There are 4 types of difficulty in the game
Normal (Level 1 - 35) In a nutshell, this is easy mode. You can charge into packs of enemies without any worry of dying.
Nightmare (Level 36 - 50) This is where things start to get hard. You will die here often.
Hell (Level 51 - 60) If nightmare made you sweat, prepare to sweat even more. Tread very carefully, else all you will end up doing is dying.
Inferno (Level 60 ++) The pinnacle of difficulty in the game. You will die.
2. How Do Mobs Scale
Mob health and damage will increase exponentially over acts and difficulty modes. In addition to that, mobs will become increasingly resistant to your crowd control (CC) abilities
Normal - Mobs are 25% resistant to your CC
Nightmare - Mobs are 50% resistant to your CC
Hell - Mobs are 75% resistant to your CC
Inferno - Mobs are 100% resistant to your CC
QUOTE(Monster affixes)
Arcane Enchanted – Monsters imbued with the Arcane Enchanted trait can summon a deadly purple beam. These beams rotate in a withering circle of pain that inflicts arcane damage.
Avenger – Only Champion monsters can spawn with the Avenger trait. When a Champion group imbued with Avenger arrives, the death of each group member imbues the remaining Champions with added power as they wreak their frenzies vengeance on the Hero.
Desecrator – The Desecrator creates a glowing void zone beneath the targeted Hero. The void zone deals damage to any Hero near it.
Electrified – Gives the monster higher Lightning resistance as well as lighting damage when attacking. This also gives the monster a special Lightning-based ability.
Extra Health – This trait bestows the imbued monster with extra HP.
Fast – This makes monsters run, attack and cast magic faster. Monster granted with fast are granted no additional resistances, nor do their attacks inflict extra damage.
Fire Chains – Champion backs are attached by a fire chain. The Hero suffers damage if he touches or even gets near one of the fire links.
Frozen – Frozen-imbued monsters inflict Cold damage with their attacks and have strong Cold resistance. They also wield a pair of Cold based special attacks. They can slow the Hero, as well as freeze them with frozen orbs or on death.
Health Link – This special trail is for champion monsters only and it activates only if more than one champion is present. Health Link reduces the amount of damage taken by the champion with that trait by linking his HP to that of all other Health Link champions in the area.
Horde – This special trail is for Rare monsters only. Horde increases the squad of minions that spawn with a rare monster, crowding the battlefield. This is a hidden trait, you will not see it listed on the monster
Illusionist – The illusionist trait imbues a creature with the ability to create dangerous clones of itself. The trait grants no new resistances, and the damage deal by an Illusionist is not modified in any way. Illusionist is available to minions, as well as Rare and Champion monsters. Each clone has the same hp as its host. Clones can not create clones. Each monster has a chance to use polymorph to create two clones of itself when damaged.
Invulnerable Minions – Only rare monsters about level 51 can spawn in with this trait. These rares arrive with a squad of indestructible puppet minions and an expanded heath pool. Its health is increased by 50%. You can not kill the minions until the main rare is dead.
Jailer -The jailer trait gives monsters the ability to immobilize the Hero in a conjured prison. The effect is brief, but long enough to make you an easy target. Each attack by the Jailer has a 25% chance to cast this on you. Dashing strike lets you move, but does not free you. Spirit walk will however set you free.
Knockback – Each melee hit has a chance to knock back the hero.
Missile Dampening Creatures imbued with the trait generate a blueish sphere around themselves. Any projectile entering this sphere moves considerably slower. (Object will be 50% slower while inside) The projectile will speed up once leaving.
Molten Enemies with the Molten trait are granted Fire resistance and add Fire damage to their normal attacks. They also exhibit a pair of Fire-based special attacks. As they move, Molten creatures leave a trail of painful lava pools. When they die, they explode in a fiery bast.
Mortar – The Mortar monster launches a quick volley of firebombs at the hero every 4-5 seconds. The monster will keep tossing bombs when he dies. Minions can also spawn with this
Nightmarish – Any rare monster and its minions of all levels can spawn with this. This imbues a monster’s attacks with an element of Fear. Any attack by a Nightmarish foe has the chance to send your character fleeing in terror.
Plagued – All monsters at level 14 and above can be spawned with the Plagued trait. All damage dealt by a Plagued monster is Poison-based. The trait also grants Poison resistance to the monster (including minions) and triggers three special Poison-based attacks.
Shielding – Gives the monster a brief period of invulnerability to all forms of damage.
Teleporter – The teleporter trait allows monster to zap aroudn the field of battle, phasing away when attacked only to jump back next to you moments later for a counterattack. The trait has no effect on damage or resistances.
Thorns - All Champion and Rare monsters (but not minions) above level 26 can have the Thorns trait. When you strike a Thorns-imbued foe with a melee attack, you suffer automatic damage in return.
Vampiric - The vampiric trait allows monster to literally feast on the damage they inflict to you by turning it into health for themselves.
