logic_fps |
25 |
D2 logic tick: durations, animations and breakpoints are expressed in these frames |
armor_constant |
20 |
Physical mitigation = def / (def + armor_constant * attacker_level) |
armor_mitigation_cap |
75 |
Max % of physical damage armor can remove |
physical_res_cap_player |
50 |
Max physical_res for players (D2 damage reduction cap) |
resist_cap |
75 |
Base maximum elemental resistance |
resist_floor |
-100 |
Lowest possible resistance |
monster_resist_cap |
95 |
Monsters without an immunity mod never resist more than this (immunities only come from elite immunity mods) |
immunity_threshold |
100 |
Resistance at or above this is immunity (pierce does not apply unless sundered) |
sunder_resist |
95 |
Resistance an immunity drops to when sundered |
block_cap |
75 |
Max block chance % |
deadly_strike_multiplier |
2 |
Physical damage multiplier on a deadly strike |
crushing_blow_monster |
25 |
% of current life removed by crushing blow vs normal monsters |
crushing_blow_boss |
12.5 |
% of current life removed by crushing blow vs champions/uniques/bosses |
crushing_blow_player |
10 |
% of current life removed by crushing blow vs players |
open_wounds_damage_per_level |
2 |
Bleed damage per second per attacker level |
open_wounds_seconds |
8 |
Bleed duration |
chill_seconds_per_cold_damage |
0.2 |
Chill duration per point of cold damage dealt |
chill_min_seconds |
1 |
|
chill_max_seconds |
6 |
|
daze_seconds |
2 |
Daze: how long it waits for the monster's turn (it ends with the lost turn) |
slow_cap |
50 |
Most a fighter's actions can be slowed, all slows together (%) |
blind_seconds |
3 |
Blind: how long a blinded monster stays blind |
blind_miss_chance |
33 |
Blind: % chance a blinded monster's weapon attack misses |
melee_strength_bonus |
1 |
% physical damage per strength point (melee and missile weapons) |
dexterity_per_defense |
4 |
Dexterity points per point of defense |
default_poison_seconds |
3 |
Poison duration when the attacker has no poison_length stat |
monster_life_growth |
1.10 |
Monster life multiplier per level above the monster's base level (dungeon level scaling) |
monster_life_growth_knee |
40 |
Monster level up to which monster_life_growth applies (Normal tops out here) |
monster_life_growth_late |
1.04 |
Monster life multiplier per level above the knee (Nightmare and Hell): slower, so fights stay a few turns long |
monster_damage_growth |
1.06 |
Monster damage multiplier per level above its base level |
monster_damage_growth_late |
1.03 |
Monster damage multiplier per level above monster_life_growth_knee (Nightmare and Hell) |
monster_defense_growth |
1.08 |
Monster defense multiplier per level above its base level |
monster_xp_growth |
1.12 |
Monster experience multiplier per level above its base level |
experience_curve_base |
40 |
Experience to reach level L: base x (L - 1)^exponent |
experience_curve_exponent |
3.34 |
Experience to reach level L: base x (L - 1)^exponent |
champion_group_min |
2 |
Fewest champions in a champion group |
champion_group_max |
3 |
Most champions in a champion group |
elite_minions_min |
1 |
Fewest minions with an elite |
elite_minions_max |
2 |
Most minions with an elite (never more than 4 monsters in all) |
elite_packs_from_floor |
4 |
Dungeons: common fight rooms roll champion and elite packs from this floor on (the first floors teach) |
early_group_max |
2 |
Dungeons: most monsters in a common group before elite_packs_from_floor |
early_group_min |
1 |
Normal dungeons: fewest monsters in a common group before elite_packs_from_floor (bounded by dungeon group and early maximum) |
floor_boss_elite_from_floor |
6 |
Floors before this end (without a named boss) with a champion; from it on, with an elite |
floor_boss_minions_max |
0 |
Most minions with the elite that ends a floor without a named boss |
champion_level_bonus |
1 |
Champions spawn this many levels above the current dungeon monster level |
elite_level_bonus |
2 |
Elites (and their minions) spawn this many levels above the current dungeon monster level |
normal_life_multiplier |
1 |
Common monster life (1 = as monsters.tsv and its level give it) |
unique_life_multiplier |
1 |
Named and floor-boss (unique rank) life multiplier on top of their own data |
