Updated Magic Modifier List

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Re: Updated Magic Modifier List

Post by eastwind » Sat Sep 20, 2003 7:18 pm

One thing I noticed is that there's an order dependency between the modifiers ethereal and indestruct. If you have a unique with

ethereal,,1,1,indestruct,,1,1 then you get an ethereal + indestructable,
but if you have
indestruct,,1,1,ethereal,,1,1 then you just get a non-ethereal indestructable.
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Re: Updated Magic Modifier List

Post by Diablo_Warlord » Wed Oct 22, 2003 8:44 pm

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Re: Updated Magic Modifier List

Post by onyx » Wed Oct 22, 2003 8:48 pm

Now that's a strange post... :pong:
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Re: Updated Magic Modifier List

Post by jbouley » Fri Oct 24, 2003 12:50 am

In fact, one might say it was nothing more than smilie spamming. :nono:

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Re: Updated Magic Modifier List

Post by kingpin » Wed Oct 29, 2003 4:42 am

I will just inform that i havn't forgott about to update the magic modifier list and that now the final version is released its time for the modifier to be updated also.

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Re: Updated Magic Modifier List

Post by adamantine » Sun Nov 09, 2003 9:16 pm

Not sure this is the right thread, but eh.

According to Jarulf, 1.10f.

Caps are:

Physical=50%,
Magic=75%,
Any Absorb=40%
Plain Absorb= what the final damage would of been.

ie fire absorb: 100 fire damage with 50% resist and 40% absorb = 50 damage, 40% of that is absorbed = 10 final damage.

ie plain absorb: 100 fire damage with 95% resist and 100 fire absorb = 5 damage, max damage to absorb is 5 = damage is reduced by 5, then you're given 5 life = final damage -5 (5 hp healed).
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Re: Updated Magic Modifier List

Post by mouse » Sat Jan 03, 2004 9:53 pm

well, until the new updated one is on the front page, here's a tide-over list of properties that i have found to work so far in 1.10 with a brief desc of how the codes are used. it's only the stuff i've actually tested, or see in action on uniques now:

