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Description

I ask google ai about resistance vs skill... If ai is correct. -1% res = 20+skill.

That means...
Void is + 8 assby skill(+2all) -1 magic res only vs that strong rune word Obsession +4 all + a lot of res, fcr
Void +15% skill damage is less than -1% magic resistance

Guardian's Light
-10/+5 is around -9/+25

The +skill damage is very effective against no magic resistance monsters, like cow or other weak monster?


Or....if you have other equip good enough (most of other equipment need to perfect or near perfect) to make 95% magic res to 55-65% magic res

Guardian's Light
-10/+5 is around -9/+9-+10
Void 15% = -4 resistance


What do you think about this?
Description by leox
5

Can be used to make Runewords:

7
User avatar

leox 483

Resurrected Paladin Asia PC
I ask google ai about resistance vs skill... If ai is correct. -1% res = 20+skill.

That means...
Void is + 8 assby skill(+2all) -1 magic res only vs that strong rune word Obsession +4 all + a lot of res, fcr
Void +15% skill damage is less than -1% magic resistance

Guardian's Light
-10/+5 is around -9/+25

The +skill damage is very effective against no magic resistance monsters, like cow or other weak monster?


Or....if you have other equip good enough (most of other equipment need to perfect or near perfect) to make 95% magic res to 55-65% magic res

Guardian's Light
-10/+5 is around -9/+9-+10
Void 15% = -4 resistance


What do you think about this?

Please be aware, all my trade is in non ladder d2r. Not warlock.
I will busy at us Stock market open time. 9:30 a.m. ET
7
I think it's about right, You can test it on Maxroll: take any magic damage build (e.g.
Nova
Sorc). Set a lightning immune monster, like
Grand Vizier of Chaos
. Check dmg per second on
Nova
spell. Move by 1% the stats of, say, Griffon. Check the dmg per second variation on
Nova
spell.
7
User avatar

Schnorki 5352Moderator

RotW PC
As usual, AI is misleading at best. -1 res isn't "exactly 1%" in any realistic gearing scenario because you're not looking at only one item with possible -res. So your starting point isn't "0 res and then that one item" (in which case 1% would be 1%) but "0 res minus all of the other -res items/skills and then that one item".

Specifically as an
Abyss
lock, you easily get well beyond -50 res. At that point, -1 more isn't 1% dmg but merely takes you from say -50 to -51 = 150% dmg to 151% (against 0 res) = 0.66% dmg increase.
Against an immune target, you're hence also not looking at 1% taken from a 95% res broken target but rather 1% taken from a target that is already back down to around 45. So 55 to 56% final dmg = ~1.8% relative dmg increase and nowhere even remotely close to the exceptionally misleading "exactly 20%".

The same shift applies to +dmg as that equally all sums up into a single multiplier. The equivalent dmg is hence equally variable (beyond your arbitrary 1-1.5 span).

As a general concept, final dmg = base dmg * %dmg multiplier * res multiplier. Whichever of those multipliers is still smaller in your current gear set yields more relative benefit when increased by the same absolute amount. Just how much more depends on the difference between the two multipliers. If you're going against high res/immune targets then it will typically be the -res multiplier as target res effectively just gets rolled into that one, making it the only one that can drop below 1 and whatnot. But for magic dmg, you also don't have to deal with too many resistant/immune targets so it isn't anywhere near as prevalent as for a lot of other builds/dmg types. Plus the "res or dmg?" comparison isn't typically 1:1 when evaluating gear as the amount of pts added isn't necessarily the same (e.g. 10 vs 15 on a sunder). That's even more true when considering +skill as the 3rd alternative.
7
Schnorki wrote: 6 hours ago
As a general concept, final dmg = base dmg * %dmg multiplier * res multiplier. Whichever of those multipliers is still smaller in your current gear set yields more relative benefit when increased by the same absolute amount. Just how much more depends on the difference between the two multipliers. If you're going against high res/immune targets then it will typically be the -res multiplier as target res effectively just gets rolled into that one, making it the only one that can drop below 1 and whatnot. But for magic dmg, you also don't have to deal with too many resistant/immune targets so it isn't anywhere near as prevalent as for a lot of other builds/dmg types. Plus the "res or dmg?" comparison isn't typically 1:1 when evaluating gear as the amount of pts added isn't necessarily the same (e.g. 10 vs 15 on a sunder). That's even more true when considering +skill as the 3rd alternative.
This is the core of the topic!
7
OP
User avatar

leox 483

Resurrected Paladin Asia PC
Totall possible reduce =58

#inspire by previous post, res differ from equipment on other gear, monsters
Common scenario
Sunder monster = 95 start - 58 = 37
Hell cow = 33 - 58 or less res more skd?
#If you have idea about good target to use here, add it up.


Choice points,
1.Select jewel -10/+5 vs -9/+10
2.Sunder +15 sk damage vs -10 res
3.Opalven vs
Sling
+5 vs -5
4.Void vs Spirit vs Obsession

Tell me your choice or any thing other than this....

Please be aware, all my trade is in non ladder d2r. Not warlock.
I will busy at us Stock market open time. 9:30 a.m. ET
7
As a general rule, I prefer to debuff enemies over buffing myself, but in this case it seems there are only a few instances where the choice is mutually exclusive. So I would say stack as much of both as possible, with a preference for -res if forced to choose.
7
OP
User avatar

leox 483

Resurrected Paladin Asia PC
There is one idea I just find.
Build
Hellwarden's Will
, one with -10/+5
The other with -9/+10.
When you go hunt cow or other weak resistance monsters with warlock go with -9/+10

If you are going to hit A5 or mummys, switch it to -10/5...

But it seems expensive..

Please be aware, all my trade is in non ladder d2r. Not warlock.
I will busy at us Stock market open time. 9:30 a.m. ET
9

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