Rules for PvP high-end content

Hello everyone from Ukraine) I would like to add some things that I saw on other D2:LoD servers that fit very well here for the implementation of high-end content, motivating not only new players to collect interesting builds, but also a good tool for developers to check the balance of classes in this game mode.

And now you can add rules for this PvP map

Games of the “Fair PvP” class are those that have one of the following names (letters of the name can be in any case):
“fair pvp” “fair_pvp” “fair-pvp” “fair tvt” “fair_tvt” “fair-tvt”

The duel begins only after both opponents write “go” or “g”. Before that, you can not attack the enemy.

During a match PROHIBITED:

  1. Use city portals, wells, Refilling, Health and Mana Shrines during combat.
  2. Use mercenaries.
  3. Use Healing and Rejuvination Potions, Antidote, Thawing Potions. Mana Potions are not allowed to be drunk by characters using the Energy Shield skill.
  4. Throw on the ground or pick up any objects from the ground.
  5. Enter the city before the end of the duel. An exception is a character who accidentally teleported to the city and immediately returned to the location of the duel, in other cases - an admission of defeat.
  6. Leave the location where the fights are held.
  7. Use charms with Poison Damage.
  8. The paladin is forbidden to use the Prayer, Meditation, Cleansing auras, and in addition - to use the Charge skill and the Vigor aura at the same time.
  9. Use precast with the help of things not worn on the character during the battle.
  10. Use third party characters to cast, give yourself auras/BO/Enchant etc. third party spells. “Third party characters” means those characters whose participation in the battle was not agreed by all parties.
  11. Intervene with other players if it was not agreed in advance pvp 2 vs 1 or tvt.
  12. Activation of things xx% Cast on Striking/when Struck before the battle.
  • Now about how the map should be configured
  1. If you enter the game, you will receive a purple message saying that you have entered a Fair PvP game, as well as a reminder of the additional rules in force in such games.
  2. There are no monsters in Blood Moor, which means there is no need to waste time on tedious and boring map clearing.
  3. If you die in Blood Moor on Softcore, then your bottles and gold do not fall out of you, and a corpse is not created. After the resurrection, you find yourself in the city fully dressed. Due to this, we get a noticeable time saving, and the game becomes much more comfortable.
  4. It is impossible to use Shrines (“chapels”, when you click on them, nothing just happens), except for Well, Refilling Shrine, Mana Shrine, Health Shrine (these Shrines work for convenient healing between rounds).
  5. If you have Hostile (war) to someone and you use Well, Refilling Shrine, Mana Shrine or Health Shrine, then a text message is written to everyone present in the game notifying that such and such a player used such and such a Shrine .
  6. If you have Hostile for someone and you drink a bottle, then your name is written to everyone present in the game. The name is colored according to the type of bottle drunk:
    Health Potion - in red
    Mana Potion - blue
    Rejuvination Potion - purple
    Thawing Potion - yellow
    Antidote Potion - gray
    The message about drinking Mana Potion only appears if an EnergyShield Sorc drank it.
    An “EnergyShield Sorc” is a Sorceress that has an active Energy Shield, or a base level (excluding all possible bonuses) of Energy Shield greater than zero, or a base level of Telekinesis greater than one.
  7. The following skills do not work for players and mercenaries (there is no effect in any way of using them):
  • Holy Freeze
  • Slow Missiles
  • Bone wall
  • bone prison
  • Life Tap
  • Iron Maiden
  • Decrepify
  1. The Battle Command, Battle Orders and Shout skills can only be used by the barbarian (but the effect of these skills can be received by everyone who is in the same party with the barbarian). Thus, “Call To Arms” CTA was not used in Fair PvP.
  2. Amplify Damage can only be used (this also applies to Chance To Cast On Striking/When Struck etc.) by a necromancer.(so as not to abuse the brand and similar items)
  3. Item property Slows Target By X% does not work, Clay Golem does not slow down the enemy.
  4. Cannot use any skill charges. When using charges, nothing happens, charges are not spent. (You can leave the ability to use teleports if you manage to implement it)
  5. For EnergyShield- Sorc, the sum of Replenish Life +X property values ​​from all items is limited to 20. That is, EnergyShield-Sorc regenerates with Replenish Life in no case faster than if she had only 20 of this same Replenish Life ( in total).
  6. If the barbarian attacks an enemy that does not have the Teleport skill, then the sum of the values ​​of the X% Chance of Open Wounds property from all items of the barbarian is limited to 25 during such an attack. That is, the chance to “open wounds” for characters without a teleport does not exceed 25% for a barbarian, regardless of what he is wearing.
  7. If you have Hostile for someone and you are in Blood Moor, Cold Planes or Den of Evil, then when using the Meditation, Cleansing and Prayer auras, a message is written to everyone present in the game notifying that such and such a user used such auras. In other words, the fallen will no longer be able to quietly heal (which is a violation of the rules of Fair PvP) somewhere with auras so that his opponent and outside observers do not know about it.
    The same message is given when using the Charge and Vigor skills at the same time.
    The message is sent once every 5 seconds (to avoid excessive screen clutter) and means that in the 5 seconds preceding the message, the user has at least once performed an action prohibited by the Fair PvP rules.
    It is possible to create a Fair PvP where this message will not be displayed. This is necessary if the opponents have agreed to use forbidden auras (which is not so rare), but want to take advantage of all the other Fair PvP features.
    To do this, when creating a Fair PvP in the Game Description (description of the game), the word noauramsg must be present. Letter case is not important. The word itself must be separated from other words in the game description by spaces (at least one)
  8. Add “showres” command. It should be typed exactly like this - without any slashes.
    This command lists all players in the game, along with their resistances and maximum resistances. The output list string format is as follows:
    char_name fire_res/max_fire_res cold_res/max_cold_res light_res/max_light_res poison_res/poison_max_res
    For easy perception, cuts are displayed in the appropriate color (fire - red, cold - blue, lightning - yellow, poison - green).
    Resistances and maximum resistances are the sum from all sources (skills, items, Anya’s quest). This command shows values ​​not modified by the automatic limiter (more on that below).
    In other words, resistances are shown before the difficulty penalty is applied (-100 on Hell).
  9. The property X% Chance to cast level Y when you Die does not work (it happens, for example, on Rainbow Facet).
  10. Knockback does not work when using the Lightning Bolt, Lightning Fury, Plague Javelin, Poison Javelin, Throw skills with a Javelin class weapon.
  11. On Blood Moor, players will not have the Durability of non-Ethereal items reduced. The exception is the Impale skill. When using it, the Durability of the weapon will decrease as in a normal game.
  12. Add an automatic ammo replenishment system between battles. At the same time, the current Quantity value of all Arrows, Bolts belonging to the character, and in addition - Throwing Knives, Throwing Axes, Javelins, becomes the maximum, provided that they are not Ethereal or contain the Replenishes Quantity property. Replenishment takes place: - when a player is resurrected. - when a player killed an enemy and on the same map there are no more living players to whom the player would be hostile.
  13. Add an auto-heal system between fights.
    When a player kills an enemy and there are no more living players on the same map to whom the player would be hostile, the timer starts (provided that the player was not dead, did not die and was not in a state of delayed death). After a four-second interval, the character’s HP and MP are healed to their maximum (provided that the player was not dead, dying or in a delayed death state at that moment).
    A player can be in a delayed death state when (for example) they are dealt lethal damage during a Charge or Whirlwind.
    Simultaneously with the restoration of HP and MP, negative effects such as Poison, Open Wounds, Cold (“freeze”), Stun, Weaken, Amplify Damage, Inner Sight, Lower Resist, Battle Cry, Cloak of Shadows are removed from the character.
  14. Add an automatic supply system for mana recovery drinks (only for the Hell difficulty level). At the same time, each empty cell of the character’s belt is filled with Super Mana Potion, if the character is not an EnergyShield sorcerer. For each drink, the game takes 500 gold from the player (if there is not enough gold, the drink is not given).
    Supply takes place:
  • when a player is resurrected.
  • when a player killed an enemy and on the same map there are no more living players to whom the player would be hostile.
    Supply occurs provided that at least 20 seconds have passed since the last supply.
  1. Add an automatic resist/maxresist/absorb limiter. It limits the values ​​of these parameters during damage calculation, according to the rules described below.

