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 Forum index » Diablo 2 Discussion Section » General Discussion
'Staffmods': How game calcs +skills
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whathuh

Joined: 28 Jul 2005
Posts: 18
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0.00 Silvarrr

PostPosted: Fri Jul 29, 2005 6:45 am    Post subject:  'Staffmods': How game calcs +skills  

For those of you who have always wanted to know how the mods are calculated on orbs/wands/staves/claws, I bring you Hammerman's post at the Lurker Lounge. Here's the thread in its entirety, and here's the important post if you want to muck about through it.

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'Staffmod' selection:

First, the game chooses how many skills to add. It will do rnd[100], and add to it the ilvl of the item IF it is being imbued. Then, if higher than 90, 3 skills will be chosen. If higher than 70, 2 skills. If higher tan 30, 1.

After this, it selects the skill id. It will start at a certain value depending on the ilvl:

Above 36: 5
Between 24 and 36: 4
Between 18 and 24: 3
Between 18 and 11: 2
11 or lower: 1

This the becomes a base for all the skill ids. Then, it has a chance to be modified:

20% chance to add 1
50% chance to stay unmodified
10% chance to subtract 1
20% chance to subtract 2

If the item is low quality, then the skill id as of now is capped at 4. Then the final id is chosen from the formula below. skill_adder is the skill id so far, base_id is the starting id for the character class.

id = skill_adder + (base_id + 4 * skill_adder) - 5 + rnd[5]

If this ends as 73 (Poison Dagger), it will do the rnd[5] again. And finally, the total skill bonus is chosen. It will do rnd[100], and add to that ilvl / 2 if from imbue.

If 90 or above, +3
Between 60 and 90: +2
Lower than 60: +1

This applies to:

ItemType StaffMods

Cloak ass <unused>
Hand to Hand 2 ass
Primal Helm bar
Pelt dru
Wand nec
Voodoo Heads nec
Scepter pal
Staff sor
Orb sor
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I know some people out here would like to understand this for when they shop. Or maybe not. There are a few corrections in the original thread, so I highly suggest checking that out if you want to know more.
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