Difference between revisions of "Unique (monster)"

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*AI of Unique cannot be switched but that of minions can.
+
*[[D2 Ignores Target Defense|Ignores Target Defense]] only applies to minions.
*[[D2 Stun length|Stun length]] only has 10% chance of being applied to Unique, but suffers no other penalty.
+
*[[D2 Target Defense|-% Target Defense]] is only 50% effective, but still 100% effective against minions.
*[[D2 Ignores Target Defense|Ignores Target Defense]] does not apply to Unique but does apply to minions, while [[D2 -% Target Defense|-% Target Defense]] is 100% effective against both.
+
*[[D2 Freeze length|Freeze length]] chills instead; only minions can be frozen.
 +
*[[D2 Stun length|Stun length]] only has 10% chance of being applied, but suffers no other penalty.
 +
*Effects [[D2 Altering AI|altering AI]] cannot be applied directly, but can affect minions.
 
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Revision as of 19:51, 26 February 2011

Template:D2 Monster nav


  • 80% chance of being chosen when a random Champion or Unique pack spawns. Unique can also spawn from Evil Urns in Act 5 and Monster Shrines throughout the game.
  • Spawn with 3-6 minions.
  • One of the bonuses listed on this page is randomly selected in Normal, two are randomly selected in Nightmare and three are randomly selected in Hell. All permitted bonuses have an equal chance of selection, and are applied in displayed order. [1] [2]
  • Unique and minion level is base monster level +3: this level is used for chance-to-hit, aura and curse level calculation, and selecting relevant MonLvl values to calculate base attack rating and damage of all types; base level continues to be used to calculate base defense, life and experience (for both the value and ratio). [3]
  • All Unique monsters and their minions give 500% base experience and have the following life:


Stat Monster Normal Nightmare Hell
% Base Life Unique 400 300 200
Minion 200 175 150

[4]



Template:D2 Unique

Aura Level Minimum Monster Level for Aura Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Might max([mlvl/6],1) 4 12 18 24 30 36 42 48 54 60 66 72 78 84 90
Holy Fire max([mlvl/6],1) 4 12 18 24 30 36 42 48 54 60 66 72 78 84 90
Blessed Aim max([mlvl/5],1) 4 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
Holy Freeze max([mlvl/7],1) 4 14 21 28 35 42 49 56 63 70 77 84 91
Holy Shock max([mlvl/8],1) 16 24 32 40 48 56 64 72 80 88
Fanaticism max([mlvl/8],1) 4 16 24 32 40 48 56 64 72 80 88
Conviction max([mlvl/8],1) 4 16 24 32 40 48 56 64 72 80 88

[5]


  • Unique supplies an aura randomly selected from those listed above. [6]
  • Might applies a synergy bonus when Charge is used by an Aura Enchanted [[D2 Claw Viper|Template:D2 Unique bold]] or [[D2 Reanimated Horde|Template:D2 Unique bold]] (fortunately the same is not true of their minions). [7]
  • Holy Shock cannot be selected at mlvl <20. [8] [9]
  • Fanaticism only applies allied +% Damage to Unique, not user +% Damage. [10]
  • Conviction won't apply to a hostile unit supplying higher level Conviction before Unique Conviction is applied; hostile Conviction won't apply unless it it is equal or greater level. When the unit supplies equal or higher level Conviction after Unique Conviction is applied, Unique Conviction continues to be applied even though the character screen does not display its effects. [11]
  • When a hostile unit supplies equal level Conviction it will always apply to the Unique... and continue to do so even after the hostile unit stops supplying it. [12]


Template:D2 Unique

  • Unique has 75% chance to cast level [mlvl/5]+1 Amplify Damage when target is hit by an attack or a missile originating from the Unique. [13]


Stat Skill Level
1 2 3 4 5 6 7 8 9 10
Minimum mlvl 4 5 10 15 20 25 30 35 40 45
Radius (Yards) 2 2 2/3 3 1/3 4 4 2/3 5 1/3 6 6 2/3 7 1/3 8
Duration (Seconds) 8 11 14 17 20 23 26 29 32 35


Stat Skill Level
11 12 13 14 15 16 17 18 19 20
Minimum mlvl 50 55 60 65 70 75 80 85 90 95
Radius (Yards) 8 2/3 9 1/3 10 10 2/3 11 1/3 12 12 2/3 13 1/3 14 14 2/3
Duration (Seconds) 38 41 44 47 50 53 56 59 62 65

[14]

