Item stat information
Hit blinds target
I want to talk about rare and normal skills, information what is very practical. In Diablo II, the "Blinds Target" modifier is an affix found on certain weapons or gear that causes enemies hit by the player's attacks to be temporarily blinded. When an enemy is blinded:
- They will stop attacking or targeting the player directly.
- Their vision radius is reduced, meaning they will wander around aimlessly or attack at random.
- Blinded monsters will prioritize melee combat, even if they were previously ranged attackers.
The "Blinds Target" effect is particularly useful for crowd control, as it can neutralize enemies by making them less dangerous and less aggressive, giving players more time to deal with other threats or control the battlefield. However, this effect does not work on bosses or certain special monsters, as they are immune to most status effects like blinding.
Crushing blow
In Diablo II, the Crushing Blow modifier is a powerful effect that gives your attacks a chance to reduce a large percentage of an enemy's current health with each hit. Crushing Blow is especially effective against enemies with a lot of health, such as bosses or high-level monsters.
Key Mechanics of Crushing Blow:
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Percentage-Based Health Reduction:
- Crushing Blow reduces a percentage of the enemy’s current health, not their maximum health. This means it is more effective when the enemy has high health and less effective as their health decreases.
- Against normal enemies, a successful Crushing Blow removes 25% of their current health.
- Against bosses or players, the amount is reduced:
- 10% against bosses or other players in PvP.
- 12.5% against champions or unique monsters.
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Damage Type:
- Crushing Blow deals physical damage, and as such, is reduced by enemy physical resistances. If the enemy has physical resistance or immunity, the effect of Crushing Blow will be less noticeable.
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Effect on Different Attack Types:
- Crushing Blow works with both melee and ranged attacks, but it is more effective with melee.
- For ranged attacks, the Crushing Blow effect is reduced to 1/2 of its value, so it only reduces 12.5% of a normal monster's current health and 5% of a boss’s health.
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Stacks with Other Modifiers:
- Crushing Blow can stack with other modifiers like Deadly Strike (which doubles damage) or Open Wounds, making it a valuable addition to high-damage builds, especially for melee characters.
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Weapon Speed:
- Since Crushing Blow triggers based on hit chance, faster attacks (increased attack speed) increase the chances of triggering this effect.
Usage:
Crushing Blow is extremely effective for taking down high-health monsters, like bosses or champions, as it scales with their current health, making them much easier to defeat. However, it is less effective when the enemy's health is low or when dealing with heavily resistant monsters. Players often seek items like Goblin Toe (boots), Rattlecage (armor), or The Crushing Maul to increase their Crushing Blow chance.
Chance to open wounds
In Diablo II, the Open Wounds modifier causes enemies to take damage over time, effectively simulating a bleeding effect. When you hit an enemy with an attack that has a chance of Open Wounds, there's a chance to inflict this status effect, which will deal damage to them based on their level for a period of time.
Key Mechanics of Open Wounds:
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Damage Over Time:
- When Open Wounds is triggered, the enemy will lose health over a duration of 8 seconds.
- The amount of damage dealt is not a flat value but depends on the attacker’s level.
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Damage Calculation:
- The damage dealt by Open Wounds scales based on the player's level and whether the enemy is a normal monster, a boss, or a player:
- Character Level 1–15: Deals 25 to 62.5 damage over 8 seconds.
- Character Level 16–30: Deals 62.5 to 137.5 damage over 8 seconds.
- Character Level 31–45: Deals 137.5 to 262.5 damage over 8 seconds.
- Character Level 46–60: Deals 262.5 to 412.5 damage over 8 seconds.
- Character Level 61–99: Deals 412.5 to 562.5 damage over 8 seconds.
- The damage ignores enemy resistances, making it especially effective against targets with high resistance to other damage types.
- The damage dealt by Open Wounds scales based on the player's level and whether the enemy is a normal monster, a boss, or a player:
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Trigger Rate:
- Like other modifiers such as Crushing Blow or Deadly Strike, Open Wounds has a percentage chance to trigger when you hit an enemy. The exact chance depends on the gear you have that grants the Open Wounds modifier.
- If multiple items give you a chance for Open Wounds, the chances are additive, increasing the likelihood of triggering the effect.
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Effects on Different Types of Enemies:
- Normal monsters: Open Wounds deals its full damage, making it very effective against large groups of regular enemies.
- Bosses and champions: Open Wounds deals reduced damage to bosses and high-level monsters but is still useful for applying consistent damage over time.
- Players: In PvP, the damage from Open Wounds is reduced, but it remains an effective tool for preventing opponents from healing.
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Prevent Healing:
- While Open Wounds is active, the enemy cannot regenerate health, making it particularly useful for enemies that rely on health regeneration (e.g., certain bosses or monsters with life-leech abilities).
Deadly strike
In Diablo II, Deadly Strike is a powerful modifier that gives your character a chance to deal double physical damage when attacking. It effectively doubles the damage dealt by an attack if it triggers.
Key Mechanics of Deadly Strike:
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Double Physical Damage:
- When Deadly Strike triggers, it doubles the total physical damage of an attack. This includes any base weapon damage, damage bonuses from skills, and any additional physical damage from items or stats.
- It does not affect elemental damage (such as fire, cold, or lightning damage) or magic damage.
