I agree. I just reset the game and think I have a better idea of how to have a better shot at them. I was taking too much time and giving them time to spawn the insane clown posse flying around everywhere. This set of statues will just be spent as a learning experiment. I'm not spending anymore time on it tonight. I'm pretty pissed lolvarangium wrote: 2 hours agoFrom your other post “poke holes in my strategy”, you said that you your merc and demon will all have fire immunity with Flickering Flame.
I should have poked holes. That’s the problem, that’s incorrect. Your merc will only have 75% fire immunity (well 80% with Flickering Flame). Talic fire Twister is so strong that you have to get it up higher (ideally to 90 or more)
And then once your merc with Flickering Flame dies, your demon loses his fire immunity.
I think you need to get your merc max fire res Cap up
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Sorry to hear that! Losing that kind of demon is a huge letdown.
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With ancients Conviction, 275/295
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I don't think the merc dying was the issue, she's mostly there to give Concentration and moral support. Hephasto the Armorer only has 25 base light/cold resist so he may have been just barely immune with cold/lightning enchanted affixesvarangium wrote: 2 hours agoFrom your other post “poke holes in my strategy”, you said that you your merc and demon will all have fire immunity with Flickering Flame.
I should have poked holes. That’s the problem, that’s incorrect. Your merc will only have 75% fire immunity (well 80% with Flickering Flame). Talic fire Twister is so strong that you have to get it up higher (ideally to 90 or more)
And then once your merc with Flickering Flame dies, your demon loses his fire immunity.
I think you need to get your merc max fire res Cap up
Well, he was referring to his merc which doesn’t have the hell penalty so 175/195. But the gear I think she had on doesn’t add up to 319 so maybe he was just adding 100 for no hell penalty / main character equivalent
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Haha but merc does get the hell penalty? It's just demon that doesn'tvarangium wrote: 1 hour agoWell, he was referring to his merc which doesn’t have the hell penalty so 175/195. But the gear I think she had on doesn’t add up to 319 so maybe he was just adding 100 for no hell penalty / main character equivalent
Mist gives +40% all resist, Duress +15%, and level 7 Resist Fire gives 102% fire resist. +157% on top of merc's base. So 319 is definitely plausible
Ok well I dunno, all I know is naked a high level merc still has 60+ res, at least Act 2 one does. But yeah maybe behind the scenes there is offsetting negative res and inherent res by level.kerph wrote: 1 hour agoHaha but merc does get the hell penalty? It's just demon that doesn'tvarangium wrote: 1 hour agoWell, he was referring to his merc which doesn’t have the hell penalty so 175/195. But the gear I think she had on doesn’t add up to 319 so maybe he was just adding 100 for no hell penalty / main character equivalent
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Mist gives +40% all resist, Duress +15%, and level 7 Resist Fire gives 102% fire resist. +157% on top of merc's base. So 319 is definitely plausible
Basically, I've never seen a naked merc with negative resistance, but you're probably right if a low level merc was put in hell they would have it.
OP
I think he was just quoting the total bonus number u see in the screenshot, not subtracting the penalty or anything from it. Without hell penalty, yes you only need 175/195 on her, but you can't do ancients in normal ^^
Maybe swap out Duress with an Um'd Guardian Angel, and have Merc wear an Um'd Kira's. Gear would give +140 resist all (70+15+15+40), so I believe your merc should be at 90 resist all with that setup. Then wear Flickering Flame yourself to take care of the merc.Rhaegar86 wrote: 2 hours agoI agree. I just reset the game and think I have a better idea of how to have a better shot at them. I was taking too much time and giving them time to spawn the insane clown posse flying around everywhere. This set of statues will just be spent as a learning experiment. I'm not spending anymore time on it tonight. I'm pretty pissed lolvarangium wrote: 2 hours agoFrom your other post “poke holes in my strategy”, you said that you your merc and demon will all have fire immunity with Flickering Flame.
I should have poked holes. That’s the problem, that’s incorrect. Your merc will only have 75% fire immunity (well 80% with Flickering Flame). Talic fire Twister is so strong that you have to get it up higher (ideally to 90 or more)
And then once your merc with Flickering Flame dies, your demon loses his fire immunity.
