I have no idea what to do here. We don't have anything on this in the wiki. There's no info on any skills there yet, but it's just not possible to display the data in neat tables like in D2. Spells don't just depend on skill levels but also character level and sometimes magic as well, so a data table doesn't work. Should we just create a table that lists the damage calculation and some other key numbers like (in this case) bolts, range etc?
This is from Jarulf's guide, and I'll basically be using that for the information needed for the articles.
Type: lightning
Min. Damage: 4
Max. Damage: 4 + 2·clvl
Real Damage: Rnd[clvl] + Rnd[2] + 2
Bolts: 1 + numbers of monsters in range
Range: 2 + slvl (max 18)
Speed: 32
Duration: ([slvl/2] + 6)/20 seconds
Blockable: No
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Spells have always been more mysterious in D1. Some you couldn't even tell what type of damage they were doing. I mostly figured them out by trial and error and eventually it came down between using Chain Lightning or Guardian. One for the fire immunes another for the lightning immunes.
Still though, you can see what each spell's base damage is in your spellbook. And it even adjusts the amount shown when you upgrade it with another book. If you want easy access to that information, then you might want to mess with a Diablo character trainer just to max out his magic and start duping spellbooks.
Still though, you can see what each spell's base damage is in your spellbook. And it even adjusts the amount shown when you upgrade it with another book. If you want easy access to that information, then you might want to mess with a Diablo character trainer just to max out his magic and start duping spellbooks.
Well the data is available in Jarulf's guide (like the chain lightning data above ;)). It's quite impressive actually, so getting the calculations isn't that hard.
The problem is that some spells improve their damage when you upgrade it, but most depend much more on magic and the character level. So a fireball will vary in damage depending on the spell level and character level, while a firebolt varies depending on magic only.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
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I would merely just specify which is increased by Magic. But you're in for a real headache if you try to do stats of spell damage based on how many Magic points they have.
Do we at least know how many damage points spell can increase per Magic point? Cause that could be a disclaimer at the beginning of the spells. That way you just list all the spells and their damages up to a certain level of upgrade, and have before all the the amount of damage points each point of Magic would add. However, if even that varies per spell then that would suck to try to input too. I'm currently playing The Hell so I don't know how much it's changed otherwise I'd have some vanilla D1 characters and I could experiment with it.
I still haven't reached something I'm happy with, though I at least have the general the general design done. I just need to figure out how to display all the necessary data in an efficient manner.
I would merely just specify which is increased by Magic. But you're in for a real headache if you try to do stats of spell damage based on how many Magic points they have.
Currently I'm displaying how the spell increases in power depending on how those three variables (level, spell level and magic) change. It's turning out pretty well I think.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
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Those spells like Arcane Star and Bone Spirit...do they do a specific kind of damage as far as you can tell? Is it just regular magic damage or are they just red like that for no particular reason?
Of course, this is going to look a little different if we display Golem instead of Fire Ball. I haven't checked how that's going to turn out yet, but it shouldn't be a problem to just replace the damage cells with hit points etc.
Those spells like Arcane Star and Bone Spirit...do they do a specific kind of damage as far as you can tell? Is it just regular magic damage or are they just red like that for no particular reason?
I believe they're red because they also incur a life cost when cast. Unless you use Mana Shield that is.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
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It's clean and provides the basic information. Looks good to me.
How long do the damage formulas get? If relatively short, I would tuck them into the table as two more rows: one for the header and one for the formula. Then as part of the template or on another page, I would create a small legend explaining what the variables mean (Rnd, slvl, Mag, etc)
That's going to require some explanation to the average reader I think, and it might be a good thing to include Jarulfs "quick damage" calculations, which are approximations that are almost correct.
If relatively short, I would tuck them into the table as two more rows: one for the header and one for the formula. Then as part of the template or on another page, I would create a small legend explaining what the variables mean (Rnd, slvl, Mag, etc)
It's not really straightforward what those mean, and seeing as they're directly relevant to what's displayed on the spell page, I think I need to include them. And since every page is going to have a == Damage Calculation == section (or equivalent) I think they can just be tucked down at the bottom on each page.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
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How long do the damage formulas get? If relatively short, I would tuck them into the table as two more rows: one for the header and one for the formula. Then as part of the template or on another page, I would create a small legend explaining what the variables mean (Rnd, slvl, Mag, etc)
Looking at this right now, it seems a complicated solution what I opted for. I think a page with all damage calculations collected, together with explanations, might be a better solution. I find myself simply not adding enough to each individual page as it is.
I think for now I'll simply remove the full calculations from the spell pages and add a separate page for that later, possibly linked to from the spell template or the navbox.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
This is from Jarulf's guide, and I'll basically be using that for the information needed for the articles.
Still though, you can see what each spell's base damage is in your spellbook. And it even adjusts the amount shown when you upgrade it with another book. If you want easy access to that information, then you might want to mess with a Diablo character trainer just to max out his magic and start duping spellbooks.
Siaynoq's Playthroughs
The problem is that some spells improve their damage when you upgrade it, but most depend much more on magic and the character level. So a fireball will vary in damage depending on the spell level and character level, while a firebolt varies depending on magic only.
Do we at least know how many damage points spell can increase per Magic point? Cause that could be a disclaimer at the beginning of the spells. That way you just list all the spells and their damages up to a certain level of upgrade, and have before all the the amount of damage points each point of Magic would add. However, if even that varies per spell then that would suck to try to input too. I'm currently playing The Hell so I don't know how much it's changed otherwise I'd have some vanilla D1 characters and I could experiment with it.
Siaynoq's Playthroughs
Currently I'm displaying how the spell increases in power depending on how those three variables (level, spell level and magic) change. It's turning out pretty well I think.
Siaynoq's Playthroughs
http://www.diablowiki.com/index.php?title=User:PhrozenDragon/Sandbox3&oldid=38105
Of course, this is going to look a little different if we display Golem instead of Fire Ball. I haven't checked how that's going to turn out yet, but it shouldn't be a problem to just replace the damage cells with hit points etc.
I believe they're red because they also incur a life cost when cast. Unless you use Mana Shield that is.
How long do the damage formulas get? If relatively short, I would tuck them into the table as two more rows: one for the header and one for the formula. Then as part of the template or on another page, I would create a small legend explaining what the variables mean (Rnd, slvl, Mag, etc)
Diablo III Analyst
SC2Mapster
That's going to require some explanation to the average reader I think, and it might be a good thing to include Jarulfs "quick damage" calculations, which are approximations that are almost correct.
It's not really straightforward what those mean, and seeing as they're directly relevant to what's displayed on the spell page, I think I need to include them. And since every page is going to have a == Damage Calculation == section (or equivalent) I think they can just be tucked down at the bottom on each page.
I have no idea :turned:
Diablo III Analyst
SC2Mapster
I think for now I'll simply remove the full calculations from the spell pages and add a separate page for that later, possibly linked to from the spell template or the navbox.
Adding +30 spells there won't work though. Perhaps I should make that box tabbed so you can cycle through whatever you want to peruse...
Also, we don't have any way of getting to the spells pages, need to get the D1 Portal updated, :D.
EDIT: Looking through it, i'm not seeing it... Though there is Monster Spell Data... do we want to add that stuff?
Diablo III Analyst
SC2Mapster
Diablo III Analyst
SC2Mapster