You may have noticed that the listed block chance on shields is very low, between 1% and 5% depending on shield type. Your chance to block now depends on character class, not your shield. Block Block rating was changed heavily in 1.E9.
Walk speed has been much improved in Median XL. Use 'R' to switch to walk mode to preserve your defense. Important: In Diablo II, defense is ignored when you run. The two statistics are much more balanced in Median XL.ĭefense The chance to be hit is as follows:ĬtBH = 100*(attack)/(attack + defense) Investing into defense pays off if you can get around 20-50K defense at level 120, at which point you will see a noticeable improvement in your chance to be hit. In Lord of Destruction, max block (75% block) through investment into dexterity was common, while defense rating was hardly worth it. In patch 1.E9, strength factor was fixed and now works on non-druid spells as well.īlocking and defense rating in Median XL work much the same as in classic Lord of Destruction, but their role in the game has changed. It functions the same way as energy factor, but is based on strength instead. This rare modifier can only be found on some legendary items and the druid's Force of Nature skill. A difference of +100% damage equals about 5K to 10K damage for most spells. If you have 2000 energy or more, go all out on energy factor equipment.Īs in the examples, energy factor bonuses are insignificant at lower levels of energy, but become quite powerful at higher levels. The same character with 4000 energy and an energy factor of 700 does +347% damage with spells. A character with 4000 energy and an energy factor of 0 does +160% damage with his or her spells. If you have 1000 energy or more, seeking out energy factor gear starts to pay off. The same character with 1000 energy and an energy factor of 200 does +163% damage with spells. A character with 1000 energy and an energy factor of 0 does +150% damage with his or her spells. If your energy is low, you may not even notice any difference. The same character with 50 energy and an energy factor of 200 does +55% damage with spells.
A character with 50 energy and an energy factor of 0 does +55% damage with his or her spells. The spell damage bonus percentage is: Spell damage increased by (260*energy)/(250+energy) + min((energy*enr_factor)/15000,200) percent The energy factor bonus on some caster items modifies this curve, enabling each point into energy to provide a significant benefit until much higher levels of energy. The amount of extra damage gained per additional point of energy is lower if you already have lots of energy to begin with. Putting points into energy causes your spell damage to go up. In Median XL, direct damage spells gain a damage bonus from energy.