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Boss

635 bytes added, 02:11, 12 August 2010
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The free-range boss monsters in Diablo 3 have randomly-assigned names that are fairly similar to the names they had in Diablo and Diablo 2. A few samples noted from Blizzcon 2009.
* '''Death Froth ''' -- [[Sand Wasp]].* '''Spirit Hawk ''' -- [[Lacuni Warrior]].* '''Bile Feast ''' -- [[Lacuni Warrior]].* '''Rust Raven ''' -- [[Lacuni Warrior]].* '''Haze Fuse ''' -- [[Tomb Viper]]. * '''Pit Thorn ''' -- [[Tomb Viper]].
There will also be plenty of [[superunique]]s and other high level bosses with have fixed names, who will appear in the same place each game, whether they're part of the plot or just localized events. Only a few of these are known thus far, but you can read about [[Thousand Pounder]], [[Siegebreaker]], and the [[Skeleton King]] for more details.
::'''Jay Wilson: '''...we deal with some of the harder monsters, like bosses and rares and champions ...they would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop about every 25%. The other thing we did, because we design everything for cooperative play, if you pick up a health globe and you have a friend nearby, you both get the benefit. So that's something we did to make sure the system didn't favor people who are running forward, melee classes, who used to pull up all the health potions. Now they're actually helping the people in the back.
 
==Boss Modifiers==
Most of the special, random modifiers found on bosses in Diablo 3 are reminiscent of {{iw|Monster_modifier#Unique_Monster_Bonuses those seen in Diablo 2}}, but there are some new ones mixed in. All of the bosses seen (on normal difficulty) in the Blizzcon 2008 and 2009 demos had at least one modifier, but quite a few had two. It's not known if the bosses with two mods were [[SuperUniques]] sporting their own innate mod + a random one, or if some bosses can just spawn with multiple modifiers on normal difficulty.
This list is a work in progress, and was compiled from play experience at Blizzcon 2009. The information in this section comes almost entirely from this boss report on Diii.net. [http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/] ==Boss Modifiers== Most of the special, random modifiers found on bosses in Diablo 3 are reminiscent of {{iw|Monster_modifier#Unique_Monster_Bonuses those seen in Diablo 2}}, but there are some new ones mixed in. This should be considered a partial list, and was compiled from play experience at Blizzcon 2009.[http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/]
===Cold Aura===
A property that adds fire damage (and presumably fire resistance) to monsters, much as Fire Enchanted did in Diablo 2. This modifier was also seen on some normal monsters; Molten skeletons were seen, and they appeared to have fire damage added. From this sighting players are speculating that boss modifiers may regularly appear on normal monsters, adding to their abilities. Rather than Diablo 2's Burning Dead skeletons, Diablo 3 might just have regular skeletons with Molten or other boss properties.
 
 
===Multi-Shot===
 
The dreaded multi-shot boss modifier returns in Diablo 3, as confirmed by [[Bashiok]].[http://blues.incgamers.com/Posts/1/1/4/10/6548/diablo-iii-health-globes#postId_17794] The mod itself wasn't that bad in Diablo 3, since bosses with projectiles were seldom dangerous. The danger in Diablo 2 came when MS paired with LE (Lightning-Enchanted), known as Electrified in Diablo 3, since the sparks emitted when the boss was hit were multiplied by the MS property. That was a bug and was fixed in later versions of the game. The bug does not recur in Diablo 3, so a boss with those two properties is not uniquely dangerous.
 
However, since some of the projectiles fired in Diablo 3 are much more dangerous than those in Diablo 2, this modifier may be more dangerous on the whole.