Difference between revisions of "Hit Causes Monster to Flee"

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[[File:Terror.gif|right|frame|Overlay above fleeing target.]]
 
[[File:Terror.gif|right|frame|Overlay above fleeing target.]]
 
*Hit Causes Monster to Flee applies chance for normal and minion monsters (with [[Altering AI|a few exceptions]]) to flee immediately upon a successful attack. Does not overwrite existing [[curse]] on targets to which it doesn't apply.
 
*Hit Causes Monster to Flee applies chance for normal and minion monsters (with [[Altering AI|a few exceptions]]) to flee immediately upon a successful attack. Does not overwrite existing [[curse]] on targets to which it doesn't apply.
*Applied by any melee or ranged attack with the exception of [[Blade Sentinel (pet)|Blade Sentinel]], [[Blade Shield]] and the additional arrows of [[Multiple Shot]] (only applied by the original two arrows).
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*Applied by any melee or ranged attack with the exception of [[Blade Sentinel]], [[Blade Shield]] and the additional arrows of [[Multiple Shot]] (only applied by the original two arrows).
 
*Although percentage is displayed, chance is actually measured in 1/128ths (subscript numbers below). Chance from multiple items equipped is summed, although when [[two weapons]] are equipped only that of the primary or attacking weapon is added (that of the other weapon is ignored). >100% is redundant.
 
*Although percentage is displayed, chance is actually measured in 1/128ths (subscript numbers below). Chance from multiple items equipped is summed, although when [[two weapons]] are equipped only that of the primary or attacking weapon is added (that of the other weapon is ignored). >100% is redundant.
 
*Fleeing effects have their own hierarchy, so those higher on the following list cannot be overwritten by those lower:
 
*Fleeing effects have their own hierarchy, so those higher on the following list cannot be overwritten by those lower:
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#[[Terror]]
 
#[[Terror]]
 
#Hit Causes Monster to Flee
 
#Hit Causes Monster to Flee
#[[Howl]] [http://www.theamazonbasin.com/d2/forums/index.php?s=&showtopic=76605&view=findpost&p=851033]
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#[[Howl]] [https://www.theamazonbasin.com/forums/index.php?/forums/topic/113968-chance-to-cast-and-curse-tests/&do=findComment&comment=1423916]
 
*Casting order with curses from [[Chance to Cast]] modifiers depends on trigger event, equipping order and skill/stat order.
 
*Casting order with curses from [[Chance to Cast]] modifiers depends on trigger event, equipping order and skill/stat order.
 
*Overwrites Hit Blinds Target when both bonuses are applied by the same item to the same attack.
 
*Overwrites Hit Blinds Target when both bonuses are applied by the same item to the same attack.
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*Monster may continue fleeing after expiry until its next AI check.
 
*Monster may continue fleeing after expiry until its next AI check.
 
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==Helm==
 
==Helm==
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|20
 
|20
 
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<sup>1</sup> Excluding [[missile]] weapon, [[axe (item type)|axe]], [[polearm (item type)|polearm]], [[spear (item type)|spear]] and [[sword (item type)|sword]]
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<sup>1</sup> Excluding [[missile]] weapon, [[axe]], [[polearm]], [[spear]] and [[sword]]
 
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<br>
 
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==Reference==
 
==Reference==
 
*[http://classic.battle.net/diablo2exp/items/magic.shtml#sma Special Magic Effects] (Arreat Summit)
 
*[http://classic.battle.net/diablo2exp/items/magic.shtml#sma Special Magic Effects] (Arreat Summit)
*Onderduiker, [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=76605 Chance to Cast and Curses Tests] (Technical Discussion)
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*Onderduiker, [https://www.theamazonbasin.com/forums/index.php?/forums/topic/113968-chance-to-cast-and-curse-tests/ Chance to Cast and curse tests] (D2 Technical)
  
  

Latest revision as of 07:14, 27 September 2021