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Boss Modifiers

538 bytes added, 21:18, 14 June 2013
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Boss modifiers are introduced gradually as a character progresses through the game. The bosses found in the earliest portions of Act One can only spawn with one of three Modifiers: [[Nightmarish]], [[Knockback]], or [[Teleporter]]. This process evolved during the beta test, as nasty boss modifiers such as [[Arcane Enchanted]], [[Molten]], and [[Frozen]] were gradually removed/moved to higher monster levels.
The following Boss Modifiers can be found in '''Normal difficulty''', where every random boss and champion pack will have one (and only one) of them.
* [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]].
'''Nightmare difficulty ''' adds additional modifiers to the selection pool, and all random bosses and champion packs will have two modifiers semi-randomly selected. All of the Normal Difficulty Affixes are possible, with several new modifiers possible on Nightmare:
* [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]].
'''Hell difficulty ''' adds additional modifiers to the selection pool, and all random bosses and champion packs will have three modifiers semi-randomly selected from the Normal, Nightmare, and the new Hell affixes:
* [[Avenger]] and [[Health Link]]. ([[Invulnerable Minions]] was Hell/Inferno only prior to its removal from the game.)
 There are no additional Boss Modifiers enabled in '''Infernodifficulty''', though the fact that random bosses and Champions get 4 modifiers on that difficulty level can create combinations not seen previously.
==Modifier Grouping==
In July 2012 Blizzard revealed that boss modifiers were sorted into three groups, which limited which mods could spawn with each other on the same monsterElite. [http://diablo.incgamers.com/blog/comments/blizzard-on-post-validayion-auction-house-ui-v1-04-details-and-more#more-23877]
<blue><font color="#FFFFFF">Why aren’t monster affix combinations restricted in some way?</font><br>
We know that not all players will see eye-to-eye with us on how these categories are organized, and we expect some criticism and disagreement, especially from such a passionate group of gamers. While we’re happy with where affix combos are right now, we’re open to feedback and especially constructive discussion. :)</blue>
 
This means that a given Elite can only have 1 (at most) of the Strong CC affixes, and 1 (at most) of the Defensive affixes. Thus an Elite on Inferno could have 1/1/2, 1/0/3, 0/1/3, or 0/0/4, respectively. These limits are meant to assist players by preventing an Elite from spawning with multiple overlapping functions, such as an Elite with Knockback + Nightmarish + Vortex that would constantly jerk and shove a character around, helplessly.
{|
| valign="top" |
[[Avenger]](C)<br>
[[Extra Health]]<br>
[[Health Link]](C)<br>[[Horde]](B)<br>
[[Illusionist (Boss modifier)|Illusionist]]<br>
[[Missile Dampening]](B)<br><nowiki>* </nowiki>[[Invulnerable Minions]](B)<br>
[[Shielding]]<br>
[[Vampiric]]
[[Electrified]]<br>
[[Fast]]<br>
[[Fire Chains]](C)<br>
[[Frozen]]<br>
[[Molten]]<br>
[[Waller]]
|}
 
B = Boss only
C = Champions only
 
==Bosses vs. Champions==