normal_damage_bonus |
15 |
% damage (attacks and skills) common monsters deal on top of their data: how much an ordinary fight costs |
champion_damage_bonus |
-20 |
% damage champions deal on top of their data (their mods add more) |
elite_damage_bonus |
-30 |
% damage elites and their minions deal on top of their data (their mods add more) |
unique_damage_bonus |
-20 |
% damage named and floor bosses deal on top of their data |
boss_damage_vs_summons_percent |
150 |
% more damage bosses deal to summons (+150%, like D2) |
champion_life_multiplier |
1.6 |
Champion life vs. a common monster of the same level |
elite_life_multiplier |
2 |
Elite life vs. a common monster of the same level |
champion_xp_multiplier |
3 |
Experience multiplier for champions |
elite_xp_multiplier |
5 |
Experience multiplier for elites |
champion_mods |
1 |
Mods rolled by champions |
elite_mods_min |
2 |
Fewest mods an elite rolls |
elite_mods_max |
3 |
Most mods an elite rolls |
static_field_floor |
50 |
Static Field can't take a target below this % of its max life |
autoheal_cap |
8 |
Highest Autoheal (% of max life healed at the end of each own turn) |
haste_cap |
50 |
Highest Haste chance (% per turn to shorten a cooldown by one) |
skill_damage_per_energy |
0.5 |
% more elemental skill damage per point of Energy |
turn_creature_skill_cooldown |
1 |
Turn-based: turns a monster or summon waits before reusing a non-basic skill |
battle_attrition_turn |
40 |
Turn-based: after this many hero turns every fighter starts losing life each turn (no battle lasts forever) |
battle_attrition_percent |
2 |
Turn-based: % of max life lost per turn, times the hero turns past battle_attrition_turn |
flee_turns |
5 |
Turn-based: hero turns spent fleeing before escaping a battle (Buriedbornes) |
flee_base_chance |
25 |
Turn-based: base chance % to escape a battle per attempt |
room_sight |
1 |
Dungeons: how many rooms ahead you see (1 = the two rooms you can enter next) |
broken_boss_every |
5 |
Broken Avalon (past the story): a named boss returns every this many floors, at random; the final boss on every multiple of the story's length |
dungeon_level_max |
99 |
Dungeons: highest monster level, however deep the floor |
room_heal_percent |
8 |
Dungeons: % of max life healed whenever the hero walks into a room (Buriedbornes "Rest"); the rest stat adds to it |
summon_rest_share |
100 |
Persistent summons: % of the hero's room heal they get when it walks into a room |
summon_carry_life_cap |
100 |
Persistent summons: highest % of max life a summon keeps into the next battle |
rest_room_heal_percent |
50 |
Dungeons: % of max life a rest room heals |
floor_step_limit |
16 |
Dungeons: rooms on one floor before experience starts dropping (Buriedbornes: no grinding a floor) |
floor_step_penalty |
5 |
Dungeons: % less experience per room beyond floor_step_limit |
floor_step_penalty_min |
10 |
Dungeons: experience never drops below this % from lingering on a floor |
reward_options |
3 |
Rewards: most items offered at once after a fight, corpse or container; you keep one |
reroll_gold_cost |
100 |
Rewards: account gold for the second reroll of an offer (the first is free) |
reroll_gold_cost_per_level |
15 |
Rewards: extra gold the reroll's base cost adds per hero level above 1, like the merchant's gamble |
reroll_cost_growth |
2 |
Rewards: each further reroll of the same offer costs this many times the previous one |
skill_points_per_level |
1 |
Skill points every level brings (they raise skills already in the grimoire; new skills come from bosses and events) |
reward_skill_chance |
0 |
Rewards: % an ordinary fight's offer holds one skill (bosses and some events offer reward_skill_choices instead) |
reward_skill_choices |
3 |
Rewards: skills a boss (floor or named) or a skill event offers to choose one from, apart from the item |
reward_junk_gold_percent |
25 |
Rewards: % of its value a plain item that can't help the hero (normal, no sockets, normal tier, slot filled) sells for on the spot |
reward_oskill_chance |
10 |
Rewards: % that offered skill belongs to another class (any of theirs within your level) |
payout_floor_gold |
10 |
End of run: gold per floor reached, squared (10 x floor x floor) |
payout_floor_boss_gold |
50 |
