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I'm asking on behalf of my friend:
If I make a golem completely immune to all elements, does the enemies Conviction work in full or is there a 1/5th penalty, the same way it works when a player uses Conviction against a monster.
Also, how does the -100 work against the immune golem/other summons against Uber ancients.
If I make a golem completely immune to all elements, does the enemies Conviction work in full or is there a 1/5th penalty, the same way it works when a player uses Conviction against a monster.
Also, how does the -100 work against the immune golem/other summons against Uber ancients.
Can be used to make Runewords:
I'm asking on behalf of my friend:
If I make a golem completely immune to all elements, does the enemies Conviction work in full or is there a 1/5th penalty, the same way it works when a player uses Conviction against a monster.
Also, how does the -100 work against the immune golem/other summons against Uber ancients.
If I make a golem completely immune to all elements, does the enemies Conviction work in full or is there a 1/5th penalty, the same way it works when a player uses Conviction against a monster.
Also, how does the -100 work against the immune golem/other summons against Uber ancients.
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It's a bit complicated.
According to the Immune article on Amazon Basin (specifically the "Remove" section at the bottom), it depends on whether the immunity is inherent or dependent on skill/item bonuses.
The article in question uses Iron Golem as an example. An Iron Golem is inherently immune to poison (100% poison resistance), and has 50% lightning resistance. If made from an item that grants +50% lightning resistance and assuming level 6 Summon Resist (+50% to all resistances), the Iron Golem would have 150% in both poison and lightning resistance, and be immune to both. If an enemy casts level 10 Lower Resist on it (which applies -55% to all resistances), the Iron Golem would lose the lightning immunity but not the poison immunity. This is because the lightning immunity was granted via skills & items, and in that case Lower Resist works at full effect (150 - 55 = 95% resistance), whereas the poison immunity is inherent so Lower Resist works at 1/5 effect meaning it would still have 139% poison resistance (150 - 55/5).
So, following this example, Conviction would work at full effect vs immunities granted via items or skills ( Summon Resist), but not vs inherent immunities (like Fire Golem's fire immunity).
EDIT: My best guess is that it works the same way as for Conviction, because at a quick glance in the game files, it seems like "Talic's Fire Pierce", "Madawc's Lightning Pierce", and "Korlic's Cold Pierce" (those are the aura names) are all based on Conviction (just simply applying -res to only their respective element, instead of all three, being capped at -100 instead of -150, and not applying any -def).
According to the Immune article on Amazon Basin (specifically the "Remove" section at the bottom), it depends on whether the immunity is inherent or dependent on skill/item bonuses.
The article in question uses Iron Golem as an example. An Iron Golem is inherently immune to poison (100% poison resistance), and has 50% lightning resistance. If made from an item that grants +50% lightning resistance and assuming level 6 Summon Resist (+50% to all resistances), the Iron Golem would have 150% in both poison and lightning resistance, and be immune to both. If an enemy casts level 10 Lower Resist on it (which applies -55% to all resistances), the Iron Golem would lose the lightning immunity but not the poison immunity. This is because the lightning immunity was granted via skills & items, and in that case Lower Resist works at full effect (150 - 55 = 95% resistance), whereas the poison immunity is inherent so Lower Resist works at 1/5 effect meaning it would still have 139% poison resistance (150 - 55/5).
So, following this example, Conviction would work at full effect vs immunities granted via items or skills ( Summon Resist), but not vs inherent immunities (like Fire Golem's fire immunity).
This I'm not sure of.Crimmy wrote: 15 hours agoAlso, how does the -100 work against the immune golem/other summons against Uber ancients
EDIT: My best guess is that it works the same way as for Conviction, because at a quick glance in the game files, it seems like "Talic's Fire Pierce", "Madawc's Lightning Pierce", and "Korlic's Cold Pierce" (those are the aura names) are all based on Conviction (just simply applying -res to only their respective element, instead of all three, being capped at -100 instead of -150, and not applying any -def).
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My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
OP
Thank you very much!
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OP
Also if anyone is wondering or has a good suggestion my friend is trying to use Iron Golems made from Bone Snaps against Ubers and he is a necromancer
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I think Obedience would be better, Iron Golem might have trouble hitting the ubers and Enchant should help as well as the resists. Also some source of open wounds or poison to prevent their healing is v important
hmm i'm still wondering why Valkyrie often appears invulnerable. does she have default pdr or mdr? it's unlikely (impossible) that rare gear would provide physical or magic immunity
elemental resistances are not unlikely to reach immunities with 85% base and the gear bonuses
elemental resistances are not unlikely to reach immunities with 85% base and the gear bonuses
and how is Iron Golem on high lvl, also super survivable? tried it once from Metalgrid and Dreadfang, died instantly in non-tz wsk
So basicly you would want to put 1 point in Iron Golem, then max out Golem Mastery witch gives +to total Golem Life, +attack rating & + Run/walk speed, and have many or maxed points in Blood Golem, cuz it gives +5% life per level in synergy to every other golem, but once the Iron Golem is Summoned, and say you level up 4 times without it dying so it was never re-summoned, the +20% Life bonus from putting 4 points into Blood Golem would not be addedganseng wrote: 10 hours agoand how is Iron Golem on high lvl, also super survivable? tried it once from Metalgrid and Dreadfang, died instantly in non-tz wsk![]()
retroactively, it would only apply when you summon a new Iron Golem.
