Big Chief
Bosses
A good place to start researches is the famous page of Tommi Gustafson.
Some minor nits there.
what's a boss?
Difficult. The term itself is a bit vaguely used. You meet some monsters mightier than others of the same kind, and you certainly notice some ranking. Configuration data also is a bit foggy for determining the circumstances of being a boss. We should change perspective here.
ingame aspects
Now, that's easy. At first.
You'll meet monsters with a golden name of their own displayed on their life bar. Prominently the five Act Bosses, special Quest Bosses, and more or less randomly spawned Unique Bosses with some minions. Further a normal monster can become a boss monster while it is in vicinity of a just activated Monster Shine, it'll get an golden unique name of its own then. This one won't get minions of its own, unlikely to map-generated bosses.
All these bosses are immune to AI-bending effects. Their minions, recognizeable by 'Minion' displayed on their life bar, will inherit some abilities.
Those Minions show a slightly different behaviour than their common comrades. They're subject to AI-bending effects, but nevertheless will attack those who are attacked by their boss. They also guard their boss, you can't lure them successfully far away without the boss. The distance is something about 20 yards, a bit more than a sreen's size in 800x600 resolution.
technical aspects
There are quite a few places in configuration data, where bosses are marked.
In MonStats.txt every non-player unit of the game is listed. A column of its own flags units as 'boss' here.
This covers Act Bosses
- Andariel
- Duriel
- Mephisto
- Diablo
- Baal Crab
- Baal Crab to Stairs
- Baal Crab Clone
Baal Crab to Stairs is by the way the non-attackable Baal in Throne Room.
Further units are specified as boss:
- Bloodraven
- Radament
- Summoner
- Izual
- Nihlathak
This are some Quest Bosses without assignment of a common monster class. Yeah, I know, Radament looks like a Greater Mummy, fights like a Greater Mummy and dies like a Greater Mummy. Still he has his own entry, maybe in dawn of the game he had another graphic appearance.
Surprisingly another complete monster species is defined as boss also.
- Putrid Defiler1
- Putrid Defiler2
- Putrid Defiler3
- Putrid Defiler4
- Putrid Defiler5
Another file defines the fixed boss monsters which spawn in every game at the same location. They're called Superuniques, and in fact SuperUniques.txt is the configuration file. Each of those bosses is based on a common monster class, including the Countess and the Cow King. Also some entries are unused here.
Further the game randomly generates unique bosses (and Champions) via Rarity and umon{1...10} in Normal respectively nmon{1...10} in higher difficulties depending on Levels.txt.
Those are generated when the map is drawn, unlike to the aforesaid shifting from a normal monster to a boss monster by activating a Monster Shrine.
abilities
In Normal difficulty randomly generated bosses get one special bonus, in Nightmare two and in Hell three. Bosses from SuperUniques.txt have a fixed amount of special boni individually assigned in that file and will get additionally one random bonus per difficulty.
If a special bonus would lead to three ore more immunities the immunities granted by additional boni are skipped. If a special bonus grants more than one resistance they're applied in order Cold, Fire, Lightning.
Aura enchanted bosses use the very same aurae from Paladin's skill tree, but only one aura can be applied to one unit in a game. So if an aura is already assigned to a Superunique boss, a randomly assigned aura will be skipped. So the aura may change when you leave and re-enter an area with an aura-enchanted boss.
Bonus | Effect | Effect to Minions | Bonus to Resistance | Notes |
---|---|---|---|---|
Bonus | Effect | Effect to Minions | Bonus to Resistance | Notes |
No/NM/H: Normal / Nightmare / Hell | ||||
extra life | increases life by 300%/200%/100% in No/NM/H | increases life by 100%/75%/50% in No/NM/H | none | not shown at life bar |
extra level | increases monster level by 3 | none | none | |
extra fast | doubles (attack and) movement speed | dito | none | * |
extra strong | increases AR and physical damage | dito, but less | none | ** |
manaburn | in fact a successful hit deletes all your Mana | dito | Magic +20% | for details see: Mana Damage |
multishot | ranged attackers shoot three instead of one missile per attack | none | none | ranged attackers only since 1.10 emitted lightning from beetle monsters or lightning enchanted bosses aren't multiplied |
teleport | will teleport away | none | none | if life below 33% (?) |
cursed | chance to cast Amplify Damage on hit | none | none | see next table for sLvlAD unlike to players also elemental attacks count here |