Template:D2 Unique

Monster Stat Normal Nightmare Hell
Unique Min Cold Damage [MonLvl*066/100] [MonLvl*066/100] [MonLvl*066/100]
Max Cold Damage [MonLvl*100/100] [MonLvl*100/100] [MonLvl*100/100]
Cold Length (Seconds) (mlvl*0.2)+4 (mlvl*0.2)+4 (mlvl*0.2)+4
Minion Min Cold Damage 0 [MonLvl*033/100] [MonLvl*033/100]
Max Cold Damage 0 [MonLvl*050/100] [MonLvl*050/100]
Cold Length (Seconds) (mlvl*0.2)+4 (mlvl*0.2)+4 (mlvl*0.2)+4

[15] [16]


  • Damage table
  • Cold damage does not increase with player count, but a critical hit will double it. [17]
  • Upon death the Unique releases a level [mlvl/2] coldunique nova, applying the following:


Template:D2 Skill |- !align=left|Min Cold Damage |2+(4*lvl)||(5*lvl)-6||(6*lvl)-22||(8*lvl)-66||(10*lvl)-122 |- !align=left|Max Cold Damage |4+(4*lvl)||(5*lvl)-4||(6*lvl)-20||(8*lvl)-64||(10*lvl)-120 |- !align=left|Cold Length (Seconds) |align=center colspan=5|2+lvl |} [18]



[[File:Cold Enchanted.png|frame|center|If the Amazon kills [[D2 Toorc Icefist|Template:D2 Unique bold]], she is still just within range of the coldunique nova that will be released upon death.]]


  • When Unique is Cold and Fire Enchanted, two novae and two explosions will be released upon death, although the second of each will be invisible. [19] [20]
  • When a Unique is Cold and Lightning Enchanted, an invisible nova will be released whenever it is put into hit recovery. [21] [22]
  • Cold Enchanted [[D2 Scarab Demon|Template:D2 Unique bold]] will release an invisible nova whenever it is put into hit recovery. [23] [24]
  • Cold and Lightning Enchanted Template:D2 Unique bold will release two invisible novae whenever it is put into hit recovery. [25] [26]
  • Cold Resist +75% is applied to Unique when this does not result in a third immunity or increase one of two or more existing immunities. [27]


Template:D2 Unique


Template:D2 Unique

Monster Stat Normal Nightmare Hell
Unique +% Attack Rating 90 75 66
+% Damage 135 112 99
Minion +% Attack Rating 45 37 33
+% Damage 67 56 49

[31] [32] [33]


  • +% Damage is halved then rounded down when applied to Willowisp Unique and minion melee physical damage due to a now undocumented change in 1.13. [34] [35] [36]


Template:D2 Unique

Monster Stat Normal Nightmare Hell
Unique Min Fire Damage [MonLvl*066/100] [MonLvl*066/100] [MonLvl*066/100]
Max Fire Damage [MonLvl*100/100] [MonLvl*100/100] [MonLvl*100/100]
Minion Min Fire Damage 0 [MonLvl*033/100] [MonLvl*033/100]
Max Fire Damage 0 [MonLvl*050/100] [MonLvl*050/100]

[37] [38]


  • Damage table
  • Fire damage does not increase with player count, but a critical hit will double it. [39]
  • Upon death the Unique explodes, applying physical and fire damage based on a percentage of the maximum life of a normal monster of the Unique level:


Template:D2 Difficulty

Fire Damage 5.625-09.375% 3.500-05.833% 0.375-00.625% Physical Damage 5.625-09.375% 3.500-05.833% 0.375-00.625% Total Damage 11.250-18.750% 7.000-11.660% 0.750-01.250% Radius (Yards) 2 2/3 3 1/3 4 0/3

[40] [41] [42]


  • Explosion damage can be blocked, and Avoid, Evade and Weapon Block apply.
  • Explosion damage does not increase with player count, but a critical hit will double it. [43]
  • +% Damage does not apply to explosion damage. [44]
  • When a Unique is Fire and Cold Enchanted, two novae and two explosions will be released upon death, although the second of each will be invisible. [45] [46]
  • When a Unique is Fire and Lightning Enchanted, an invisible explosion will be released whenever it is put into hit recovery. [47] [48]
  • Fire Enchanted [[D2 Scarab Demon|Template:D2 Unique bold]] and its minions will release an invisible explosion whenever put into hit recovery. [49] [50]
  • Fire and Lightning Enchanted Template:D2 Unique bold will release two invisible explosions whenever it is put into hit recovery. [51] [52]


[[File:Fire Enchanted explosion radius.png|frame|center|An Amazon armed with a War Pike can kill [[D2 Geleb Flamefinger|Template:D2 Unique bold]] from outside the explosion radius in Normal and Nightmare, but not in Hell.]]


