Heiho,
so I did a bit of testing, since I was asked some questions and couldn't give an honest answer ^^
1) does Druid's Armageddon physical damage?
well, obviously it has damage values in Skills.txt for physical damage. People don't believe me, so maybe there's some broken skill function which doesn't call this damage columns?
This was a simple one :-)
Modifications:
MonStats
zombie1 has 500 to 501 hitpoints, Idle AI, noratio=1, fire resistance 100%, spawns in groups of 3 to 4
Levels
in Bloodmoor let only zombie1 spawn
Skills
stripped off Armageddon's fire damage columns, moved fire damage synergies to physical damage column for better effect
no changes in SkillDesc for a simple testing
=> started a game with a cLvl91 Druid, gave each skill a point, buffed Arma a little bit and set out to meet zombie1. zombie1 all were fire immune. Casted Armageddon. zombie1 died. Buffed former-fire-now-physical synergies a bit. zombie1 died faster. End of testing.
Armageddon does physical damage, regardless of what people tell you at other places. Unmodified it is not that much, but it is there.
______________________
2) is Amazon's Impale affected by her Critical Strike skill?
MonStats and Levels same as before
Skills
gave CS 100% chance at sLvl1
=> started a game with a cLvl33 Amazon, maxed Impale thus she did 10 to 51 damage according to Char Screen with that toothpicks an Amazon starts her life with. Met zombie1. Quite a romance, needed about 20 hits to bring one down, repeatedly. Invested one point in CS. Still needed about 20 hits each until some other zombie1 guys keeled over, no significant damage boost gained.
Indeed, it seems Impale doesn't work with Critical Strike, for what obscure reason ever.
______________________
3) what can an Amazon Dodge or Avoid?
Levels same as before
Skills
invented clones of Dodge and Avoid, both use GetHit animation if used by monsters, both give 100% chance at sLvl1
MonStats
assigned both skills to poor zombie1, removed fire resist
=>
Amazon: each skill could either be dodged or avoided, all components (yes, also explosion damage kinds)
Assassin: Psychic Hammer and Mind Blast couldn't be avoided, see Smite for reason
Barbarian: all attacks could be dodged or avoided; if enemy was forced to move via Howl or Taunt damage was properly applied;
Bash could be dodged (seems that damage is checked before Knockback here, Knockback worked), see Smite;
War Cry could be avoided;
Battle Cry (as an example) could not be avoided, no surprise, since the missiles are graphical stuff only (same for Necromancer's curses)
Druid: each skill could either be dodged or avoided, all components (yes, also explosion damage kinds); for Molten Boulder see conclusio
Necromancer: each skill could either be dodged or avoided, all components (yes, also explosion damage kinds), but Corpse Explosion and Poison Explosion not tested
Paladin: the three Holy Aurae (Fire, Freeze, Shock) plus Sanctuary couldn't be avoided (... they don't use missiles for damage, so no surprise here);
Conversion couldn't be dodged (no surprise, since the effect doesn't need an actual hit);
Smite couldn't be dodged in some very special way. It seems that inherent knockback movement of enemy either counts as movement or has priority over D/A animations, so Dodge and Avoid don't work while pushed. My missiles shooting hireling could do damage while zombie1 was in pushing movement, too, so this is not Smite specific, first Smite does no damage, but if second one is applied whilst zombie1 is still in pushing routine it does damage (rechecked, same happens with Sanctuary)
Sorceress: Static Field (doesn't use missile for damage, no surprise here) and Telekinesis (see Smite) couldn't be avoided
conclusio:
nearly everything will be dodged or avoided, if enemy doesn't move. Knockback pushing counts as move or overrides D/A animations due to priority settings. Had a Casting Delay on Molten Boulder, so maybe I could cast it just not fast enough to catch a zombie1 in pushed mode. With the Assassin I was fast enough to catch 'em.
Haven't tested Evade for obvious reasons, but I think it is not too far-fetched to assume similar behaviour. Also haven't tested monster skills, but I feel inclined to generalize the result.
side note: since D/A/E are checked at the moment when damage is technically already applied zombie1 always splattered blood at least with missile attacks, but never lost life
second side note: GH animation doesn't count as movement; it wasn't shown graphically when zombie1 was in D/A mode, but like blood splattering it was shown with missile AoE attacks
third side note: because of first side note most probably durability of Amazon's equip in unmodified game will potentially wear down if D/A/E step in; this needs some more sophisticated testing at another time
_______________________
That's it for today, hope someone enjoyed it ;-)
<edit>
fixed some spelling and added the animation priority statement
</edit>
so I did a bit of testing, since I was asked some questions and couldn't give an honest answer ^^
1) does Druid's Armageddon physical damage?
well, obviously it has damage values in Skills.txt for physical damage. People don't believe me, so maybe there's some broken skill function which doesn't call this damage columns?
