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Description

5

Can be used to make Runewords:

7
FerociousTerrier wrote: 19 hours ago
varangium wrote: 22 hours ago
FerociousTerrier wrote: 1 day ago


To go pokemon hunting with an already bound demon, simply take off all +skill equipment and skillers before starting a game. Once the game starts, re-equip them. Your demon will no longer be one shotting everything but still be just as tanky. I use this method (albeit annoying) for finding new Lancers in Act 5.

Also, as @kerph said, some demons are better than others for certain tasks. For
Herald
hunting, I prefer a
Blunderbore
, which is much tankier. Also easier to find a good unique one since they occur in 4 acts.
Question - are you 100% sure the skill level / damage is locked in when the game is created? I imagine maybe you tested this in your previous tests.

Only reason I ask is that I'm 100% sure the sunder negative fire res as it impacts the demon is NOT locked in when the game starts (per previous posts on trying to achieve demon fire immunity), since me putting on and off the fire sunder immediately impacted the listed fire immunity.

Of course it's very possible the fire res / sunder effect is calculated in real time, but the skiller effect is not. But it does somewhat disrupt the "demon stats are calculated at the time of summoning / game creation" narrative.
I read somewhere that only the sunder effect is applied to your demon, not the -res or the -enemy res or +damage.

I also don't know exactly how the charm's sunder effect works on the demon when in your inventory. Almost seems like it is sundering your own demon. I thought the resistance penalty only applies to the one holding the charm, not hirelings or summons, but I could be way off.

That’s what I thought as well, but when I was trying to figure out why my demon wasn’t getting fire immunity from Flickering Flame, it was clear that when I held the sunder it didn’t display immunity under her name, and when I left the sunder in the stash, it did show her as immune.

Lame if you ask me that she loses fire res from me carrying the sunder, but the results seem clear unless it is just a display calculation bug where the display calc is different than the actual calc
7
varangium wrote: 18 hours ago
FerociousTerrier wrote: 19 hours ago
varangium wrote: 22 hours ago


Question - are you 100% sure the skill level / damage is locked in when the game is created? I imagine maybe you tested this in your previous tests.

Only reason I ask is that I'm 100% sure the sunder negative fire res as it impacts the demon is NOT locked in when the game starts (per previous posts on trying to achieve demon fire immunity), since me putting on and off the fire sunder immediately impacted the listed fire immunity.

Of course it's very possible the fire res / sunder effect is calculated in real time, but the skiller effect is not. But it does somewhat disrupt the "demon stats are calculated at the time of summoning / game creation" narrative.
I read somewhere that only the sunder effect is applied to your demon, not the -res or the -enemy res or +damage.

I also don't know exactly how the charm's sunder effect works on the demon when in your inventory. Almost seems like it is sundering your own demon. I thought the resistance penalty only applies to the one holding the charm, not hirelings or summons, but I could be way off.

That’s what I thought as well, but when I was trying to figure out why my demon wasn’t getting fire immunity from Flickering Flame, it was clear that when I held the sunder it didn’t display immunity under her name, and when I left the sunder in the stash, it did show her as immune.

Lame if you ask me that she loses fire res from me carrying the sunder, but the results seem clear unless it is just a display calculation bug where the display calc is different than the actual calc
I haven't tested if my fire immune demons take fire damage when the sunder is in my inventory. Add that to my list. Perhaps possible that this is a bug, and the affixes you see are reflective of the affixes of a hostile, non-bound demon--i.e., you have sundered it's fire immunity to YOU, but to everything/everyone else without a sunder, it is still functionally fire immune (wish other characters could see your demon's affixes, as that would answer this question).
7
User avatar

ShadowHeart 6452Moderator

RotW Paladin Europe PC Playstation
Immunities listed under a monster's name are not always consistent with their actual immunities. I don't know exactly what's up in this particular case, but as an example of one discrepancy, a Ghostly champion of a mob type that is inherently immune to physical still shows "Immune to Physical" despite Ghostly setting physical resistance to a fixed value of 80% regardless of what it was beforehand.

I'm in CET (Central European Time)
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
7
don't get it with merc and
Guardian Angel
..

even if it's perfect kira's and two
Um
+ Mist it' 140 bonus res. lvl 95 * 1.5 is 142 base res. 282 res in total. how does she get to 290+?

Rhaegar86 wrote: 1 day ago
FerociousTerrier wrote: 2 days ago
Sorry to hear that! Losing that kind of demon is a huge letdown.
Ok so me and @kerph went demon-mon hunting last night in
Uber Tristram
and I snagged this rainbow devil, as I call them, since he already had one and has had good luck with them. Then we ganged up on the ancients after my abysmal (pun intended) bed-shitting with an over-estimated Heph and a not so good overthought strategy. The demons took zero visible damage and aside from our mercs getting whacked every now and then, it went pretty smoothly. Chains is still buggy af so, next attempt, I'll send miasma
Bolts
down range between
Abyss
casts and chain spams

Now that I have seen how to handle them, I'm going to attempt it again solo with my new rainbow buddy and a slightly differently equipped merc. She'll be wearing CoH, Mist and a +81 res
Um
'd Kira's now for a total of +342 all res (not sure if that's before or after the -100% Hell penalty).