  • Fire Resist +75% is applied to Unique when this does not result in a third immunity or increase one of two or more existing immunities. [53]


Template:D2 Unique

Monster Stat Normal Nightmare Hell
Unique Min Lightning Damage [MonLvl*066/100] [MonLvl*066/100] [MonLvl*066/100]
Max Lightning Damage [MonLvl*100/100] [MonLvl*100/100] [MonLvl*100/100]
Minion Min Lightning Damage 0 [MonLvl*033/100] [MonLvl*033/100]
Max Lightning Damage 0 [MonLvl*050/100] [MonLvl*050/100]

[54] [55]


  • Damage table
  • Lightning damage does not increase with player count, but a critical hit will double it. [56]
  • When the Unique is struck or put into hit recovery, 8 level [mlvl/2] lightunique bolts are released, each applying (2*lvl)-1 lightning damage. [57]
  • When a Unique is Lightning and Cold Enchanted, an invisible nova will be released whenever it is put into hit recovery. [58] [59]
  • When a Unique is Lightning and Fire Enchanted, an invisible explosion will be released whenever it is put into hit recovery. [60] [61]
  • Lightning and Cold Enchanted Template:D2 Unique bold will release two invisible novae whenever it is put into hit recovery. [62] [63]
  • Lightning and Fire Enchanted Template:D2 Unique bold will release two invisible explosions whenever it is put into hit recovery. [64] [65]
  • Lightning Resist +75% is applied to Unique when this does not result in a third immunity or increase one of two or more existing immunities. [66]
  • Cannot be selected for [[D2 Leaper|Template:D2 Unique bold]]. [67]


Template:D2 Unique

  • Resist % bonuses are applied to Unique in the following order and under the following conditions: [68]


Template:D2 Stat

Cold Resist % If CR <100%, +40 Fire Resist % If FR <100%, +40 Lightning Resist % If LR <100%, +40

[69] [70]


  • Resist % bonus only applied if this does not result in a third immunity or increase one of two or more existing immunities.
  • Cannot be randomly selected in Normal.


Template:D2 Unique

Monster Stat Normal Nightmare Hell
Unique Min Mana Damage [MonLvl*066/100] [MonLvl*066/100] [MonLvl*066/100]
Max Mana Damage [MonLvl*100/100] [MonLvl*100/100] [MonLvl*100/100]
Minion Min Mana Damage 0 [MonLvl*033/100] [MonLvl*033/100]
Max Mana Damage 0 [MonLvl*050/100] [MonLvl*050/100]

[71] [72]


  • Damage table
  • Mana damage is multiplied by 256 when applied by a melee attack. [73]
  • Mana damage does not increase with player count and a critical hit will not double it. However, difficulty level penalties to Resist % apply, so mana damage is 40% higher in Nightmare and 100% higher in Hell. [74]
  • Magic Resist +20% is applied to Unique when this does not result in a third immunity or increase one of two or more existing immunities. [75]


Template:D2 Unique

  • Trebles the number of missiles released by the Unique as long as the missile's NoMultiShot field in Missiles.txt isn't flagged. [76]
  • Can only be selected for the following monster types: [77]



Template:D2 Unique

  • Magic, fire, lightning, cold or poison damage is randomly applied by Unique attacks.


Template:D2 Stat

Min Random Damage [MonLvl*066/100] Max Random Damage [MonLvl*100/100] Cold Length (Seconds) 1.6


  • Poison damage is calculated as follows:


Template:D2 Stat |- !align=left|Min Poison Damage |[MonLvl*066/100]*40/256 |- !align=left|Max Poison Damage |[MonLvl*100/100]*40/256 |- !align=left|Seconds |1.6 |}


  • Damage table
  • Random damage does not increase with player count, but a critical hit will double it. [78]
  • Resist % bonuses are applied to Unique in the following order and under the following conditions: [79]


Template:D2 Stat |- !align=left|Cold Resist % |If CR <75%, +20 |- !align=left|Fire Resist % |If FR <75%, +20 |- !align=left|Lightning Resist % |If LR <75%, +20 |} [80] [81]


Sabre Cats begin with Cold, Fire and Lightning Resist 50% in Hell, but Template:D2 Unique bold does not become Immune to Fire and Cold because Magic Resistant gives her Resist 90% (50+40) before Spectral Hit is applied. Template:D2 Unique bold becomes Immune to Fire and Cold because Spectral Hit gives her Resist 70% (50+20) then Magic Resistant gives her CR 110% then FR 110% (70+40), while she remains at LR 70% since applying LR +40% would result in a third immunity.


Template:D2 Unique

  • Damage Resist +50% is applied to Unique when this does not result in a third immunity or increase one of two or more existing immunities.
  • Unique has 200% base defense, after which any % Defense is applied. [82]


Template:D2 Unique

  • Unique can teleport: ranged monsters may do so if hostile unit is close, all may do so if <30% life. [83]
  • Unique may heal when it teleports, although it will stop teleporting once it has >29% life again.
  • Cannot be selected for static units like [[D2 Coldworm the Burrower|Template:D2 Unique bold]].


References