Post by johannhowitzer on Jul 8, 2018 18:16:28 GMT
This document is a result of my research in the process of planning the Immortality solo speedrun. It lists enemy stats for many important enemies in level 1-40 areas. As my speedrun research was very focused, many enemies are missing, and many stats for the included enemies are missing, but most important things are here. It covers almost all tag boss areas, as well as some popular grinding areas and quest enemies.
docs.google.com/spreadsheets/d/1IxXSIyyxbaFvjyMJr13h1XYodUmeomCAzNPQAr-JMsk/edit#gid=0
I do plan to fill in more information as I find it. This is not available to publicly edit, as I have no way to prevent vandalism, but feel free to PM me anything important you find. Yellow highlights are pieces of information I consider important enough to seek out in the future. If you happen to see anything highlighted in red, that's something I would like to test soon for specific reasons.
All save DCs are noted with a letter, F = Fortitude, R = Reflex, W = Will. Thus, Greater Ruin 45F means a 45 DC versus Fortitude. Great Thunderclap forces a save against all three, so it won't have a letter.
If you do any enemy stat testing on your own, to hand to me for adding to this spreadsheet, please use the following methods, as these are much more reliable than alternatives, and I am hesitant to accept information I can't vet as accurate:
Attack Bonus: Face the enemy ALONE with no other enemies around, using no debuffs or auras such as Battletide, and check the combat log for the high end of the AB series. Screenshot proof is very appreciated.
Spell Penetration: Increase your SR above zero, and take one of the enemy's high-end spells. Occasionally I think I've seen two SP numbers from two different spells; so for example if the enemy has both Finger of Death and Negative Energy Ray, try to get the SP from the Finger of Death.
Spells and Abilities: I'd much rather you point me toward the enemy using the ability under certain circumstances, so I can go confirm and test the DC myself. Descriptors and AI strangeness can be factors here.
Armor Class: Face the enemy preferably alone, and use Evard's Black Tentacles or a physical attack. You need to see an attack hit on one total roll, and miss with the total roll being one point lower - for example, if your AB is 50, you might see a miss on a roll of 64, but a hit on 65. Be aware of autohit on 20 and automiss on 1. Ignore concealment misses and Epic Dodge.
Concealment: Face the enemy with any concealment buffs it might have already up, and use Evard's Black Tentacles. Watch for concealment messages in the log. Physical attacks are not useful to me, as I can't tell if you have Blind Fight or an effective amount of Listen.
Health: HP is not a stat I will accept, except under the following specific circumstances - examine the enemy to be sure there is no negative immunity, and use Harm without having done any damage to the enemy beforehand. Report the damage Harm did. Resistance may still be a factor, but Harm is accurate enough when there's no immunity, I don't need health numbers to be ultra-accurate. All Harm-immune enemies, I'd rather test myself with specific complicated setups. One important reason for this is that regeneration is very often a factor and is very difficult to test exactly how much is being regenerated.
Spell Resistance: Face the enemy preferably alone and without lowering its SR, and cast a spell that respects SR and is not blocked by immunity. Do not use soup spells, some soups say they respect SR but actually don't. I can't think of any other spells that would create unreliable results, but to be on the safe side, tell me what spell you used.
Fortitude: Use Evard's Black Tentacles. I think Evard still shows the fortitude save even when the target is immune, and Evard is descriptorless. I don't know for sure if any enemies have bonus saves against certain descriptors, so for example if you use Finger of Death, maybe the enemy had a bonus versus Death descriptor, so its save is normally lower.
Reflex: Find a descriptorless spell for reasons stated above, if you can. I think Reverse Gravity might be descriptorless? Good idea with testing saves in general is to pass me a screenshot, in any event tell me what spell you used. If Evasion can work, I think you'll always see "/Evadable" in the logs. Definitely want to know if Evasion is in play. I've not yet found any enemies that have Improved Evasion.
Will: I don't think I ever found a Will spell without a descriptor, even Vortex of Teeth is versus Fear. Mind spell descriptor is pretty safe anyway, as the really important Will spells are Mind descriptor. I don't know how to tell whether an enemy has the Slippery Mind feat, if anyone knows about something showing up in the logs, please tell me.