I think you need to get your merc max fire res Cap up
She does lose the crushing blow and open wounds, not sure the impact of that. But I believe online as long as a monster takes damage once every 8 frames there is no regeneration (regen doesn't start until 8 frames after a damage hit). And 15% crushing blow probably doesn't add that much. To calculate the crushing blow impact:
I believe:
- Merc crushing blow versus bosses is only 1/8th, and a ranged merc is given an additional penalty so it is 1/16th.
- At 15% chance, it works out to average 0.9% hp reduction on a successful hit, assuming no physical res.
- Ubers have 50% physical res, but if your demon has amp damage, you may be eliminating that, so I'll assume it's eliminated.
At full health, 0.09% of an Ubers HP is about 5500 damage, so that's still pretty relevant, but if your average hit is occurring at 40% health left, that's an impact of 2200. Still fairly relevant additional damage I suppose, but your merc's gotta survive first and foremost. And presumably your demon is doing 20k+ damage per hit, so it's not going to make too much of a difference, not sure if you shared the damage calcs. Also, merc might fire at minions in which case the CB isn't super helpful.
I wouldn't even bother with all of that. Or rather, I didn't.Rhaegar86 wrote: 3 hours agoYou must have some kind of uber build or something because I'm getting my ass handed to me right now. I took Korlic down almost immediately but it has been an absolute shit show for the last hour. I almost had Talic to 1/8 life left and a firenado took my merc out even though she's packing 319% fire res. It fell apart after that. I just cant get him isolated long enough to apply Life Tap, Death Mark and the lay the chains to him, which have been performing buggier than normal tonight. Anyway, I'll keep at it until my give a shit runs outSchnorki wrote: 23 hours agoMaybe, maybe notRhaegar86 wrote: 1 day ago
Based on what @Schnorki had to say yesterday about his test run with a cold/light enchanted Heph in my strategy thread, I would assume you to be correct, sir. I'm debating on doing it tonight but I'll probably wait until tomorrow night so I can take more time and be as methodical as I can. I'd really like this demon to be a Uber/Colossals ringer for farming purposes
All I saw was that ancients seemingly couldn't break his immunities. But that still leaves 2 possibilities:
(1) Their -res works essentially the same as Conviction or amp or the like and receives a penalty down to 1/5th, leaving them with not enough -res to get past the immunity (in this case, they still could break immunities, depending on what your demon's actual combined res is so depending on your demon/affix combination)
or (2) Their -res works more like Cold Mastery and simply cannot break immunities, ever, no matter how much -res it throws at a target (in this case, they'd simply never break any immunities, no matter what demon/affix combination you go in with)
Unless I misunderstood, you're first and foremost an Abyss lock. So lean into that. Don't waste your time with stuff like Life Tap or Death Mark or trying to isolate things and whatnot. Or at least not to isolate past the minimum needed to avoid accidentally killing the wrong ancient too soon (which you should be able to achieve solely via your position and aiming, rather than actively looking to isolate mobs).
Just let your demon and merc Charge in and tank everything while you keep your distance and add the DPS from your perfectly safe hiding spot well behind your 2 buddies. Maybe throw in a sigil:lethargy to keep things easier to sort but even that is optional. Sure, your merc might die as that's kind of what mercs do in fights like that but Heph can tank all of it pretty much indefinitely so at worst, your merc dying means you may need a mana pot or two due to losing his Insight aura.
As for the "uber build", for my normal lock, yes, he's full BiS and complete overkill for basically everything. But for that test run I specifically went with a less geared one to get a more "average performance" picture of it. So that shouldn't be it. Without actually seeing what you're doing there, it sounds to me as though you're still just overcomplicating it, between wanting to fully isolate an ancient and spending your time with skills that really just aren't needed or even good for an Abyss lock.
Death Mark especially just sounds wrong. You don't need your demon to attack the right target, you just need him to tank all of it. His damage should be negligible compared to yours anyways. So there's no reason whatsoever to spend your time on Death Mark casts. Every Death Mark you cast is a chain/ Abyss/bolt you didn't cast. And that's just a straight loss. Not only because it impacts the direct dps but also because as an Abyss lock, you're not looking at any poison or open wounds or anything else that passively stops their regen for x amount of time. You instead need to actually actively damage them every single frame to avoid the regen. And keeping chains fully stacked is essential for that. So every Death Mark not only lowers your dmg output, it also gives them a window for regen. And doing that often enough can absolutely quite quickly tilt things from "overkill DPS" to "basically no DPS as they're outregenning everything".
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