Code: Select all

PROP		PAR	MIN 	MAX
abs-cold....	-	min	max	+ to cold absorb
abs-cold%...	-	min	max	+ to cold absorb %
abs-cold/lvl	#	-	-	8ths/lvl to cold absorb
abs-fire....	-	min	max	absorb x fire damage
abs-fire%...	-	min	max	absorb x% fire damage
abs-fire/lvl	#			# in 8ths/lvl to fire absorb
ac%.........	-	min	max	% ac
ac/lvl......	#	-	-	?8ths/lvl to ac?
ac-hth......	-	min	max	ac vs melee
ac-miss.....	-	min	max	ac vs missiles
addxp.......	-	min	max	+x% experience
allskills...	-	min	max 	+ to all skill levels
all-stats...	-	min	max	+ to all stats
ama.........	-	min	max	+ to all amazon skills
ass.........	-	min	max	+ to all assassin skills
att.........	-	min	max	+ar
att/lvl.....	#	-	-	+8ths/lvl to ar
att-demon...	-	min	max	+ar vs demon
att-dem/lvl.	#	-	-	.5/lvl to ar vs demons
att-undead..	-	min	max	+ar vs undead
att-und/lvl.	#	-	-	.5/lvl ar vs undead
aura........	NAME	min	max	lvl <x> aura <NAME> when equipped
balance2....	-	min	max	%faster hit recovery
bar.........	-	min	max	+ to all barb skills
block.......	-	min	max	+% chance to block
block2......	-	min	max	+% faster block rate
bloody......	-	min	max	????swordback hold??? makes targets bleed more??
cast2.......	-	min	max	+x% faster cast rate (under 40??)
cast3.......	-	min	max	+x% faster cast rate (40 and over??)
charged.....	NAME/#	charges	lvl	<charges> of <lvl> <name/#> skill
cheap.......	-	min	max	lower vendor prices by x%
cold-len....	-	min	max	x/25 seconds of cold effect
cold-min....	-	min	max	+x min cold damage on phys attacks
cold-max....	-	min	max	+x max cold damage on phys attacks
crush.......	-	min	max	%crushing blow
deadly......	-	min	max	%deadly strike
deadly/lvl..	#	-	-	# in 8ths/lvl # for deadly strike
death-skill.	#/name	chance	lvl	<chance> for <lvl> <name/#> skill to cast when you die
demon-heal..	-	min	max	heal x every time a demon killed
dex.........	-	min	max 	+ to dex
dex/lvl.....	#	-	-	8ths/lvl to dex
dmg-cold/lvl	#	-	-	8ths/lvl cold damage added to phys attacks
dmg-demon...	-	min	max	+%dmg to demons
dmg-dem/lvl.	#	-	-	8ths/lvl % vs demons
dmg-fire....	-	min	max	+min-max fire damage on phys attacks
dmg-fire/lvl	#	-	-	8ths/lvl fire damage added to phys attack
dmg-ltng....	-	min	max	+min-max lightning damage on physical attack
dmg-ltng/lvl	#	-	-	8ths/lvl lightning damage added to phys attack
dmg-min.....	-	min	max	+x minimum physical damage
dmg-mag.....	-	min	max	+x magic damage
dmg-max.....	-	min	max	+x maximum physical damage
dmg-norm....	-	min	max	adds min-max to physical damage
dmg-pois....	len	min	max	+min-max poison damage over len/25 seconds
dmg-pois/lvl	#	-	-	8ths/level poison damage added to phys attack
dmg-to-mana.	-	min	max	%dmg to mana
dmg-undead..	-	min	max	+%dmg to undead
dmg-und/lvl.	#	-	-	# in 8ths/lvl to phys damage versus undead
dmg/lvl.....	#	-	-	8ths/lvl to max damage
dru.........	-	min	max	+x to all druid skills
dur.........	-	min	max	+x durability
ease........	-	min	max	+x to requirments (negatives = lower reqs)
enr.........	-	min	max	+ to energy
ethereal....	-	1	1	ethereal
explosivearrow	-	min	max	bow's fire level X explosive arrows
extra-cold..	-	min	max	+x% to cold skill damage
extra-fire..	-	min	max	+x% to fire skill damage
extra-ltng..	-	min	max	+x% to lightning skill damage
extra-pois..	-	min	max	+x% to poison skill damage
fade........	-	1	1	give fade appearence
fireskill...	-	min	max	+ to all fire skills
fire-min....	-	min	max	+x minimum fire damage on physical attack
fire-max....	-	min	max	+x to maximum fire damage on physical attack
freeze......	-	min	max	+ to freeze (??)
gethit-skill	NAME/#	chance	lvl	<chance> for <lvl> <name/#> skill to cast when you are hit
gold%.......	-	min	max	%gold find
half-freeze.	-	1	1	half freeze duration
