Hit Recovery and Block Speed

Diablo II Expansion, patch 1.10 and 1.09d

Compiled by Tommi Gustafsson

Contents: 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

The table below lists FHR break points, i.e. the minimum amounts of FHR needed for specific hit recovery speeds.

Character / Mercenary Weapon

Hit Recovery Frames

17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
Amazon All - - - - - - 0 6 13 20 32 52 86 174 600 -
Assassin All - - - - - - - - 0 7 15 27 48 86 200 -
Barbarian All - - - - - - - - 0 7 15 27 48 86 200 -
Barbarian mercenary (Act 5 mercenary) All - - - - - - - - 0 7 15 27 48 86 200 -
Druid, human form 1-handed swinging weapons1) - - - 0 3 7 13 19 29 42 63 99 174 456 - -
Other weapons - - - - 0 5 10 16 26 39 56 86 152 377 - -
Druid, werebear form All - - - - 0 5 10 16 24 37 54 86 152 360 - -
Druid, werewolf form All - - - - - - - - - - 0 9 20 42 86 280
Iron Wolf (Act 3 mercenary) All 0 5 8 13 18 24 32 46 63 86 133 232 600 - - -
Necromancer All - - - - 0 5 10 16 26 39 56 86 152 377 - -
Paladin Spears and staves - - - - 0 3 7 13 20 32 48 75 120 280 - -
Other weapons - - - - - - - - 0 7 15 27 48 86 200 -
Rogue (Act 1 mercenary) All - - - - - - 0 6 13 20 32 52 86 174 600 -
Sorceress All - - 0 5 9 14 20 30 42 60 86 142 280 - - -
Town Guard (Act 2 mercenary) All - - 0 5 9 14 20 30 42 60 86 142 280 - - -
Character / Mercenary Weapon 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2

Hit Recovery Frames

The table presents break points up to 600 FHR. Break points above this limit are not listed.
1) 1-handed swinging weapons include 1-handed axes, clubs, 1-handed maces, orbs, scepters, 1-handed swords, 2-handed swords wielded in one hand, throwing axes, and wands.

For example, a sorceress recovers from a hit in 15 frames without any FHR, and she needs at least 20 FHR to speed up the recovery to 11 frames. (There are 25 frames in 1 second.)


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

The table below lists FBR break points, i.e. the minimum amounts of FBR needed for specific block speeds.

Character Weapon / Skill / Form Block Frames
17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Amazon 1-handed swinging weapons1) 0 4 6 11 15 23 29 40 56 80 120 200 480 - - - -
Other weapons - - - - - - - - - - - - 0 13 32 86 600
Assassin All - - - - - - - - - - - - 0 13 32 86 600
Barbarian All - - - - - - - - - - 0 9 20 42 86 280 -
Druid Human - - - - - - 0 6 13 20 32 52 86 174 600 - -
Werebear - - - - - 0 5 10 16 27 40 65 109 223 - - -
Werewolf - - - - - - - - 0 7 15 27 48 86 200 - -
Necromancer All - - - - - - 0 6 13 20 32 52 86 174 600 - -
Paladin Without Holy Shield - - - - - - - - - - - - 0 13 32 86 600
With Holy Shield - - - - - - - - - - - - - - - 0 86
Sorceress All - - - - - - - - 0 7 15 27 48 86 200 - -
The table presents break points up to 600 FBR. Break points above this limit are not listed.
1) 1-handed swinging weapons include 1-handed axes, clubs, 1-handed maces, orbs, scepters, 1-handed swords, 2-handed swords wielded in one hand, throwing axes, and wands.

For example, a paladin with Holy Shield recovers from blocking in 2 frames with 0 FBR and he needs at least 86 FBR to reduce the delay to 1 frame. (There are 25 frames in 1 second.)


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:

Class Get Hit Base
Amazon 6
Assassin 5
Barbarian 5
Druid, human form 7
Druid, werebear form 5
Druid, werewolf form 4
Necromancer 7
Paladin 5
Sorceress 8

Mercenary Act Get Hit Base
Rogue 1 6
Town Guard 2 8
Iron Wolf 3 9
Barbarian 5 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:

Class Weapon Animation Speed
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:

Skill Skill Bonus
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.

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