Vortex - This trait allows monsters to draw their foes into close quarters, so Vortex is particularly dangerous if your character relies on ranged attacks. The ability itself doesn’t inflict damage, however.
Waller - Waller allows champions monsters imbued with the trait to erect impenetrable barriers on the battlefield for brief durations of time.
Avenger – Only Champion monsters can spawn with the Avenger trait. When a Champion group imbued with Avenger arrives, the death of each group member imbues the remaining Champions with added power as they wreak their frenzies vengeance on the Hero.
Desecrator – The Desecrator creates a glowing void zone beneath the targeted Hero. The void zone deals damage to any Hero near it.
Electrified – Gives the monster higher Lightning resistance as well as lighting damage when attacking. This also gives the monster a special Lightning-based ability.
Extra Health – This trait bestows the imbued monster with extra HP.
Fast – This makes monsters run, attack and cast magic faster. Monster granted with fast are granted no additional resistances, nor do their attacks inflict extra damage.
Fire Chains – Champion backs are attached by a fire chain. The Hero suffers damage if he touches or even gets near one of the fire links.
Frozen – Frozen-imbued monsters inflict Cold damage with their attacks and have strong Cold resistance. They also wield a pair of Cold based special attacks. They can slow the Hero, as well as freeze them with frozen orbs or on death.
Health Link – This special trail is for champion monsters only and it activates only if more than one champion is present. Health Link reduces the amount of damage taken by the champion with that trait by linking his HP to that of all other Health Link champions in the area.
Horde – This special trail is for Rare monsters only. Horde increases the squad of minions that spawn with a rare monster, crowding the battlefield. This is a hidden trait, you will not see it listed on the monster
Illusionist – The illusionist trait imbues a creature with the ability to create dangerous clones of itself. The trait grants no new resistances, and the damage deal by an Illusionist is not modified in any way. Illusionist is available to minions, as well as Rare and Champion monsters. Each clone has the same hp as its host. Clones can not create clones. Each monster has a chance to use polymorph to create two clones of itself when damaged.
Invulnerable Minions – Only rare monsters about level 51 can spawn in with this trait. These rares arrive with a squad of indestructible puppet minions and an expanded heath pool. Its health is increased by 50%. You can not kill the minions until the main rare is dead.
Jailer -The jailer trait gives monsters the ability to immobilize the Hero in a conjured prison. The effect is brief, but long enough to make you an easy target. Each attack by the Jailer has a 25% chance to cast this on you. Dashing strike lets you move, but does not free you. Spirit walk will however set you free.
Knockback – Each melee hit has a chance to knock back the hero.
Missile Dampening Creatures imbued with the trait generate a blueish sphere around themselves. Any projectile entering this sphere moves considerably slower. (Object will be 50% slower while inside) The projectile will speed up once leaving.
Molten Enemies with the Molten trait are granted Fire resistance and add Fire damage to their normal attacks. They also exhibit a pair of Fire-based special attacks. As they move, Molten creatures leave a trail of painful lava pools. When they die, they explode in a fiery bast.
Mortar – The Mortar monster launches a quick volley of firebombs at the hero every 4-5 seconds. The monster will keep tossing bombs when he dies. Minions can also spawn with this
Nightmarish – Any rare monster and its minions of all levels can spawn with this. This imbues a monster’s attacks with an element of Fear. Any attack by a Nightmarish foe has the chance to send your character fleeing in terror.
Plagued – All monsters at level 14 and above can be spawned with the Plagued trait. All damage dealt by a Plagued monster is Poison-based. The trait also grants Poison resistance to the monster (including minions) and triggers three special Poison-based attacks.
Shielding – Gives the monster a brief period of invulnerability to all forms of damage.
Teleporter – The teleporter trait allows monster to zap aroudn the field of battle, phasing away when attacked only to jump back next to you moments later for a counterattack. The trait has no effect on damage or resistances.
Thorns - All Champion and Rare monsters (but not minions) above level 26 can have the Thorns trait. When you strike a Thorns-imbued foe with a melee attack, you suffer automatic damage in return.
Vampiric - The vampiric trait allows monster to literally feast on the damage they inflict to you by turning it into health for themselves.
Vortex - This trait allows monsters to draw their foes into close quarters, so Vortex is particularly dangerous if your character relies on ranged attacks. The ability itself doesn’t inflict damage, however.
Waller - Waller allows champions monsters imbued with the trait to erect impenetrable barriers on the battlefield for brief durations of time.
The number of monster affixes per mob will depend on the difficulty.
Normal - 1 affix
Nightmare - 2 affixes
Hell - 3 affixes
Inferno - 4 affixes
E.G. In Normal, you may encounter a mob with 'Knockback', in Nightmare, you may encounter a mob with 'Fast' & 'Knockback'
In Inferno, you will encounter mobs with 'Knockback', 'Fast', 'Vampiric' & 'Waller'
To be continued...
This post has been edited by gaeria84: May 19 2012, 08:40 PM
May 19 2012, 08:12 PM, updated 14y ago
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