heal-kill...	-	min	max	+ life after each kill
hit-skill...	#/name	chance	lvl	<chance> to cast <lvl> <name/#> when you hit
howl........	-	min	max	x% chance hit causes monster to flee
hp/lvl......	#	-	-	8ths/lvl to hp
hp%.........	-	min	max	bonus to hp of x%
ignore-ac...	-	1	1	ignore target ac (95% chance to hit before blocking)
indestruct..	-	1	1	indestructible\
kill-skill..	#/name	chance	lvl	chance to cast lvl #/name skill on killing an enemy
knock.......		-	1	1	knockback (works like freeze, higher than 1 is ok ???)
levelup-skill	#/name	chance	lvl	<chance> for <lvl> <name/#> skill to cast when you lvl up
lifesteal...	-	min	max	%life steal
light.......	-	min	max	light radius
ltng-min....	-	min	max	+x to min lightning damage on physical attack
ltng-max....	-	min	max	+x to max lightning damage on physical attack
light-thorns	-	min	max	x lightning damage to enemy when hit
mag%........	-	min	max	%magic find
mag%/lvl....	#	-	-	8ths/lvl to magic find
magicarrow..	-	min	max	bows fire level x magic arrows
mana%.......	-	min	max	+x% total mana
mana-kill...	-	min	max	+ mana after each kill
manasteal...	-	min	max	%mana steal
move2.......	-	min	max	faster run speed
nec.........	-	min	max	+ to all necro skills
noheal......	-	1	1	prevent monster heal
nofreeze....	-	1	1	cannot be frozen
openwounds..	-	min	max	%chance for open wounds
oskill......	#/name	min	max	+x to non-class skill name/#. max of +3 for the class that has the skill 
pal.........	-	min	max	+x to all paladin skills
pierce......	-	min	max	%chance to pierce
pierce-cold.	-	min	max	-x% to enemy cold resist
pierce-fire.	-	min	max	-x% to enemy fire resist
pierce-ltng.	-	min	max	-x% to enemy lightning resist
pierce-pois.	-	min	max	-x% to enemy poison resist
pois-len....	-	min	max	poison length (x/25 seconds?)
pois-max....	-	min	max	+x to max poison damage on phys attack (/len)
pois-min....	-	min	max	+x to min poison damage on phys attack (/len)
reanimate...	1	min	max	% reanimate
red-dmg.....	-	min	max	phys dmg reduced by x
red-dmg%....	-	min	max	phys dmg reduced by x%
red-mag.....		-	min	max	mag dmg reduced by x (elemental, not "magic")
reduce-ac...	-	min	max	reduce enemy ac by x%
regen.......	-	min	max	+heal rate
regen-mana..	-	min	max	+x% mana regen rate
regen-stam..	-	min	max	+x% stamina regen
rep-dur.....	#	-	-	# to repair, see below
rep-quant...	#	-	-	replenish thrown weapon quantity, see below
res-all.....	-	min	max	resist all
res-all-max.	-	min	max	to all max resists
res-cold-max	-	min	max-	+x to max cold resist
res-ltng/lvl	#	-	-	8ths/lvl to lightning resist
res-ltng-max	-	min	max	+x to max lightning resist
res-fire-max	-	min	max	+x to max fire resist
res-pois-len	-	min	max	reduce poison duration by x
res-pois-max	-	min	max	+x to max pois resist
rip.........	-	1	1	rest in peace
slow........	-	min	max	%slow enemies
skill.......	#/name	min	max	+ to skills
skilltab....	tab#	min	max	+ to skill tab
skill-rand..	#	min	max 	+# to skill x - x is generated from skill ids btw min & max
sock........	-	min	max	sockets
sor.........	-	min	max	+to all sorc skills
stack.......		min	max	+x to stack size for thrown weapons
stam........	-	min	max	+# to stamina
stam/lvl....	#	-	-	# in 8ths to add to stamina per level
stamdrain...	-	min	max	x% slower stamina drain
state.......	name	1	1	put wearer in state <name>
str.........	-	min	max	+ to strength
str/lvl.....	#	-	-	8ths/lvl to str
stupidity...	-	min	max	hit blinds +x
swing2......		-	min	max	+attack speed % (30 and less)
swing3......	-	min	max	+attack speed %  (30 and over)
thorns/lvl..	#	-	-	# in 8ths damage/lvl to attacker when hit
vit.........		-	min	max	+ to vit
vit/lvl.....	#	-	-	8ths/lvl to vit
wounds/lvl..	#	-	-	8ths/lvl % for open wounds

