Those numbers are off. Honestly not sure where you got the 1 for non-breaking lightning for (just as an example). Conviction caps at -150, Infinity Conviction hits with -85. On immunes, either only applies at 1/5 so -30 and -17 respectively. To break immunities, you need to drop a mob to at least 99 res left. So with max Conviction, that's up to 129 res, with Infinity up to 116. If you look at lightning immunes in hell, that leaves 7 you can't break with Infinity and 2 you can't break even with a capped pally conv.davme_mcreg wrote: 2 years ago There are only 12 monsters that cannot have lightning immunity broken with just a Lower Resist Wand, and 1 that cannot break with only Infinity. Lightning can go anywhere with Infinity
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There are 44 monster immunities can cannot break with Lower Resist, and 9 that cannot break with Infinity. However with both fire can go anywhere except for megademons, (and can we just take a second to thank the person who said "we need a Megademon!").
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Here's the kicker. Cold has 20 monsters that cannot be broken with Infinity and Lower Resist. Cold is relegated to just a few areas they can farm in unless they have a merc that can kill for them.
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There are 33 poison immune monsters that cannot break with Lower Resist. I have never run poison so I can't speak to what it's like to play a poison class.
Similarly, fire has 33 that Infinity can't break, not 9. Just as a second example.
250 to still Cap at 75 actually. Certainly not nearly as much to merely (easily) survive.rikus wrote: 2 years ago also, you get a debuff of -75%?? in hell...phew.. that sounds risky even to put the charm on. it means you need like 300% total resistances to survive.
This is actually an interesting one. Normally, this should be wrong because hydras don't work like traps/pets, they actually get benefits from your gear and currently inherit -res from the sorc's gear. As a result, sunder should work for them as well. Weirdly enough however, sunder apparently became a disjointed mechanic from the norm and does in fact not work for hydras either. Strange..and dumb..but oh well..back to being left behind for Hydra sorcs.davme_mcreg wrote: 2 years ago It is clear that assassin traps (as well as sorc hydras), do not gain the benefit of a sunder charm so they are left far behind. However I do not expect this will stay this way. I believe they will find a way to have the assassin traps and sorc hydras included.
As for the whole " Cold Mastery needs to be reworked!" thing...does it though?
In terms of the ultimate outcome, -res is the same as +dmg. Either one increases the damage you do. The difference is that depending on your gear/build, one is better than the other as they ping pong off one another. For light and fire sorcs, -res gear tends to be infinitely better because they already get a ton of +dmg from mastery. For cold sorcs, it is the exact opposite.
Turning -res into +dmg on Cold Mastery doesn't change the final dmg (which really isn't too high if you contrast it to other sorc builds). It merely forces them to gear the same way a light sorc does (so...even less variety) and grab an Infinity. If the -res to +dmg switch is then done with evened out numbers, they actually end up doing even more dmg because not only do they still get the -res (now from gear) but they would get +dmg on top of it. It doesn't change how they'd play, it merely changes how they have to gear by making Infinity pretty much obligatory for every sorc tree now, rather than having at least one exception.
Plus a change like that would also require reworking/rebalancing a ton of sorc gear as all of the cold stuff is based around +dmg and would then have to turn into -res (in likely different amounts) to make up for that. So..tons of work for ultimately no real impact on performance but solely for shoe-horning cold sorcs into the same forced Infinity as other sorcs.
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