Devin_Rasmussen: Harassing me doesn't get you anywhere for your first question.
I am not here to harass you. I am here to correct you. If you would post correct information, preferably with citations, I would not need to correct you.
Devin_Rasmussen: Blizzard has supported the website for players to use not that they have made it. There's other Diablo 1 websites like this but they both shut down unclear why blizzard did so. U doubt them but holds no barreling on the useful information of the game that has mostly everything a new player can obtain. Look through the website before faulting me.
Where do I even begin here? I doubted that Blizzard supported that site on the basis that the site cannot possibly have existed on that host until years after Blizzard abandoned Diablo, on the basis that the hosting provider didn't start until years after Blizzard abandoned Diablo.
Yes, there were many Diablo 1 fansites back then. Most of them probably shut down when their operators lost interest in Diablo and moved on to newer games. Blizzard didn't need to silence them. Do you have specific evidence that Blizzard was silencing fan sites? They were pretty harsh on third-party servers, but never seemed to care about sites that just documented the game.
I did look through the site, and I found it to be substantially lacking. For example, the
Warrior page does not even mention that Warriors should max out their dexterity as soon as possible. The formula for chance-to-block is on the Dexterity page, not the page for blocking. The site mentions that Warriors have a faster block, but if it tells you the specific rates for each class, I have not found that page yet. I would expect that data to be either on the Block page or the per-class page. From these alone, I feel comfortable saying that the site is not nearly as useful as Jarulf's Guide, which is particularly sad when you consider that the Guide was written more than 15 years ago.
Devin_Rasmussen: It seems you jump on the gun for a lot of the stuff here of what I said.
Traditionally, one should jump on a grenade, not a gun, but only if wearing substantial protective equipment.
Devin_Rasmussen: Mistakes are being seen as false like no one can make.
Clearly someone can make those mistakes, because you did make them. When you write as if your statements are unquestionably true, and trivial research proves them false, then yes, someone should correct you. So far, that someone has been me. Perhaps someone else will step in one day. In the meantime, I suggest you research your facts more carefully, or at least provide citations for your claims.
Devin_Rasmussen: When I type this I was having trouble remembering certain words so I use words that are second next in line knowing there will be some misunderstanding that I will clear up later.
So, put another way, you wrote something you knew readers would misunderstand, and intended to have it corrected later. I then corrected you, and you got upset about it. Is that accurate?
Devin_Rasmussen: Monster do have effects when it comes to player stats.
Only in very special circumstances, which are not consistent with what you wrote above.
Devin_Rasmussen: Ignoring armor, reduce block chance from hitting
(not the stats on the player) undead do this even the black death.
Which monsters "ignore armor"? There is a guaranteed minimum chance-to-hit for monsters, but that is dependent on the dungeon level (15% for floors 1-13, increasing to 20%, 25%, 30% for floors 14, 15, 16), not the monster's type.
Yes, Black Death zombies can permanently drain Hit Points. Not chance to block.
Devin_Rasmussen: Spiiters stun the player but it appears to be pull in from the look of it even though that's not what it is.
Anything that deals non-resisted damage exceeding character level can stun the player. Acid spit cannot stun a player who resists it, at least in Diablo. Hellfire had a different behavior about blocking resisted damage, and I do not recall at the moment whether it changed the stun mechanics.
Devin_Rasmussen: Ghouls humanoid creatures at times have a child like face by their description from folklore of what version you take it as. I go by the original.
Ghoul is a specific type of zombie. According to Jarulf's Guide, the progression of zombie subtypes is Zombie, Ghoul, Rotting Carcass, Black Death. If you want to use ghoul in the more general sense, especially as you seem to have meant here, please be more careful in how you describe them.
Devin_Rasmussen: In Dablo 1 they're known as "Hidden, Stalker, Unseen, Illusion Weaver") These monster fade out of light and back into the shadows (This is how the riddle of Hall of the blind describe) This is their behavior and in the game you see them vanish and reappear next to you to attack. Diablo 1 took a lot of mythology creatures from around the globe. I thought it was neat that they did this.
Collectively, these are "The Hiddens", and yes, they work as you describe. Their specific distance for appearing/disappearing depends on their intelligence factor. Higher type Hiddens will approach more closely before appearing. See section 5.3.3 for intelligence factors.
Devin_Rasmussen: I do believe you did no testing with this last point you made.
You're half right. I did not go do a formal test, because I have played enough rounds that I did not need to. Additionally, due to the tremendously useful work of the Devilution project, it's not necessary to perform such tests, because we can simply inspect the Devilution code to see how things actually work.
Monster mixes are randomly chosen, except on level 16, where the game forces use of Blood Knights and Advocates. Monster mixes are independent of the player's resistance. You can see this in the implementation of
GetLevelMTypes in
Source/monster.cpp.