End of run: gold per floor boss beaten |
payout_named_boss_gold |
250 |
End of run: gold per named boss beaten (on top of its floor boss gold) |
merchant_item_price_percent |
100 |
Merchant: % of the D2 price (buying, recharging) paid in account gold |
merchant_gamble_price_percent |
100 |
Merchant: % of the D2 gamble price paid in account gold |
merchant_hire_price_percent |
20 |
Merchant: % of the D2 mercenary hire cost paid in account gold |
merchant_sell_price_percent |
25 |
Merchant: % of an item's value paid in account gold when the hero sells it (low, so selling never beats killing) |
quest_event_chance |
25 |
% an event room is a quest meeting while a quest waits for one in that dungeon and floor |
recipe_page_chance |
50 |
Merlin's Notes: % chance a named boss teaches the account a recipe group it doesn't know |
stash_size |
60 |
Shared stash: items it holds (any hero sends them home; new heroes take them along) |
stash_tab_size |
20 |
Extra stash room bought per tab (premium, gems) |
stash_tab_gem_cost |
40 |
Gems for one more stash tab |
stash_tab_max |
4 |
Stash tabs an account can buy (beyond the free stash_size) |
fallen_max |
20 |
Fallen heroes the account keeps to roam the dungeons (the oldest leave first) |
avoid_cap |
75 |
Max % for dodge, avoid and evade |
crowd_guard_radius |
50 |
Radius (px) that counts nearby enemies for physical_res_per_nearby_enemy |
crowd_guard_cap |
30 |
Max physical resistance from nearby enemies |
socket_chance_normal |
15 |
% chance a normal (white) item drops with sockets |
socket_chance_magic |
10 |
% chance a magic item drops with sockets |
magic_max_sockets |
2 |
Most sockets a magic item can drop with |
superior_chance |
8 |
% chance a white weapon or armor is Superior |
superior_min_bonus |
5 |
Lowest enhanced damage/defense % a Superior item rolls |
superior_max_bonus |
15 |
Highest enhanced damage/defense % a Superior item rolls |
low_quality_chance |
10 |
% chance a non-Superior white weapon or armor is Low Quality |
low_quality_penalty |
25 |
% less base damage/defense on Low Quality items |
corruption_success_chance |
75 |
% chance a Excalibur Shard adds a corruption; otherwise the item is bricked |
excalibur_shard_odds |
462 |
1 in N chance a champion/elite/boss/superunique kill drops an Excalibur Shard |
staffmod_weight_0 |
50 |
Relative weight of a class item or staff/wand rolling no staffmods |
staffmod_weight_1 |
30 |
... one +skill staffmod |
staffmod_weight_2 |
15 |
... two staffmods |
staffmod_weight_3 |
5 |
... three staffmods (the chase base) |
staffmod_max_value |
3 |
Staffmods roll +1 to this many levels to one class skill |
price_base |
10 |
Gold value of any equipment base before its quality level |
price_per_qlvl |
6 |
Gold added per quality level of the base |
price_per_qlvl_squared |
0.5 |
Gold added per quality level squared (elite bases cost much more) |
price_mult_normal |
100 |
% price multiplier of white items |
price_mult_magic |
200 |
% price multiplier of magic items |
price_mult_rare |
300 |
% price multiplier of rare items |
price_mult_set |
400 |
% price multiplier of set items |
price_mult_unique |
500 |
% price multiplier of unique items |
price_mult_crafted |
300 |
% price multiplier of crafted items |
price_per_affix_level |
4 |
Gold added per level of each affix the item has |
price_per_socket |
50 |
Gold added per socket |
price_superior_percent |
125 |
% price of Superior items |
price_low_quality_percent |
50 |
% price of Low Quality items |
vendor_ilvl_bonus |
5 |
Vendor items: item level = character level + this |
vendor_ilvl_cap_normal |
35 |
Highest vendor item level in Normal |
vendor_ilvl_cap_nightmare |
65 |
Highest vendor item level in Nightmare |
vendor_ilvl_cap_hell |
90 |
Highest vendor item level in Hell |
gamble_price_base |
50 |
Gamble price at level 0 |
gamble_price_per_level |
20 |
Gamble price added per character level |
gamble_price_per_level_squared |
8 |
Gamble price added per character level squared |
gamble_extra_percent |
20 |
% extra gamble price for all items |
gamble_jewelry_percent |
200 |
% extra gamble price of rings and amulets |
gamble_price_cap |
65000 |
Maximum gamble gold price |
gamble_ilvl_min_offset |
-5 |
Gambled item level: character level plus a random offset from this... |