For the following characters, the fire, cold, lightning, poison maxresist values ​​are capped at 85 (i.e., setting a maxresist higher than this number will definitely not give any positive effect. In the presence of absorbs, these maxresists can become even less, according to the rules that will be described below):

  • Barbarian with Teleport skill
  • Amazon
  • An Assassin holding Assassin Claws in both hands

A druid with a Cyclone Armor base skill level greater than 1 has fire, cold, lightning maxresistors limited to 85 (with absorbs and Poison Length Reduced by X%, these maxresistors can become even less, according to the rules that will be described below).

Next, consider the logic of the limiter for each element separately. A distinction should be made between absorb% (“percent”, “relative” absorb, as on Wisp Projector) and absorb (“absolute”, “integer”, “plain” absorb, as on Thundergod’s Vigor).

  1. Fire.
    If the character has a non-zero absorb%, then absorb is reset to zero, absorb% is limited to 15, maxresist is limited to 80.
    Otherwise, if there is a non-zero absorb, then the absorb is limited to 20, the maxresist is limited to 85.
    Otherwise, the maxresist is limited to 90.

  2. Lightning.
    If the character has a non-zero absorb%, then the resist is capped at 295, otherwise the resist is capped at 340.
    If the character has a non-zero absorb%, then absorb is reset to zero, absorb% is limited to 20, maxresist is limited to 80.
    Otherwise, if there is a non-zero absorb, then the absorb is limited to 20, the maxresist is limited to 85.
    Otherwise, the maxresist is limited to 90.

  3. Cold.
    If the character is a barbarian, then the resistance is capped at 275, otherwise the resist is capped at 350.
    Absorption is always reset to zero.
    If there is a non-zero absorb%, then absorb% is limited to 20, maxresist is limited to 75.
    Otherwise, the maxresist is limited to 85.

  4. Poison.
    If the character is a barbarian, then the resistance is capped at 250, otherwise the resist is capped at 300.
    The value of Poison Length Reduced by X% (hereinafter - plr) is limited to 100.
    If there is a plr greater than 50, then the maxresist is limited to 75.
    Otherwise, if there is a non-zero plr, then the maxresist is limited to 85.
    Otherwise, the maxresist is limited to 90.

I also want to touch on PvP under a rune or an item, but this is if this topic resonates.
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