as the characters stat for the same property. This is then the stat used whenever the character do something, like for example attack.
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