aura enchanted | Paladin's aura, see next table | none | none | *** |
cold enchanted | doubles AR, additional cold damage, Frost Nova on death | additional cold damage | Cold +75% | freeze bonus (chill) when 0% player resistance 4 + mLvl * 0,2 seconds according to Nefarius (1.11) mLvl*5+100 frames |
fire enchanted | doubles AR, additional fire damage, explosion on death **** | additional fire damage Nightmare and Hell only | Fire +75% | explosion 7,5% bis 10% of (SP) life |
lightning enchanted | doubles AR, additional lightning damage, Charged Bolts in eight directions when forced into Hit Recovery | additional lightning damage Nightmare and Hell only | Lightning +75% | Charged Bolt damage 2 * [mlvl / 2] - 1 additional elemental enchantments causes the bolts to carry assigned death explosion damage |
poison enchanted | doubles AR, additional poison damage, (invisible!) poison explosion on death | additional poison damage Nightmare and Hell only | Poison +75% | not shown at life bar poison length mLvl*5+150 frames |
spectral hit | randomly additional fire, cold, lightning, magic or poison damage to each attack | Nightmare and Hell only | Cold, Fire, Lightning +20% | see onderduiker's and brianc84's statement |
magic resistant | increases Fire, Cold, Lightning by 40% | unknown | dito | not Magic and Poison! |
stone skin | doubles base defense ***** | physical +50% | physical +50% | . |
* extra fast uses walking velocity from MonStats.txt and calculates percentage bonus like this:
max(min(2048/MonStatswalk-128,10),100)
thus it'll take the smaller value from either 2048 / MonStatswalk - 128 or 10 (min function) and compares it to 100; it takes the larger value then (max function). An unit with walking velocity of 7 will gain
max(min(2048/7-128,10),100) = 100
a bonus of 100% to walking speed.
Attack speed seems to be ignored in 1.1x, it might have gained a bonus in earlier patches, too.
** Atair and tommi list different values. This may be caused by negating the modifications of MonLvl.txt and other files. 'extra strong' Bosses gain a damage bonus of 150% via MonUMod.txt, which is modified by MonLvl.txt. Next there's a global damage bonus from DifficultyLevels.txt of 90% / 75% / 66% in Normal / Nightmare / Hell difficulties, respectively. Same happens to Attack Rating, omitting DifficultyLevels.txt (no global AR modifier). Also same happens to damage bonus granted to Champions (which also don't gain global AR boni). Have a table for survey:
difficulty | Boss | Minion | Champion | |||
---|---|---|---|---|---|---|
damage | AR | damage | AR | damage | AR | |
'Champion' here means all subclasses, individual boni will step in additively | ||||||
Normal | +135% | +90% | +67% | +45% | +90% | +67% |
Nightmare | +112% | +75% | +56% | +37% | +75% | +56% |
Hell | +99% | +66% | +49% | +33% | +66% | +49% |
*** Calculating skill level for aurae of bosses was different in earlier patches. Special thanks to Dosbis for fiddling out correct behaviour for Patch 1.1x. Elder information is based on Jarulf and may have been applied up to 1.09 or even 1.10beta. Still, an aura level equal to monster level looks a bit ... odd.
Skill | sLvl in Patch | ||
---|---|---|---|
1.09, 1.10beta | 1.10, 1.11, 1.11b | ||
sLvl: skill level mLvl: monster level [ ]: Floor Function | |||
Amplify Damage | [mLvl / 4] | [mLvl / 5] + 1 | |
Holy Fire | [mLvl / 2] | [mLvl / 6] | |
Holy Frost | [mLvl / 2] | [mLvl / 7] | |
Holy Shock | [mLvl / 4] | [mLvl / 8] | |
only spawnable if mLvl ≥ 20 | |||
Might | [mLvl / 4] | [mLvl / 6] | |
Blessed Aim | mLvl | [mLvl / 5] | |
Fanaticism | [mLvl / 4] | [mLvl / 8] | |
Conviction | [mLvl / 4] | [mLvl / 8] |
1.11 Uber Mephisto's Conviction is not based on his monster level. It is realm-only assigned, but player tests indicate his aura lowers 125% resistance, this equals sLvl = 20. Player's defense therefore decreases by 90%.
**** fire explosion follows these rules
- damage is each 50% fire and physical
- explosion radius is approximately four yards
- explosion may be blocked via shield or claws; it is subject to Avoid and Evade (but not Dodge)
- monster's Chance to do a critical hit is applied
- damage doesn't increase with player count
- level difference between exploding boss and its enemy is not evaluated
- damage is based on boss' maximum hit points; the level bonus will result in a higher value here, but the life bonus is not applied
- the global Corpse Explosion modifier from DifficultyLevels.txt of 50% / 35% / 20% in Normal / Nightmare / Hell respectively is applied
***** base defense is firstly doubled then percentage defense boni are applied if available; Amazon's Inner Sight skill will step in after base defense is doubled.