to test:
?crush/lvl

repair/replenish notes: 30= 1/3 seconds, 25 = 1/4seconds, 20=1/5 seconds, 10 = 1/10 seconds, 5 = 1/20 seconds
sorry about the formatting (YECH! has anyone found a good,fast way to do this yet?), but like i said, not going to put too much effort into it since someone will be updating the main one shortly. this is just for people in 'need', like i was until i went through most of them myself ;)

what would be helpful is for someone to check for the max values in itemstatcost.txt and post them with the next list. i know i had to go in and make some of them bigger after i realized they only had 5 bits or something (lightning thorns, for example).

[edit: fixed most formatting with periods. go period yay.]

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Re: Updated Magic Modifier List

Post by kingpin » Sat Jan 03, 2004 10:42 pm

If you look here you can find the updated Modifier List for 1.10 :)

Has been up a while, but you find things like this in resources. If anyone found errors in the list just let me know that and we correct the list.

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Re: Updated Magic Modifier List

Post by mouse » Sat Jan 03, 2004 11:41 pm

heh, see im a forum guy. i expected that everything would start out on the forum, and thus still be there. again i am proven wrong.

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Re: Updated Magic Modifier List

Post by Jarulf » Sun Jan 04, 2004 1:55 am

eastwind";p="128726" wrote:One thing I noticed is that there's an order dependency between the modifiers ethereal and indestruct. If you have a unique with

ethereal,,1,1,indestruct,,1,1 then you get an ethereal + indestructable,
but if you have
indestruct,,1,1,ethereal,,1,1 then you just get a non-ethereal indestructable.
I think that part of seting the ethereal mod is actually testing for the requirements. The requirements for geting ethereal is that the item is not indestructible, a set item or a low quality item. That is the reason. Seting indestructible does not check for ethereal since it typically happens afterwards in random item generation.

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Re: Updated Magic Modifier List

Post by adamantine » Tue Jan 06, 2004 2:32 am

kingpin";p="147492" wrote:[...] If anyone found errors in the list just let me know that and we correct the list.
Would help to have these on a separate frame, and then have a ? in the frame - which pops up Notes.
Description Code Param1 Param2 Param3 *1.10 **Monster
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Re: Updated Magic Modifier List

Post by Myhrginoc » Tue Jan 06, 2004 7:56 am

mouse";p="147498" wrote:heh, see im a forum guy. i expected that everything would start out on the forum, and thus still be there. again i am proven wrong.
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Re: Updated Magic Modifier List

Post by SuperArchVile » Mon Jan 19, 2004 9:18 pm

I've been messing with the color magic mod. Right now I only can get green and blue to show but I think I can get more colors to show up.

http://mars.walagata.com/w/herrek/Colormod.JPG This was one of the tests that came out good. :D
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Re: Updated Magic Modifier List

Post by Joel » Tue Jan 20, 2004 12:19 pm

What do you exactly do ?
Working with color mod will save me tones of states rows O.O
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Re: Updated Magic Modifier List

Post by kingpin » Tue Jan 20, 2004 1:53 pm

You have already a "color" modifier. I have used it to re-color the light radius. If its this type of coloring you talk about :)

EDIT:

I have found an error in my Magical Modifier list. I don't know if I have done somethings or if its an erro, so would be nice to get it confirmed. But I have listed that att%/lvl value/8. For me its instead value/2 is this correct or have I changed anything in my modded files? :)

Also, if this really is value/2 is this a change in 1.10 or is the 1.09x contain this error aswell?

EDIT2:

No one that can confirm the part in my first edit? :)

I have found another weird thing. I have listed openwounds as min/max percent chance. But, it looks like that are the actual damage it takes while bleeding (I had a monster with hp around 100, that dies in 2-3 secs). I had added min 50, max 50.

I have tried this by using it in a skill, and in a skill you have only one field to fill the value.

Another way could be this:

param: %chance
min: min damage
max: max damage

I will test this more later when I have time :)
Last edited by kingpin on Wed Apr 21, 2004 1:50 am, edited 2 times in total.

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Re: Updated Magic Modifier List

Post by TrueMage » Tue Oct 05, 2004 7:43 am

kingpin";p="149738" wrote:EDIT:

I have found an error in my Magical Modifier list. I don't know if I have done somethings or if its an erro, so would be nice to get it confirmed. But I have listed that att%/lvl value/8. For me its instead value/2 is this correct or have I changed anything in my modded files? :)

Also, if this really is value/2 is this a change in 1.10 or is the 1.09x contain this error aswell?
I confirm this. Same for me. :)

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Re: Updated Magic Modifier List

Post by TrueMage » Wed Nov 17, 2004 9:21 am

Throw modifier. Is it working by at least someway?
I tried many times and I can't throw items.
May be someone tell how it works step by step?

