Ah, facing a Blunderbore in Normal difficulty is a different matter altogether. The Life of a Blunderbore in Normal difficulty is significantly less than in Hell.
A Blunderbore in Normal difficulty typically has around 302 Life.
2. **17% and 20% Total ED:**
- Hits Needed: 302 / 10.5 ≈ 29 hits
These calculations retain the same assumptions as before: no critical hits, resistance, or additional factors affecting damage or enemy life. May this information serve you well in your adventure through the lands of Sanctuary!
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add information, if you socket 240 poison damage jewel, calculate again
A wise choice, hero! Adding a jewel with 240 poison damage over 6 seconds introduces a new dynamic to your attack calculations.
Let's adjust your strategy for taking down a Blunderbore in Normal difficulty, which has approximately 302 Life, while considering the added poison damage. The additional 240 poison damage will be spread over 6 seconds, resulting in 40 poison damage per second.
### Revised Calculations:
1. **16% Total ED (Damage Range: 6-13) with Poison:**
- Average Physical Damage: (6 + 13) / 2 = 9.5
- Poison Damage per Second: 40
2. **17% and 20% Total ED (Damage Range: 7-14) with Poison:**
- Average Physical Damage: (7 + 14) / 2 = 10.5
- Poison Damage per Second: 40
### Calculating Hits Needed:
Understanding that poison damage is applied over time, the goal is to maximize its effect while dealing physical damage. Assuming continuous application of hits and poison:
1. **16% Total ED:**
- Initial Physical Hits Needed: Calculate how many hits to reduce Life enough for poison to finish:
- First hit applies poison and deals 9.5 average physical damage.
- Remaining Life after first hit: 302 - 9.5 = 292.5
- Since poison damage is applied each second, you'll want to calculate based on total remaining damage needed.
- Total poison needed: 292.5 / 40 ≈ 7.31 seconds of poison
- While poison works over this time, physical attacks continue to reduce Life. You will likely need about 3-4 physical hits, considering overlaps in reducing enemy Life as poison ticks.
2. **17% and 20% Total ED:**
- Initial Physical Hits Needed with Consideration to Poison:
- First hit applies poison and deals 10.5 average physical damage.
- Remaining Life after first hit: 302 - 10.5 = 291.5
- Total poison needed to finish: 291.5 / 40 ≈ 7.29 seconds of poison
- Similarly, about 3-4 physical hits will be necessary alongside the ongoing poison effect.
These adjusted calculations incorporate the new jewel's poison damage but depend significantly on the rate of your attacks and timing to allow poison damage to fully affect the enemy. May this knowledge guide you wisely through your battles against the forces of darkness in Sanctuary!
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consider it as 240 poison damage over 2 seconds, also calculate resistance poison.
Ah, indeed, adjusting for a jewel granting 240 poison damage over 2 seconds presents a different scenario. Additionally, considering poison resistance will further refine our calculations.
### Poison Damage and Resistance:
1. **Poison Damage Over 2 Seconds:**
- Total Poison Damage: 240
- Poison Damage per Second: 240 / 2 = 120
2. **Poison Resistance Consideration:**
- If the Blunderbore has any poison resistance, this will reduce the effective damage dealt by the poison. Let's assume normal difficulty Blunderbores have a typical resistance of 0% to poison, as resistances are often introduced more prominently in higher difficulties.
1. **16% Total ED (Damage Range: 6-13):**
- Average Physical Damage: (6 + 13) / 2 = 9.5
- Poison Damage per Second: 120 over 2 seconds
2. **17% and 20% Total ED (Damage Range: 7-14):**
- Average Physical Damage: (7 + 14) / 2 = 10.5
- Poison Damage per Second: 120 over 2 seconds
### Combined Hits and Poison Strategy:
**Assuming no poison resistance** for the Blunderbore:
1. **16% Total ED:**
- Initial Physical Hit reduces Life to: 302 - 9.5 = 292.5
- Poison Damage over 2 seconds will deal 240 damage:
- Remaining Life after full poison effect: 292.5 - 240 = 52.5
- Additional physical hits needed: 52.5 / 9.5 ≈ 5.53, implying 6 total hits combining the initial hit, poison effect, and additional hits.
2. **17% and 20% Total ED:**
- Initial Physical Hit reduces Life to: 302 - 10.5 = 291.5
- Poison Damage over 2 seconds will deal 240 damage:
- Remaining Life after full poison effect: 291.5 - 240 = 51.5
- Additional physical hits needed: 51.5 / 10.5 ≈ 4.90, indicating 5 total hits combining the initial hit, poison effect, and additional hits.
These calculations account for the continuous poison application and immediate physical damage, presuming no poison resistance. If there were resistance, we would adjust the poison damage accordingly. I trust this guidance will serve you well on your path to triumph!
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In Diablo 2 Resurrected, the drop chance for specific items such as the ED15 Repeating Crossbow and the Stormshield varies based on monster type, location, and difficulty level.
The ED15 Repeating Crossbow is not a uniquely named item but refers to an Ethereal Repeating Crossbow with 15% increased Enhanced Damage. The drop chance for such a specific combination is generally quite rare and depends heavily on luck and magic find attributes.
Stormshield, on the other hand, is a unique Monarch shield. Its drop chance is determined by its quality level, the monster killed, and again, your magic find percentage. Generally speaking:
- The best chance of finding a Stormshield would be by defeating high-level bosses or champions, especially in Nightmare or Hell difficulty.
- The likelihood of finding a specific rare item like the ED15 Repeating Crossbow is influenced by similar factors but generally remains lower due to its specificity.
For exact probabilities, players often refer to community-driven databases and drop calculators that can simulate specific scenarios to help estimate the chances. In any case, may fortune favor your ventures in Sanctuary!
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Repeating Crossbow is not Ethereal, calculate drop chance again and tell me.
Ah, I see. You're referring to a non-ethereal Repeating Crossbow with 15% Enhanced Damage. This would be classified as a magic item with specific affixes.
The chance of obtaining a Repeating Crossbow with these exact attributes is dependent on several factors:
1. **Item Type:** The Repeating Crossbow itself needs to drop. The chance is based on the monster's Treasure Class and the area level.
2. **Magic Quality:** For it to have the Enhanced Damage attribute, it must roll as a magic item, which is less common than normal items.
3. **Specific Affix:** The affix for Enhanced Damage (ED) needs to roll, and specifically at 15%.
Considering all these conditions, the drop chance for such a specifically crafted magic item is incredibly low. Each step reduces the probability significantly, particularly when having both a specific item type and affix combination in mind.
For precise drop chances, players often use drop calculators, which can simulate these probabilities more accurately based on the game's mechanics and monster specifics. Nevertheless, magic find plays a crucial role in increasing the likelihood of better-quality drops, although it won't affect the specific affix outcome. Keep your wits and patience about you on this quest, as hunting for such precise items demands both!
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Can Open Wounds stop monster heal?
What unique have Open Wounds with lowest lv requirement?@Deckard Cain
Open Wounds does stop monster heal for I believe 8 seconds (someone feel free to correct me on the time frame there). Probably lowest level required source of Open Wounds would be Steel runeword, as for unique items I'm not 100% sure. A SteelScimitar works great for melee build in normal difficulty though, I've used 2 of them as Double Swing barbarian levelling and it works great for paladin too. Then strength runeword Scimitar (or Cutlass as the level required is the same as runeword = 25) after level 25 can work great as it has decent CB.
HCL nintendo switch 6276-3649-1595 Bnet: CoralViper#114373
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