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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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Diablo II
D2
Diablo 2 Resurrected
none A 0.85 applied
game-design
arpg
loot
blizzard
architecture
2026-05-10 pending
language framework
C++ Custom engine (Diablo II) / Vulkan (Resurrected)

디아블로 2(Diablo II)

매 한 줄

"매 ARPG 의 archetype — 매 random loot + skill tree + hardcore + ladder.". 매 2000 Blizzard North 의 release, 매 isometric 2D sprite 의 era, 매 2021 의 Resurrected 의 modernized 3D rendering, 매 modern ARPG (Path of Exile, Last Epoch, Diablo IV) 의 design DNA.

매 핵심

매 design pillars

  • Random loot tables: magic / rare / set / unique items.
  • Skill trees: 매 class 마다 의 30 skills 의 3 tabs.
  • Difficulty tiers: Normal → Nightmare → Hell.
  • Ladder seasons: 매 fresh economy reset.
  • Hardcore mode: 매 death 의 permanent.

매 architecture

  • Client-server (Battle.net): 매 anti-cheat 의 server-authoritative.
  • Tile-based map generation: 매 procedural dungeon.
  • Sprite system: 매 8 directions × frames × layers.
  • MPQ archive: 매 asset packing format.

매 응용

  1. Loot system 의 modern ARPG influence.
  2. Skill tree 의 RPG genre 의 standard.
  3. Online economy 의 trading mechanics.
  4. Modding scene (Median XL, Path of Diablo).

💻 패턴

Pattern 1 — Loot table weighting (pseudocode → C)

typedef struct { ItemType type; int weight; } LootEntry;
LootEntry table[] = {
  {NORMAL,   60}, {MAGIC, 25}, {RARE, 10},
  {SET,       3}, {UNIQUE, 2}
};
int roll = rand() % 100;
int acc = 0;
for (int i = 0; i < 5; i++) {
  acc += table[i].weight;
  if (roll < acc) return table[i].type;
}

Pattern 2 — Magic find (MF) calculation

// effective_chance = base_chance * (1 + MF/100)
// but with diminishing returns formula
float effective_mf(float mf, float factor) {
    return (mf * factor) / (mf + factor);
}
// Unique factor = 250, Set = 500, Rare = 600

Pattern 3 — Skill synergy (D2 LoD)

// Damage = base * (1 + 0.10 * synergy_skill_level)
int fireball_damage(int level, int fire_bolt_lvl, int meteor_lvl) {
    int base = 18 + level * 4;
    float synergy = 1.0f + 0.10f * (fire_bolt_lvl + meteor_lvl);
    return (int)(base * synergy);
}

Pattern 4 — Item affix prefix/suffix

struct Item {
    BaseType base;
    Affix prefix[3];   // e.g., "of Speed"
    Affix suffix[3];   // e.g., "Cruel"
    int sockets;
};
// Rare = 4-6 affixes, Magic = 1-2

Pattern 5 — Resurrected toggle (legacy ↔ modern render)

// D2R retains original game logic, swaps render layer
if (settings.legacyRender) {
    Render2DSprites(scene);  // original DirectDraw path
} else {
    Render3DRemastered(scene); // Vulkan/D3D12, PBR materials
}

Pattern 6 — Open Battle.net character (insecure, historical)

// "Open" chars stored client-side → trivial to dupe/edit.
// "Closed/Realm" chars stored server-side → authoritative.
// Lesson: server-authoritative state is non-negotiable for online RPGs.

매 결정 기준

상황 Approach
매 modern ARPG design D2 의 loot + skill tree 의 baseline
매 anti-cheat Server-authoritative state
매 retention Ladder / season reset
매 monetization 2026 Cosmetics-only (D2R) vs MTX (D4)

기본값: 매 server-authoritative + 매 seasonal ladder.

🔗 Graph

🤖 LLM 활용

언제: 매 ARPG mechanic 의 design 시, 매 loot table 의 balance 분석, 매 skill synergy 의 formula 설계. 언제 X: 매 specific D2 의 internal undocumented bug 의 정확한 reproduction (data 부족).

안티패턴

  • Client-authoritative state: D2 Open Battle.net 의 mass duping 의 lesson.
  • Power creep: 매 patch 마다 의 damage inflation 의 trivialize content.
  • No drop rate transparency: 매 modern player 의 expectation 위반.
  • Pay-to-win: 매 D2 의 cosmetic-only 의 reputation 의 maintain.

🧪 검증 / 중복

  • Verified (Blizzard official patch notes, D2 LoD wiki, Resurrected dev interviews).
  • 신뢰도 A-.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — D2 design pillars + loot/skill patterns + Resurrected architecture