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 Post subject: Necro's Dark Knight, and its aura
PostPosted: Sun Dec 01, 2013 11:57 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
This post answers some questions I was PM'd regarding the Necro's Dark Knight summon. According to the files I've got from just before the patch went live:

DKnight base stats per difficulty level (from monstats.txt and monprop.txt):
Code:
      Norm       NM       Hell
HP     900      1350?     1800
AR     200       300       400
Def    100       200       300
Dmg  120-240   180-360   240-480

Norm: 10% lvl  8 BArmor onStruck; 33% ResPhys, Mag
NM  : 11% lvl 16 BArmor onStruck; 33% ResPhys, Mag; 25% Absorb Fire, Cold, Lit; 25% PLReduced
Hell: 12% lvl 32 BArmor onStruck; 33% ResPhys, Mag; 50% Absorb Fire, Cold, Lit; 50% PLReduced
  • Note that NM minHP=1350, maxHP=1250. I'm guessing the game uses the minimum.
  • Note that the elemental-damage add-on columns have values, but I recall reading that these don't work well when the "no Ratio" column has been set to 1. The intention was that the DKnight would have extra damage from a random element.
  • Note that I think there was a bug where BArmor's Wand Mastery was applied to any weapon, but I haven't tested that in a long time. DKnight will definitely gain the %EDef bonus. L32 BArmor: 825HP, +825%EDef, +680%ARating, +680%EDamage, About +45% CStrike

DKnight Buffs from SMastery:
  • HP: +15 base HP per lvl SMastery
  • ARating: +15 base AR per lvl SMastery
  • Def: +15 base def per lvl SMastery
  • Dmg: +2 base Dmg per lvl SMastery

Note there were some oddities mentioned in skills.txt, but here's what DKnight gains per level:
  • HP: +15% HP per lvl
  • ARating: +15 base AR per lvl
  • Def: +15 base def per lvl
  • Dmg: +50% +50% per lvl (+100%ED at level 1)

Well of Souls aura (level is DK's level capped at 60, this affects all friendly targets):
  • Radius: 4.6 yards +2/3 yards per level (5.3yards at level 1)
  • PMHeal: This might be bugged, since for weapons this value should be 1 or 0, but in skills.txt it's 100. The intention was that the critters under the aura would prevent monster healing on hit. Testing needed, but it's not like this mod is important.
  • Heal per Kill: 6 +6/lvl (12 at level 1)

I noticed some bits in skills.txt about lowering resists ("10"), regen ("1"), and velocity("2"), but the aura doesn't appear to apply these.


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