Does range matter on a mercenary?

Kella DelRae

Diabloii.Net Member
Does range matter on a mercenary?

Simple questions, deciding whether to use infinity in a thresher or hold out for a giant thresher because of the longer range.

Please help!
 

krischan

Europe Trade Moderator
Act 2 mercs have a range of 2. You can check that e.g. versus the water snakes in Travincal. A character with a BA (range 3) can attack them while an act 2 merc cannot, no matter which weapon he is wielding.
 

Kella DelRae

Diabloii.Net Member
Act 2 mercs have a range of 2. You can check that e.g. versus the water snakes in Travincal. A character with a BA (range 3) can attack them while an act 2 merc cannot, no matter which weapon he is wielding.
Excellent, thank you much guess ill be going for that eth thresher!



 

omgwtfbbqpwned

Diabloii.Net Member
Act 2 mercs have a range of 2. You can check that e.g. versus the water snakes in Travincal. A character with a BA (range 3) can attack them while an act 2 merc cannot, no matter which weapon he is wielding.
According to RTB, Town Guards have a default range of 3.



 

jakotaco

Diabloii.Net Member
And for nitpicking some, some of the snakes CAN be reached from certain positions by act 2 merc (the ones by the northeastern edge of the pool)
 

Ax2Grind

Diabloii.Net Member
Yeah, I've seen them attack certain ones, but mostly it's the watcher's tail. The head perplexes them as they'll just stand there and get hit by the poison attack.
 

krischan

Europe Trade Moderator
I just tested it. The snakes consist of 3 parts, but the merc (wearing a cryptic axe with range 4) cannot attack all of them. However, my frenzy barb (with BAs, range 3) can attack any part. My conclusion is that the merc has reach 2... :scratch:
 

jakotaco

Diabloii.Net Member
I'm sure you're correct in that Krischan.

By the way, does those watcher tentacles ever do anything but wave back and forth and get killed?
 

nebux

Diabloii.Net Member
strange, i have an aveger using a divine scepter (range 2) and he is able to kill the watchers in Travincal. still the n00b is under hypnosis when is trying to attack snakes.
 

krischan

Europe Trade Moderator
All three parts die when the head is killed, so I looked for a snake where the merc couldn't attack the head, but just stands before it, so the snake was definitely alive. My barb could kill the head, however. I also remember from earlier occasions that my IK barb cannot attack the snakes, as the IK maul has a range of just 2.
 

RTB

Diabloii.Net Member
Act 2 merc: act2hire in monstats2.txt has 2 in the meleeRng column. 0 is a range of 1, so the act 2 merc has a range of 3. I blame the not being able to attack the water snakes on AI, or rather a lack of it.
 

krischan

Europe Trade Moderator
Hmm, I tried to run back and forth a few times, but he couldn't attack. Perhaps he insists on going closer, but he cannot. That means, even when a merc has reach 3, he might not take a benefit from it, or the game doesn't allow such a benefit at all when the enemy is at a certain position...
 

Ax2Grind

Diabloii.Net Member
The tentacles attack in a normal whiplike motion, doing physical damage. The head is the parent object, so if killed (leaves no corpse) the tentacle(s) die(s) with it. Like any other monster that's killed that way, you get no experience for the tentacles that die by direct watcher removal (just like not getting experience from the imp that dies in the barricade when you destroy that). So, if you want that, you'll have to kill the tentacles first.
 
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