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Can you roll different immunes for same area, or there are fixed immunes?
For example, some reroll/respawn I got no lightning immunes, and some I couldn’t get away with 1 immune, 2 non immune. Some got 3 kinds of same immune! Which made me respawn right away.
I’m doing mostly p8. With my Javi for now. But was wondering in general-
Poison necro. zerker/physicals.
For example, some reroll/respawn I got no lightning immunes, and some I couldn’t get away with 1 immune, 2 non immune. Some got 3 kinds of same immune! Which made me respawn right away.
I’m doing mostly p8. With my Javi for now. But was wondering in general-
Poison necro. zerker/physicals.
Can be used to make Runewords:
Can you roll different immunes for same area, or there are fixed immunes?
For example, some reroll/respawn I got no lightning immunes, and some I couldn’t get away with 1 immune, 2 non immune. Some got 3 kinds of same immune! Which made me respawn right away.
I’m doing mostly p8. With my Javi for now. But was wondering in general-
Poison necro. zerker/physicals.
For example, some reroll/respawn I got no lightning immunes, and some I couldn’t get away with 1 immune, 2 non immune. Some got 3 kinds of same immune! Which made me respawn right away.
I’m doing mostly p8. With my Javi for now. But was wondering in general-
Poison necro. zerker/physicals.
goodluck, and may the RNG god be with you.
Most of the time, monsters have fixed immunes.
Some modifiers increase their resist making them have addition immunity.
Some modifiers increase their resist making them have addition immunity.
pm me here (d2. Io) for trade
OP
but i've noticed they change.
so the respawn could still have a chance for you to get a non immune so you could use your element of specialty.
so the respawn could still have a chance for you to get a non immune so you could use your element of specialty.
goodluck, and may the RNG god be with you.
For me, the most popular respawn are the ancients.
They usually spawn with modifiers.
They usually spawn with modifiers.
pm me here (d2. Io) for trade
OP
yes i think the throwing barb guy is always lightning immune.
goodluck, and may the RNG god be with you.
So this is the way it works. All enemies and bosses have set resistances built in. If they are over 100, they are flagged immune. On top of that, unique mobs have modifiers, like cold enchanted or mana burn. Certain ones of these add additional resistance. The three enchanted modifiers add 75% resist to their respective resistance, magic resistance is a flat 40 resist all, and Stone skin adds 50% physical resistance. If, after that is tallied, a resistance passes 100%, then that immune also pops up. HOWEVER I have long suspected that you can only get one new immunity that way (I think I have seen monsters that have multiple enchanted that should add more than one immunity, but I dont see it pop up), but I am unsure
OP
I'm not asking about how the immune works.
I'm asking is there a way to determine getting, for example no-immune for lightning?
are there areas where that's not even possible, for example at least 1 mob is light-immune or more.
I'm asking is there a way to determine getting, for example no-immune for lightning?
are there areas where that's not even possible, for example at least 1 mob is light-immune or more.
goodluck, and may the RNG god be with you.
ah apologies, yeah guides exist like the previous post that give areas that have at least a very high chance of not having an immune, like stony tomb not having any fire or cold (Except the super immune there which is immune to cold), or Ancient Tunnels which never has any cold immunes
OP
sorry, i guess i'm missing here something.
the first link is the cheat sheet so the lvl85 monsters chart is the possible immunes?
in worlstone keep for example all immunes are possible, but in Upper Kurast-forgotten relinquery: no lightning immunes?
the other two links are both Terror zones, which i again forgot to mention I'm ssf. offline.
goodluck, and may the RNG god be with you.
That's right. Act 5 features guest monsters, and larger monster pool means more possible immunes (but only possible, not certain - in each game only 3 different kinds of monsters spawn in a zone). Zones in earlier acts have smaller pools of possible monsters, and often none of them is immune to a given element.rikus wrote: 2 years ago sorry, i guess i'm missing here something.
the first link is the cheat sheet so the lvl85 monsters chart is the possible immunes?
in worlstone keep for example all immunes are possible, but in Upper Kurast-forgotten relinquery: no lightning immunes?
Doesn't matter; TZs have only monster level increased, but the monsters themselves are the same as in regular zones.
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