gamble_ilvl_max_offset |
4 |
... to this |
gamble_unique_chance |
50 |
Chance per 100000 that a gambled item is unique (becomes rare if the base has none) |
gamble_set_chance |
100 |
Chance per 100000 that a gambled item is a set piece (becomes magic if the base has none) |
gamble_rare_chance |
10000 |
Chance per 100000 that a gambled item is rare |
gamble_normal_chance |
25000 |
Chance per 100000 that a gambled item is normal (common); the rest are magic |
gamble_exceptional_level |
25 |
From this character level, a gamble may upgrade to the exceptional base |
gamble_elite_level |
55 |
From this character level, a gamble may upgrade to the elite base |
gamble_upgrade_chance |
10 |
% chance of each tier upgrade once its level is reached |
resist_penalty_normal |
0 |
Added to every player resistance in Normal |
resist_penalty_nightmare |
-40 |
Added to every player resistance in Nightmare |
resist_penalty_hell |
-100 |
Added to every player resistance in Hell |
monster_life_regen_normal |
0 |
% of max life per second monsters recover in Normal, in and out of combat (summons excluded) |
monster_life_regen_nightmare |
0 |
Same, in Nightmare |
monster_life_regen_hell |
0.5 |
Same, in Hell. Prevent Monster Heal stops it for the monster it hits |
recharge_cost_per_charge_level |
10 |
Gold to refill one spent charge, per level of the charged skill |
merc_hire_cost_base |
150 |
Gold to hire a level 0 mercenary |
merc_hire_cost_per_level |
20 |
Hire cost added per mercenary level |
merc_hire_cost_per_level_squared |
3 |
Hire cost added per mercenary level squared |
merc_experience_percent |
50 |
% of the character's kill experience the mercenary also gains (never above the character's level) |
merc_candidates_level_spread |
3 |
Mercenaries for hire are up to this many levels below the character |
superunique_level_bonus |
3 |
Superuniques spawn this many levels above the dungeon floor level or reference benchmark level |
superunique_life_multiplier |
5 |
Superunique life vs. a common monster of the same level |
superunique_xp_multiplier |
8 |
Experience multiplier for superuniques |
superunique_room_chance |
5 |
% chance a common fight room rolls a superunique encounter |
uber_arthur_rank_max |
10 |
Highest permanent rank the account's Uber Arthur bonus can reach |
superunique_explore_chance |
15 |
% chance a fight room rolls a superunique when exploring past the floor boss |
superunique_min_floor |
6 |
Earliest dungeon floor where superuniques can appear |
superunique_gem_chance |
50 |
% chance a defeated superunique drops bonus account gems |
superunique_min_gems |
1 |
Minimum gems dropped by a superunique when gem drop succeeds |
superunique_max_gems |
5 |
Maximum gems dropped by a superunique when gem drop succeeds |
dominance_window |
15 |
Battles in the rolling window used to detect an overperforming ("dominant") hero |
dominance_flawless_threshold |
85 |
% of the dominance window that must be won with zero life lost to qualify as dominant |
dominance_fast_turns |
2 |
Hero turns or fewer in a won battle counts as "fast" for dominance |
dominance_fast_threshold |
60 |
% of the dominance window that must be "fast" wins to qualify as dominant |
dominance_superunique_multiplier |
2.5 |
Superunique encounter chance multiplier while dominant on the frontier floor |
dominance_floor_shortcut |
2 |
Extra rooms skipped per floor while dominant on the frontier floor |
pvp_damage_percent |
35 |
% of damage dealt between players (D2 PvP penalty), so duels last more than one hit |
blood_price_floor |
3 |
Black Knight: lowest blood price, % of max life per cooldown turn skipped (Price of Blood can't go under it) |
blood_price_ai_reserve |
50 |
Bots and snapshots pay a blood price only if they keep more than this % of max life |
extra_action_speed_ratio |
2 |
Turn rounds: a fighter at least this many times faster than the fastest foe acts a second time each round |
fhr_max_extra_turns_per_round |
1 |
Turn rounds: maximum extra turns a fighter can gain via Faster Hit Recovery per round |
fbr_attack_speed_bonus |
20 |
Turn rounds: % increased attack speed gained when Faster Block Rate triggers |
run_history_limit |
50 |
Completed runs retained in the account, newest first; separate from fallen heroes |