Tripling overall defense may have been valid in an older patch, or in Classic.
see also:
- Monster Resistances and Immunities Guide, by onderduiker at the Basin
- Boss Modifications, by Grimborn
- Boss Status Modifications (1.11b), by Nefarius at the Keep
- Which elements are most resisted in Hell?, onderduiker's testings
- Champion and Unique Hitpoint modifiers, onderduiker's testings
- Stone Skin Unique Modifier, onderduiker's testings
Bugs
There exist some strange constellations, which are applied to beetle monsters (Scarabs) as well as to lightning enchanted bosses, since that bolt-emitting stuff is the same thing for both.
- Combination fire and cold enchanted: Frostnova and fire-explosion both are triggered two times each on death
- Combination fire and lightning enchanted: if boss is forced into Hit Recovery each time the death-fire-explosion is triggered also, but it isn't graphically displayed
- Combination cold and lightning enchanted: if boss is forced into Hit Recovery each time the Frost Nova is triggered also, but it isn't graphically displayed
- Combination fire, cold and lightning enchanted: if boss is forced into Hit Recovery each time the Frost Nova and the fire-explosion is triggered also, but it isn't graphically displayed; Frostnova and fire-explosion both are triggered two times each on death
- fire-explosion damage first was nerfed in Hell on closed battle.net, then with a client side patch (1.11), but not in Nightmare.
- if a Flayer Shaman Boss is killed, he will spawn his carrier Flayer - since 1.1x also as boss and with same name and attributes like the late Shaman
- in 1.09 multiple shot lightning enchanted bosses emitted more bolts, which also carried damage of any other elemental enchantment. Since 1.10 multiple shot doesn't work in combination with that bolts anymore.
nice to read
- Monster Resistances and Immunities Guide, by onderduiker at the Basin
- I know FE is nasty, but ...
- Damage to Mana misconceptions, also Mana Burn, by Nefarius at the Keep
Masterdrop
Act Bosses drop from a special treasure class when the player defies them for the first time to enter next act. Because of a wrong quest flag in MonStats.txt Andariel and Duriel always drop that 'Masterdrop' if the character talks to any NPC in town after defeating that bosses.
miscallenous
I've skipped Champions and their subspecies completely so far.
Champions are recognizeable due to the blue-written term 'Champion' (or name of subspecies, see below), they don't have an individual name of their own. Like bosses they're immune to AI-bending effects. You may meet up to five subspecies.
- Champions are generally better than normal monsters, simple Champ is most common subspecies
- Fanatic Champions are more aggressive, less tough due to having their defense set to -70 (which actually means it is zero, and the attacker gains a straight bonus of 70 to his Attack Rating)
- Possessed Champions don't suffer any curse and have a life bonus of +100%
- Berserker Champions gain same damage bonus like 'extra strong' Bosses, they suffer a penalty of -75% to life
- Ghostly Champions get their physical resistance set to 80%; if the monster class is already physical immune that bonus isn't applied, but if immunity is broken during the game, physical resistance is reset to 80%, regardless of actual breaking numbers; recent tests induce that resistance is regardless of displayed immunity indeed always set to 80%. Those Champs also get a chance to do cold damage (chill duration is 150 frames fix)
Hit Point values
One kind of monster will have its hitpoint value modified dependent of its hierarchical ranking according to the following table. All values are percentages.
monster | difficulty | ||
---|---|---|---|
ranking | Normal | Nightmare | Hell |
Normal | 100 | 100 | 100 |
Minion | 200 | 175 | 150 |
Unique Boss | 400 | 300 | 200 |
Champion | 300 | 250 | 200 |
Berserker | 75 | 62 | 50 |
Fanatic | 300 | 250 | 200 |
Ghostly | 300 | 250 | 200 |
Possessed | 600 | 500 | 400 |
see also:
- Champion Bonuses in (old) Lounge (1.09)
- MonStats.txt Fileguide in Phrozen Keep
- SuperUniques.txt Fileguide in Phrozen Keep
- MonUMod.txt Fileguide in Phrozen Keep
- Boss Status Modifications (1.11b) in Phrozen Keep
- Which elements are most resisted in Hell?, onderduiker's testing
- Monster Resistances and Immunities Guide, by onderduiker at the Basin
- Champion and Unique Hitpoint modifiers, by onderduiker at the Basin
Hirelings and Pets do just 50% / 35% / 25% damage against Act Bosses in Normal / Nightmare / Hell respectively, but they suffer complete boss' damage. Crushing Blow equipped to a hireling isn't subject to that penalty.
Nihlatak's Corpse Explosion is like Necromancer's CE, but with its own skill progression.
The fire explosion of a fire-enchanted boss is toned down to 50% / 35% / 20% in Normal / Nightmare / Hell respectively.
Credits
- Anheixinren
- Dosbis
- brianc84
- Nefarius
- onderduiker
- Ruvanal
- Atair
- tommi
Contact me via E-Mail, if you like.