Other defenses: If you give me spell level immunity, I'll test it myself to be sure, as it's easy to be fooled by a specific spell immunity sometimes. Elemental immunity or significant resistance can be useful, the Know Vulnerabilities spell is great and if you use it, please screenshot! Counting enemy heal potions is always nice, as is any powerful specific spell vulnerability such as the Brewmaster's glaring weakness to Forceful Hand.
docs.google.com/spreadsheets/d/1IxXSIyyxbaFvjyMJr13h1XYodUmeomCAzNPQAr-JMsk/edit#gid=0
I do plan to fill in more information as I find it. This is not available to publicly edit, as I have no way to prevent vandalism, but feel free to PM me anything important you find. Yellow highlights are pieces of information I consider important enough to seek out in the future. If you happen to see anything highlighted in red, that's something I would like to test soon for specific reasons.
All save DCs are noted with a letter, F = Fortitude, R = Reflex, W = Will. Thus, Greater Ruin 45F means a 45 DC versus Fortitude. Great Thunderclap forces a save against all three, so it won't have a letter.
If you do any enemy stat testing on your own, to hand to me for adding to this spreadsheet, please use the following methods, as these are much more reliable than alternatives, and I am hesitant to accept information I can't vet as accurate:
Attack Bonus: Face the enemy ALONE with no other enemies around, using no debuffs or auras such as Battletide, and check the combat log for the high end of the AB series. Screenshot proof is very appreciated.
Spell Penetration: Increase your SR above zero, and take one of the enemy's high-end spells. Occasionally I think I've seen two SP numbers from two different spells; so for example if the enemy has both Finger of Death and Negative Energy Ray, try to get the SP from the Finger of Death.
Spells and Abilities: I'd much rather you point me toward the enemy using the ability under certain circumstances, so I can go confirm and test the DC myself. Descriptors and AI strangeness can be factors here.
Armor Class: Face the enemy preferably alone, and use Evard's Black Tentacles or a physical attack. You need to see an attack hit on one total roll, and miss with the total roll being one point lower - for example, if your AB is 50, you might see a miss on a roll of 64, but a hit on 65. Be aware of autohit on 20 and automiss on 1. Ignore concealment misses and Epic Dodge.
Concealment: Face the enemy with any concealment buffs it might have already up, and use Evard's Black Tentacles. Watch for concealment messages in the log. Physical attacks are not useful to me, as I can't tell if you have Blind Fight or an effective amount of Listen.
Health: HP is not a stat I will accept, except under the following specific circumstances - examine the enemy to be sure there is no negative immunity, and use Harm without having done any damage to the enemy beforehand. Report the damage Harm did. Resistance may still be a factor, but Harm is accurate enough when there's no immunity, I don't need health numbers to be ultra-accurate. All Harm-immune enemies, I'd rather test myself with specific complicated setups. One important reason for this is that regeneration is very often a factor and is very difficult to test exactly how much is being regenerated.
Spell Resistance: Face the enemy preferably alone and without lowering its SR, and cast a spell that respects SR and is not blocked by immunity. Do not use soup spells, some soups say they respect SR but actually don't. I can't think of any other spells that would create unreliable results, but to be on the safe side, tell me what spell you used.
Fortitude: Use Evard's Black Tentacles. I think Evard still shows the fortitude save even when the target is immune, and Evard is descriptorless. I don't know for sure if any enemies have bonus saves against certain descriptors, so for example if you use Finger of Death, maybe the enemy had a bonus versus Death descriptor, so its save is normally lower.
Reflex: Find a descriptorless spell for reasons stated above, if you can. I think Reverse Gravity might be descriptorless? Good idea with testing saves in general is to pass me a screenshot, in any event tell me what spell you used. If Evasion can work, I think you'll always see "/Evadable" in the logs. Definitely want to know if Evasion is in play. I've not yet found any enemies that have Improved Evasion.
Will: I don't think I ever found a Will spell without a descriptor, even Vortex of Teeth is versus Fear. Mind spell descriptor is pretty safe anyway, as the really important Will spells are Mind descriptor. I don't know how to tell whether an enemy has the Slippery Mind feat, if anyone knows about something showing up in the logs, please tell me.
Other defenses: If you give me spell level immunity, I'll test it myself to be sure, as it's easy to be fooled by a specific spell immunity sometimes. Elemental immunity or significant resistance can be useful, the Know Vulnerabilities spell is great and if you use it, please screenshot! Counting enemy heal potions is always nice, as is any powerful specific spell vulnerability such as the Brewmaster's glaring weakness to Forceful Hand.