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Chance to Trigger:
- The chance for Deadly Strike to activate is determined by the combined percentage from all items and abilities that grant Deadly Strike. For example, if you have two pieces of equipment that each grant a 15% chance of Deadly Strike, your total chance will be 30%.
- Deadly Strike only applies to melee or ranged physical attacks and does not work with spells.
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Stacking with Critical Strike:
- Deadly Strike and Critical Strike (a skill granted by some classes like the Amazon’s "Critical Strike" or the Barbarian's "Weapon Mastery") cannot trigger at the same time.
- If you have both Deadly Strike and Critical Strike, the game rolls to check for Critical Strike first. If it doesn’t trigger, the game then checks for Deadly Strike.
- If either triggers, the attack will deal double damage. If neither triggers, the attack will deal regular damage.
- In practice, having both increases the overall chance for double damage, but they do not stack to quadruple damage.
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Effectiveness Against Monsters:
- Deadly Strike is particularly useful against high-health or physically resistant enemies. Doubling your physical damage with regular attacks helps cut through tougher enemies, especially if you're focusing on melee or ranged physical builds.
Thorns
- Thorns is mostly useful against melee attackers.
- It does not reflect damage from spells or ranged attacks.
- Casters, whether it's the player or enemies, are not affected by Thorns when using their spells
Damage to demons
- Melee attacks: If you're using a weapon with a "Damage to Demons" modifier (e.g., 100% Enhanced Damage to Demons), it increases the physical damage dealt by that weapon when you hit a demon-type enemy in melee combat.
- Ranged attacks: This modifier also works with physical ranged attacks, such as those from bows, crossbows, and throwing weapons. If you hit a demon with a ranged weapon, the enhanced damage to demons will apply to that attack.
2. Does Not Work with Spells:
- Spells (like Fireball, Frozen Orb, Lightning, etc.) do not benefit from the "Damage to Demons" modifier. This is because the modifier applies only to physical weapon damage.
- Similarly, if you're a caster using elemental attacks (like a Sorceress or Druid), the "Damage to Demons" bonus will have no effect on your spell damage.
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Summons and Damage Bonuses:
- Summoned beings only benefit from a few direct sources of damage enhancement, such as skill synergies, +skills, and any direct bonuses that affect their damage output (like auras from mercenaries, or specific skills like Might or Fanaticism).
- This bonus does not transfer to your summons, meaning that even if you equip an item with this stat, your summons (like Wolves, Bears, Skeletons, etc.) will not benefit from it.
Replenish quantity
The rate of replenishment varies depending on the weapon, but typically, it restores 1 quantity every few seconds (approximately every 3 to 4 seconds).
Ignore target defense
In Diablo 2, the "Ignore Target's Defense" (ITD) modifier is a powerful effect that simplifies the process of hitting enemies by completely bypassing their defense stat. This makes it much easier to land hits, but there are important limitations and conditions to how it works. Here's a breakdown:
How Ignore Target's Defense (ITD) Works:
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Effect on Normal Monsters: When you attack a normal (non-boss, non-elite) monster, ITD completely ignores their defense stat, meaning their defense is treated as 0 in the calculation of your chance to hit. This significantly increases your chance of landing a successful hit.
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No Effect on Certain Enemies:
- Bosses (like Diablo, Baal, Mephisto, etc.): ITD does not work against bosses. For these enemies, your chance to hit is still based on their defense.
- Champions and Unique Monsters: ITD does not work on these enemies either. Your chance to hit them will still depend on their defense stat.
- Players: ITD has no effect in PvP. If you're fighting another player, their defense will still be used in the chance-to-hit calculation.
Prevents monster heal
This skill is very interesting and useful and there is tons of info about it. PMH. In Diablo 2, the modifier "Prevent Monster Heal" (PMH) is used to stop monsters from regenerating their health, which can be crucial against enemies that have high regeneration, such as Uniques, Champions, and Bosses like Diablo or Baal.
Here’s how Prevent Monster Heal works and its limitations:
How Prevent Monster Heal Works:
- Effect: When you hit an enemy with a weapon or attack that has the Prevent Monster Heal modifier, that monster's natural health regeneration is completely stopped for the duration of the fight.
- The effect lasts for the entire time the monster is in combat, meaning as long as you keep attacking or engaging the monster, its health will not regenerate.
- It is especially useful against bosses, as they tend to have very high health regeneration rates.
- Applies on hit: PMH is triggered when you successfully land a physical hit on an enemy. It does not work with spells or elemental damage alone; it must be a physical attack.
Where It Works:
- Normal Monsters: Once you hit a normal monster with PMH, its regeneration is stopped until it dies or resets (e.g., leaving the area for an extended time).
- Uniques/Champions: These tougher enemies have much higher regeneration, so PMH is highly valuable in preventing their health from recovering mid-fight.
- Bosses: For bosses like Diablo, Mephisto, or Baal, Prevent Monster Heal can help you focus on dealing damage without having to worry about them regenerating during longer fights.
Limitations of Prevent Monster Heal:
- No effect in PvP: PMH does not work against other players.
- Does not affect undead: It does not stop the regeneration of undead monsters, as they are immune to the Prevent Monster Heal modifier. (For example, this includes skeletons, mummies, etc.)
- Hit-based: PMH only activates when you successfully hit the target with a physical attack. Spells and elemental damage do not trigger this effect.
- Duration: While PMH doesn't have an explicit duration as long as the monster remains engaged in combat, if the monster is left alone long enough, it may reset and regain the ability to heal.