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Re: Updated Magic Modifier List

Post by Joel » Wed Nov 17, 2004 9:37 am

TrueMage";p="201927" wrote:Throw modifier. Is it working by at least someway?
I tried many times and I can't throw items.
May be someone tell how it works step by step?

Throw make any weapon throwabel for an infinite amout. But to work, you need to give your weapon a missile ID in weapons.txt
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Re: Updated Magic Modifier List

Post by TrueMage » Wed Nov 17, 2004 10:51 am

Joel";p="201930" wrote:Throw make any weapon throwabel for an infinite amout. But to work, you need to give your weapon a missile ID in weapons.txt
Even in unmodded weapons.txt for hand axe (hax): missiletype = 35 (throwaxe). I tried to give throw modifier to hand axe through gems.txt (socketing), uniqueitems.txt, cubemain.txt (recipe). Not works.

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Re: Updated Magic Modifier List

Post by Nefarius » Wed Nov 17, 2004 12:27 pm

I wrote a tutorial on how to make infinite throwing items, its for 1.09 but still, the process is identical to how you would do it today.
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Re: Updated Magic Modifier List

Post by TrueMage » Thu Nov 18, 2004 4:28 am

Nefarius";p="201935" wrote:I wrote a tutorial on how to make infinite throwing items, its for 1.09 but still, the process is identical to how you would do it today.
If I understood correctly, tutorial named "Infinite Javelins" instructs how to spawn already throwable items with infinite quantity.
But if also understood correctly, essence of throw modifier and missiletype column is to make item which releases missiles with missileID from missiletype column. For example, hand axe (hax): missiletype = 35 (throwaxe). So hand axe with throw modifier must to shoot by throwing axes.
How to make it? Or I am wrong?

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Re: Updated Magic Modifier List

Post by Nefarius » Thu Nov 18, 2004 2:07 pm

Its exactly the same process.

However dont forget that melee attack animation use TRIGGER ID 1 in the COF and D2 files, you must change the alternategfx used by the game to that of a animation using TRIGGER ID 2 to make the character actually throw something.
Last edited by Nefarius on Thu Nov 18, 2004 2:09 pm, edited 1 time in total.
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Re: Updated Magic Modifier List

Post by Cantos » Thu Dec 16, 2004 3:27 am

On another forum, it was drawn to my attention that one of the new realm only runewords, "Fortitude" has a varying hp/lvl modifier. At this point it appears to be from 1 to 1.5 hp per level. (8, 9, 10, 11, 12)

I had thought from earlier experiences that the hp/lvl mod could not vary, but with a little testing, I found that this mod has been changed at some point so it will work from either the parameter column, or the min and max columns!

I tested mana/lvl, dmg/lvl, vit/lvl, res-fire/lvl, mag%/lvl, deadly/lvl and dmg-dem/lvl with the values 8 and 16 in the min and max columns, and all appear to be varying correctly. This should probably be noted in any new Magic Modifiers lists.

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Re: Updated Magic Modifier List

Post by TrueMage » Mon Dec 27, 2004 8:44 am

Want to confirm Cantos discovery. If syntax of modifier uses min & max, then this modifier in value/level mode also may use min & max syntax !
Magic Modifier list must be update. ;)
In addition: For such modifiers, parameter syntax has priority, i.e. if set all three fields (parameter, min, max), then game take data from parameter field.
Last edited by TrueMage on Mon Dec 27, 2004 8:56 am, edited 1 time in total.

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Re: Updated Magic Modifier List

Post by Deuxhero » Sat Dec 17, 2005 5:49 am

howabout changeing it to say +/- were - works because quite a few things that would be cool would make use of this (a suside blade with - leach life and chance to cast on death things)

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