ui_feedback_step_ms |
150 |
Combat feedback: preferred milliseconds between visual events |
ui_feedback_budget_ms |
1800 |
Combat feedback: maximum presentation time per resolved action, before the next render frame |
ui_feedback_event_limit |
128 |
Combat feedback: maximum visual snapshots per action; full resolution and battle log are independent |
ui_feedback_trail_ms |
170 |
Life bars: milliseconds for the damage trail to catch the current life |
ui_feedback_float_limit |
24 |
Combat feedback: maximum floating labels scheduled per action |
reward_reveal_ms |
650 |
Rare/set/unique/rune reward reveal (fade, scale pop); controls remain active throughout |
reward_valuable_rune_level |
45 |
Minimum rune base level for the important-find presentation |
staffmod_early_level |
12 |
Maximum item level for the early staffmod frequency profile |
staffmod_early_weight_0 |
25 |
Early class items/staves/wands: relative weight of no staffmods |
staffmod_early_weight_1 |
45 |
Early class items/staves/wands: relative weight of one staffmod |
staffmod_early_weight_2 |
25 |
Early class items/staves/wands: relative weight of two staffmods |
staffmod_early_weight_3 |
5 |
Early class items/staves/wands: relative weight of three staffmods; chase chance unchanged |
potion_storage_max |
10 |
Maximum stored account potions, with one reserved slot during brewing |
potion_25_seconds |
300 |
Real elapsed seconds to brew a 25 percent healing potion |
potion_50_seconds |
900 |
Real elapsed seconds to brew a 50 percent healing potion |
potion_75_seconds |
1800 |
Real elapsed seconds to brew a 75 percent healing potion |
potion_25_gem_cost |
1 |
Instant finish price for the 25 percent potion |
potion_50_gem_cost |
2 |
Instant finish price for the 50 percent potion |
potion_75_gem_cost |
3 |
Instant finish price for the 75 percent potion |
floor_boss_min_common_life_ratio |
2.5 |
Floor boss leader minimum life versus the maximum normal monster life in current and preceding regions |
reroll_gem_cost |
5 |
Fixed premium cost after the shared free reroll |
gem_entry_amount |
50 |
Gem pack amount credited after Google Play confirms the consumable purchase |
gem_pack_200_amount |
200 |
Gems credited for a confirmed gem_pack_200 purchase |
gem_pack_500_amount |
500 |
Gems credited for a confirmed gem_pack_500 purchase |
gem_entry_first_bonus |
50 |
One-time first-purchase bonus; granted after the gem checkpoint is verified in cloud storage |
gem_entry_reference_usd_cents |
99 |
Design reference only; the Android store displays the localized Google Play price |
premium_bundle_reference_usd_cents |
999 |
Design reference only; the Android store displays the localized Google Play price |
bonus_xp_percent |
20 |
Rewarded ad / premium bonus: +20% experience gained in combat |
bonus_gold_percent |
20 |
Rewarded ad / premium bonus: +20% gold from combat drops and junk sales |
bonus_mf_flat |
20 |
Rewarded ad / premium bonus: +20 flat Magic Find in combat reward rolls |
bonus_ad_fights |
10 |
Number of eligible fights granted per rewarded ad watch |
potion_25_gold_cost |
70 |
Instant finish base gold price for the 25 percent potion |
potion_50_gold_cost |
140 |
Instant finish base gold price for the 50 percent potion |
potion_75_gold_cost |
280 |
Instant finish base gold price for the 75 percent potion |
attribute_points_per_level |
5 |
Free attribute points earned for each gained character level |
hero_life_growth_percent |
50 |
Percent of class life_per_level retained with freely allocated Vitality |
dexterity_speed_per_point |
0.25 |
Attack speed and FCR percent per Dexterity point |
dexterity_dodge_per_point |
0.1 |
Dodge, avoid and evade percent per Dexterity point |
dexterity_dodge_cap |
20 |
Maximum dodge contribution from Dexterity; existing total avoidance cap still applies |
fcr_skip_per_breakpoint |
10 |
Chance (%) to omit a normal cast cooldown per reached positive FCR breakpoint |
fcr_skip_cap |
100 |
Probability ceiling (%); every current positive FCR breakpoint adds its full benefit |
splash_max_targets |
2 |
Maximum secondary enemies per physical melee Splash hit |
splash_radius |
36 |
Splash neighbor radius in frame fixtures; turn combat uses the current enemy group |