Hit Recovery and Block Speed
Diablo II Expansion, patch 1.10 and 1.09d
Compiled by Tommi Gustafsson
1. Hit Recovery Speed | 2.
Block Speed | 3. Dodge, Avoid and Evade | 4. Formulas
| Acknowledgements
1. Hit Recovery Speed
Hits that deal damage more than 1/12 of a character's maximum life cause him or her to go into a recovery animation. The speed of this animation depends both on the class of the character and the amount of Faster Hit Recovery (FHR) that he or she has. In some cases, also the weapon wielded affects the length of the animation.
Faster Hit Recovery Break Points
FHR Table
2. Block Speed
A character goes into a block animation if the opponent succeeds in the hit check and the character succeeds in a blocking check. Mercenaries cannot block, not even an Act 3 mercenary equipped with a shield. The speed of the block animation depends on both the character class and the amount of Faster Block Rate (FBR) the character has. Additionally, a paladin using a Holy Shield skill gains +50 effective FBR and hence he blocks considerably faster than normally. Furthermore, FBR speeds up the assassin's Weapon Block. It has the same speed as blocking with a shield, i.e. the normal FBR break points for the assassin apply to it. In some cases, also the weapon wielded affects the block speed.
Faster Block Rate Break Points
FBR Table
3. Dodge, Avoid and Evade
The recovery speed of the amazon's Dodge, Avoid and Evade skills is always 8 frames. (There are 25 frames in 1 second.)
4. Formulas
4.1 Hit Recovery Speed Formula
Faster Hit Recovery (FHR) is subject to a diminishing returns formula. Therefore, we have to calculate first Effective FHR (EFHR) as follows:
EFHR = [FHR x 120 / (FHR + 120)]
[] indicates rounding down.
Get Hit Base represents the ability of the class to recover from the frames. They are the following for different character classes and mercenaries:
Amazon 6
Assassin 5
Barbarian 5
Druid, human form 7
Druid, werebear form 5
Druid, werewolf form 4
Necromancer 7
Paladin 5
Sorceress 8
Rogue 6
Town Guard 8
Iron Wolf 9
Barbarian 5
Get Hit Base is not the recovery speed with 0 FHR, but it is a term used in the recovery formula. We have also to note Animation Speed. It is normally 256, except in the following cases:
Druid, human form 1-handed swinging 248
Druid, werebear form All 184
Paladin Spears and staves 192
The number of hit recovery frames is calculated as follows:
Hit Recovery Frames = {256 x Get Hit Base / [Animation Speed x (50 + EFHR) / 100]} - 1
[] indicates rounding down and {} indicates rounding up.
4.2 Block Speed Formula
Faster Block Rate (FBR) is subject to a diminishing returns formula. Therefore, we have to calculate first Effective FBR (EFBR) to calculate the number of blocking frames.
EFBR = [FBR x 120 / (FBR + 120)] + Skill Bonus
[] indicates rounding down.
Skill Bonus is normally 0, except when using the following skills:
Holy Shield 50
Block Base represents the ability of the class to recover from blocking.
Class Block Base:
Amazon 3
Assassin 3
Barbarian 4
Druid, human form 6
Druid, werebear form 5
Druid, werewolf form 5
Necromancer 6
Paladin 3
Sorceress 5
We have to note also Animation Speed. It is 256 normally, except as follows:
Class Weapon Animation Speed
Amazon 1-handed swinging 88
Druid, werebear form All 200
The number of blocking frames is calculated as follows:
Block Frames = {256 x Block Base / [Animation Speed x (50 + EFBR) / 100]} - 1
[] indicates rounding down and {} indicates rounding up.
Acknowledgements
-
Hammerman for pointing out the effect of Holy Shield and different Animation Speeds as well as for reporting the D/A/E recovery frames.
-
Karon/Rivo for the formulas, testing, and everything in general. 95% of the stuff on this page is really his. Thanks!
-
Myrdinn for confirming that the FHR and FBR breakpoints are the same in both the patch 1.10 and the patch 1.09d.
-
Nookiestar for helping me with the formulas.
-
Ruvanal for mercenaries' Get Hit Bases.