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Hit Recovery

According to common belief loss of more than 1/12 of maximum life or suffering a stunning attack causes Hit Recovery to an unit. This plays a special animation called obviously Get Hit animation with a given duration. The 'Faster Hit Recovery' item property will shorten that duration. Similar to all time-consumpting mechanisms duration is measured in Frames, a Frame lasts 1/25 second. You may also read 'tick' instead of 'frame' sometimes.
The base duration is dependend on kind of unit, but only of importance to player characters and hirelings, since you can't prolong or shorten other unit's Get Hit animation. Items granting Faster Hit Recovery - FHR - are listed at Atair's d2wissen.
Shape-shifted forms like Undead Fetish caused by triggering delirium state or Vampire caused by wearing full Trang Oul set will use those forms' durations. Some threads indicate this is always the case, so a Paladin shifting to Werebear or a Barbarian shifting to Werewolf will be subject to wereform's tables, not table of own class anymore.

In fact there's some more to it, the 1/12 life loss rule is 'lying for children'; it gives an approximation, but is not always true. For more scary technical details see this thread by Nefarius at the Phrozen Keep and GetHit mode trigger function by Myrdinn at the Basin.


Stun and Knockback

Some skills cause a 'stun' effect. Non-player units are unable to do anything during stun duration, player characters will be forced into Hit Recovery and irregardless of caused damage will be forced into this animation with each successful hit during that duration. Stun is delivered by

Other skills and some items cause Knockback. This also forces the affected unit into Hit Recovery.


formular derivation of Hit Recovery duration

Firstly effective Hit Recovery speed is calculated. This calculation is subject to a diminishing returns formula.

eFHR = [FHR * 120 / (FHR + 120)]

eFHR: effective Hit Recovery FHR: Faster Hit Recovery granted by items [ ]: Floor Function

ClasseWeaponvanim
Druid
Werebear
all184
Druid
human
one-handed
swinging weapons
248
Paladinspears
two-handed staves
two-handed axes
two-handed hammers
poles
192

The value of vanim is commonly 256. Beneath you see the list of exceptions.

Further there is a class-specific constant GetHitbase needed in the main formula.
Beware: this does not resemble the frame count needed by a character without FHR granted by items!

ClassGetHitbase
Amazon6
Assassin5
Barbarian5
Druid
Werebear
5
Druid
Werewolf
4
Druid
human
7
Necromancer7
Paladin5
Sorceress8
hirelings
Rogue6
Town Guard8
Iron Wolf9
Barbarian5

Hit Recovery duration in frames is now calculated this way:

HRf = {256 * GetHitbase / [vanim * (50 + EFHR) / 100]} - 1

GetHitf: duration in frames GetHitbase: class-specific constant vanim: animation velocity aka AnimSpeed eFHR: effective Hit Recovery gained from first formula [ ]: Floor Function { }: Ceiling Function

see also:

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last update 25IV08
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