This was a simple one :-)
Modifications:
MonStats
zombie1 has 500 to 501 hitpoints, Idle AI, noratio=1, fire resistance 100%, spawns in groups of 3 to 4
Levels
in Bloodmoor let only zombie1 spawn
Skills
stripped off Armageddon's fire damage columns, moved fire damage synergies to physical damage column for better effect
no changes in SkillDesc for a simple testing
=> started a game with a cLvl91 Druid, gave each skill a point, buffed Arma a little bit and set out to meet zombie1. zombie1 all were fire immune. Casted Armageddon. zombie1 died. Buffed former-fire-now-physical synergies a bit. zombie1 died faster. End of testing.
Armageddon does physical damage, regardless of what people tell you at other places. Unmodified it is not that much, but it is there.
______________________
2) is Amazon's Impale affected by her Critical Strike skill?
MonStats and Levels same as before
Skills
gave CS 100% chance at sLvl1
=> started a game with a cLvl33 Amazon, maxed Impale thus she did 10 to 51 damage according to Char Screen with that toothpicks an Amazon starts her life with. Met zombie1. Quite a romance, needed about 20 hits to bring one down, repeatedly. Invested one point in CS. Still needed about 20 hits each until some other zombie1 guys keeled over, no significant damage boost gained.
Indeed, it seems Impale doesn't work with Critical Strike, for what obscure reason ever.
______________________
3) what can an Amazon Dodge or Avoid?
Levels same as before
Skills
invented clones of Dodge and Avoid, both use GetHit animation if used by monsters, both give 100% chance at sLvl1
MonStats
assigned both skills to poor zombie1, removed fire resist
=>
Amazon: each skill could either be dodged or avoided, all components (yes, also explosion damage kinds)
Assassin: Psychic Hammer and Mind Blast couldn't be avoided, see Smite for reason
Barbarian: all attacks could be dodged or avoided; if enemy was forced to move via Howl or Taunt damage was properly applied;
Bash could be dodged (seems that damage is checked before Knockback here, Knockback worked), see Smite;
War Cry could be avoided;
Battle Cry (as an example) could not be avoided, no surprise, since the missiles are graphical stuff only (same for Necromancer's curses)
Druid: each skill could either be dodged or avoided, all components (yes, also explosion damage kinds); for Molten Boulder see conclusio
Necromancer: each skill could either be dodged or avoided, all components (yes, also explosion damage kinds), but Corpse Explosion and Poison Explosion not tested
Paladin: the three Holy Aurae (Fire, Freeze, Shock) plus Sanctuary couldn't be avoided (... they don't use missiles for damage, so no surprise here);
Conversion couldn't be dodged (no surprise, since the effect doesn't need an actual hit);
Smite couldn't be dodged in some very special way. It seems that inherent knockback movement of enemy either counts as movement or has priority over D/A animations, so Dodge and Avoid don't work while pushed. My missiles shooting hireling could do damage while zombie1 was in pushing movement, too, so this is not Smite specific, first Smite does no damage, but if second one is applied whilst zombie1 is still in pushing routine it does damage (rechecked, same happens with Sanctuary)
Sorceress: Static Field (doesn't use missile for damage, no surprise here) and Telekinesis (see Smite) couldn't be avoided
conclusio:
nearly everything will be dodged or avoided, if enemy doesn't move. Knockback pushing counts as move or overrides D/A animations due to priority settings. Had a Casting Delay on Molten Boulder, so maybe I could cast it just not fast enough to catch a zombie1 in pushed mode. With the Assassin I was fast enough to catch 'em.
Haven't tested Evade for obvious reasons, but I think it is not too far-fetched to assume similar behaviour. Also haven't tested monster skills, but I feel inclined to generalize the result.
side note: since D/A/E are checked at the moment when damage is technically already applied zombie1 always splattered blood at least with missile attacks, but never lost life
second side note: GH animation doesn't count as movement; it wasn't shown graphically when zombie1 was in D/A mode, but like blood splattering it was shown with missile AoE attacks
third side note: because of first side note most probably durability of Amazon's equip in unmodified game will potentially wear down if D/A/E step in; this needs some more sophisticated testing at another time
_______________________
That's it for today, hope someone enjoyed it ;-)
<edit>
fixed some spelling and added the animation priority statement
</edit>