they ofc also benefit from points in Summon Resist, and if the weapon base you make the Iron Golem from has +defence and +All resist the Iron Golem gets those stats as well.
I would suggest to have a Enigma armor so you can Teleport & reposition your army, mainly the golem when its health start to go down, go back to town and heal from a NPC, like Mala, Akara or Fara.
I red that Life Tap curses might cause some bugs that can make the Iron Golem insta kill it self, not sure how that happens ....
I think the Iron Golems main function is to be a backup tank for the Mercenary and provide a little dmg and provide Auras from rune words, like Meditation from Insight or Concentration from Pride if ur crazy, ( I'm gonna try it when Blood Golem is at lvl 10 ) most other summons are you meat shields that takes the most dmg cuz its easy to replace em, makes the Golem & Merc survive more.
Blunderbores are supposed to be very good in Ubers I heard cuz they have Crushing Blow and are tanky.
Clay Golem are the easier / safer / Cheaper option, it provides a slowing effect to all monsters that hits him and gets hit by him, Clay Golem is very tanky and will often draw aggro so your skeles, Revive's & Merc can attack & take less dmg in retaliation.
I have stocked up on at least three Etherial Obediance* ( not Obsession, not that crazy ) polearms for Iron Golem Summon's, one is a non Eth, after that I'm going to try make Iron Golem from the Pride Mancatcher my Merc used before he got upgraded with a Eth Infinity.
but only after Blood Golem is at lvl 10, so it has more HP, gotta get more revives with the last points.
Don't train till you can get it right, train till you can't get it wrong!
thanks for the detailed answer!
and say you invest some 50 points in Iron Golem and its synergies, have good gear with many + skills, and make it out of a powerful shield like Stormshield.. will it then casually stand against entire t5 Herald pack without taking any damage?
and say you invest some 50 points in Iron Golem and its synergies, have good gear with many + skills, and make it out of a powerful shield like Stormshield.. will it then casually stand against entire t5 Herald pack without taking any damage?
DrunkAkuma wrote: 7 hours agoSummon Necro Tree.jpgganseng wrote: 10 hours agoand how is Iron Golem on high lvl, also super survivable? tried it once from Metalgrid and Dreadfang, died instantly in non-tz wsk![]()
So basicly you would want to put 1 point in Iron Golem, then max out Golem Mastery witch gives +to total Golem Life, +attack rating & + Run/walk speed, and have many or maxed points in Blood Golem, cuz it gives +5% life per level in synergy to every other golem, but once the Iron Golem is Summoned, and say you level up 4 times without it dying so it was never re-summoned, the +20% Life bonus from putting 4 points into Blood Golem would not be added
retroactively, it would only apply when you summon a new Iron Golem.
they ofc also benefit from points in Summon Resist, and if the weapon base you make the Iron Golem from has +defence and +All resist the Iron Golem gets those stats as well.
I would suggest to have a Enigma armor so you can Teleport & reposition your army, mainly the golem when its health start to go down, go back to town and heal from a NPC, like Mala, Akara or Fara.
I red that Life Tap curses might cause some bugs that can make the Iron Golem insta kill it self, not sure how that happens ....
I think the Iron Golems main function is to be a backup tank for the Mercenary and provide a little dmg and provide Auras from rune words, like Meditation from Insight or Concentration from Pride if ur crazy, ( I'm gonna try it when Blood Golem is at lvl 10 ) most other summons are you meat shields that takes the most dmg cuz its easy to replace em, makes the Golem & Merc survive more.
Blunderbores are supposed to be very good in Ubers I heard cuz they have Crushing Blow and are tanky.
Clay Golem are the easier / safer / Cheaper option, it provides a slowing effect to all monsters that hits him and gets hit by him, Clay Golem is very tanky and will often draw aggro so your skeles, Revive's & Merc can attack & take less dmg in retaliation.
I have stocked up on at least three Etherial Obediance* ( not Obsession, not that crazy ) polearms for Iron Golem Summon's, one is a non Eth, after that I'm going to try make Iron Golem from the Pride Mancatcher my Merc used before he got upgraded with a Eth Infinity.
but only after Blood Golem is at lvl 10, so it has more HP, gotta get more revives with the last points.
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