Other Diablo II mods

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void
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quite pleasant visuals tho
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SwineFlu
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Anonymous: wrote:Question for experts - /players 127 - some mods have it. Is it really working and gives "super good" xp and drops ?

This information is relevant for 1.13c cLoD version, mod creators could change following formulas to anything else.


HP (MaxHP)

  • 2 to 8: +50% more hp per phantom player;
  • above 8: +(val - 2)*50% more hp per phantom player.
Experience

  • 2 to 8: +50% more experience per phantom player;
  • above 8: +(val + 26)*10% more experience per phantom player.

Damage, ToHit chance, Effect duration

These stats are affected on the Hell difficulty only.
  • 2 to 8: +6.25% stat increase per phantom player;
  • above 8: +(val - 2)*6.25% stat increase per phantom player.
ToHit chance is a monster attack rating.
Damage includes physical, magical, elemental and poison raw damage (not from the skills).
Effect duration includes chill effect, poison length, burn length, stun duration (again not from the skills).

Crushing Blow

  • 2 to 8: +50% to damage divisor per phantom player;
  • above 8: +(val - 2)*50% to damage divisor per phantom player.
So higher players values render CB pretty much useless.

NoDrop

Drop quality was never(?) affected by this setting, it only changes the nodrop chance.

NDMod = [ProbSum / (1 / (NoDrop / (NoDrop + ProbSum)) ^ N - 1)]
where N = [(PartiedPlayers + TotalPlayers) / 2]

So if some item has a chance to drop equal to 10% (ProbSum = 10 and NoDrop = 90) and you decided to use players 64 for some reason, you'll get the following expression:

PartiedPlayers = 1 that one person is your character,
TotalPlayers = 64 every character including phantom players,
therefore N would be equal to 32 after the substitution.

And finally expression would be equal to:
NDMod = [10 / (1 / (90 / (90 + 10)) ^ 32 - 1)] = 0

Although the base chance was only 10%, after applying players it became 100% (or NoDrop chance was completely eliminated from the equation to be more precise).

Edit: Fixed players count calculation formula for N, the real expression still takes into account a few more factors.
Edit2: Added missing stats which I mistakenly assumed was not affected by the players command, let me know if you have any additional information.
Edited by SwineFlu 4 days.
dreameaterx
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The important fact I didn´t mention, yes, the modders can adjust the numbers the enemies get strenghtened with by this command.
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Anonymous:
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So, a little info about this mod that i recently playing. The forces of darkness - regular clod type of mod with some decent changes. So far it's only in beta stage so don't expect much "uber content". How ever i felt the need to mention this mod. Why ? Well a lot of nice changes are in it and those changes got me into playing. Two days later i am still playing it and almost done with destruction.
What are these changes - new graphics (well we don't really care about that, do we?), new inventory layout - half of it for charms, half for drops (see picture below), auto gold pickup, restats, new materials to enhance items, new items, new monsters in regular areas, updated quests with some location changed, updated waypoints (act 1-3 last waypoint is in boss rooms - gg for farming), item colors for better sorting of drops, better mercs with good skills, /players127 if want to test your patience, quest dungeons like countess are left with last lvl only - lots of potention for future ubers, tp/id/key - are 1x1 items and have unlimited use.

Pics:
► Show Spoiler
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notforkeeps
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WAIT HOW DID YOU GET SIGMA
Seriously tho, this looks pretty nice. Will try after sigma drop.
What version of cLoD does it need?
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Anonymous:
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notforkeeps wrote:WAIT HOW DID YOU GET SIGMA ?


From Kellam obviously.

What version of clod - no idea, but it works fine with d2se.
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notforkeeps
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meh, I dumped D2se since sigma wont be compatible with it. maybe will reinstall if you keep on showing us gg mods like this.