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.
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.
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
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.
There are online guides which display possible immunes in given areas (usually level 85 or, since patch 2.5, Terror zones), such as this or thesetwo. All of them take into account only base monsters, not uniques, which may gain additional immunities.
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
Trang Oul wrote: 2 years ago
All of them take into account only base monsters,
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.
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?
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
the other two links are both Terror zones, which i again forgot to mention I'm ssf. offline.
Doesn't matter; TZs have only monster level increased, but the monsters themselves are the same as in regular zones.
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