Damage regeneration
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- Units other than players can regenerate damage automatically, based on a fraction of their maximum life:
| Value
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Maximum Life
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0-100% Life (Seconds)
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| /Frame
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/Second
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| 2
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2/4096
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50/4096 (~1.22%)
|
~82
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| 3
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3/4096
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75/4096 (~1.83%)
|
~55
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| 4
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4/4096
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100/4096 (~2.44%)
|
~41
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| 5
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5/4096
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125/4096 (~3.05%)
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~33
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| 6
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6/4096
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150/4096 (~3.66%)
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~28
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| 10
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10/4096
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250/4096 (~6.10%)
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~17
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| 12
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12/4096
|
300/4096 (~7.32%)
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~14
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| 15
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15/4096
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375/4096 (~9.15%)
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~11
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[1]
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- Units only regenerate when >= 1 bit (1/256 point) is regenerated per frame, so some monsters in early Normal will not regenerate because their maximum life is not high enough for this to happen.
- Units do not regenerate in frames in which they take as little as 1 bit (1/256 point) damage. Consequently skills applying damage every frame (like Immolation Arrow pyres and Fire Wall) can stop regeneration entirely, those applying damage every other frame (like Inferno and Arctic Blast) effectively half regeneration, and attacking or casting more frequently will reduce regeneration. [2] [3]
- In online modes (LoD and D2R, Expansion and Classic, LD and NLD) damage regeneration stops for additional 7 frames after taking damage. To stop the regeneration completely, it is enough to deal damage every 8 frames. This mechanic is also applied to Poison Damage.[4]
- Units do not regenerate while Poison Damage or Open Wounds are being applied.
- Monsters do not regenerate after Prevent Monster Heal has been applied, with the exception of Pandemonium Event bosses.
| Damage Regen
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| 2
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3
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4
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5
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12
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15
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Monster
Reference
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