Also, I have seen some talk about an
Um
'd
Guardian Angel
so I got one, ran a socket quest and slammed in an
Um
and here is a side by side comparison of CoH and
Um
'd GA with their respective res numbers



rainbow.jpg
7
OP
User avatar

kerph 231

RotW Americas PC
ganseng wrote: 1 hour ago
even if it's perfect kira's and two
Um
+ Mist it' 140 bonus res. lvl 95 * 1.5 is 142 base res. 242 res in total. how does she get to 290+?
Wouldn't that be 282? :P

♥♥♥ SC ladder & non-ladder ♥♥♥

Ladder equivalence *

Jah
=28
Zod
=25
Ber
=19
Cham
=14
Sur
=10
Lo
=8
Ohm
=4.5
Vex
=2.5
Gul
=1.25
Ist
/18
Perfect Amethyst
/30
Ral
=1
Mal
=0.75
Um
=0.5
Pul
=0.33
Lem
=0.25

Feel free to message me on discord @kerph for a quick reply 😊
7
kerph wrote: 47 minutes ago
ganseng wrote: 1 hour ago
even if it's perfect kira's and two
Um
+ Mist it' 140 bonus res. lvl 95 * 1.5 is 142 base res. 242 res in total. how does she get to 290+?
Wouldn't that be 282? :P
valid point and stupid typo, still the question remains about how you get from 282 to 290+ :)
7
ShadowHeart wrote: 6 hours ago
Immunities listed under a monster's name are not always consistent with their actual immunities. I don't know exactly what's up in this particular case, but as an example of one discrepancy, a Ghostly champion of a mob type that is inherently immune to physical still shows "Immune to Physical" despite Ghostly setting physical resistance to a fixed value of 80% regardless of what it was beforehand.
This is exactly what I think happened with my supposed bulletproof Heph. He apparently did not inherit the fire res from Flickering Flame. The only thing that kept him in the fight with
Talic
was
Life Tap
and as soon as that wore off he was taking massive damage. No problems with
Korlic
though. I wiped him solo pretty easily but I somehow got him first. That just meant
Talic
was that much stronger when I finally squared Heph up against him. Those firenados are no joke man

I think I have come to the conclusion that you need specific, purpose-built demons for certain tasks and that variant of Heph was not it for this task. IME, Heph is better built for heralds and farming, not ancients and ubers unless you have lambo BiS gear. Plus I was too amped up on adrenaline and fidgeting with spells that weren't even hitting the target. It was a complete $hit show on my part lol. However, for anyone that has keys to burn or is doing an uber/ancient megapaloosa, grab one of those unique rainbow devils in the Furnace or
Uber Tristram
before heading up the mountain. While they don't deal the amount of damage as a Heph or
Blunderbore
/Gorebelly, they take absolutely zero elemental damage and will give you the time you need to sit back and control the fight from a safe distance.

I have also learned that using Lethargy at the very beginning of the fight will help slow the spawning of their summons, which makes the field much more manageable. At the next respec, I might throw a few extra points in there to increase the radius a bit. I think the idea would be to get them all in that sigil so they all are slowed at the same time and keeps everything clustered together. Then it just becomes Death sequence management depending on which jewel you're after
7
ganseng wrote: 27 minutes ago
kerph wrote: 47 minutes ago
ganseng wrote: 1 hour ago
even if it's perfect kira's and two
Um
+ Mist it' 140 bonus res. lvl 95 * 1.5 is 142 base res. 242 res in total. how does she get to 290+?
Wouldn't that be 282? :P
valid point and stupid typo, still the question remains about how you get from 282 to 290+ :)
I don't understand the question. This is with my A1 merc wearing an
Um
'd
Guardian Angel
, a +81
Um
'd Kira's and Mist. 292% All Res capped at 90%
7
kira's with
Um
81
guardian's
Um
15
Mist 40
base 95 * 1.5 = 142

total 278, 14 short of the 292

what am i missing?


Rhaegar86 wrote: 13 minutes ago
ganseng wrote: 27 minutes ago
kerph wrote: 47 minutes ago


Wouldn't that be 282? :P
valid point and stupid typo, still the question remains about how you get from 282 to 290+ :)
I don't understand the question. This is with my A1 merc wearing an
Um
'd
Guardian Angel
, a +81
Um
'd Kira's and Mist. 292% All Res capped at 90%

image.png
7
OP
User avatar

kerph 231

RotW Americas PC
Rhaegar86 wrote: 20 minutes ago
This is exactly what I think happened with my supposed bulletproof Heph. He apparently did not inherit the fire res from Flickering Flame. The only thing that kept him in the fight with
Talic
was
Life Tap
and as soon as that wore off he was taking massive damage.
I remember you had Flickering Flame on your merc. If she was standing far away/died before you could notice it might've been that heph wasn't in range for the aura

♥♥♥ SC ladder & non-ladder ♥♥♥

Ladder equivalence *

Jah
=28
Zod
=25
Ber
=19
Cham
=14
Sur
=10
Lo
=8
Ohm
=4.5
Vex
=2.5
Gul
=1.25
Ist
/18
Perfect Amethyst
/30
Ral
=1
Mal
=0.75
Um
=0.5
Pul
=0.33
Lem
=0.25

Feel free to message me on discord @kerph for a quick reply 😊
7
OP
User avatar

kerph 231

RotW Americas PC
ganseng wrote: 6 minutes ago
kira's with
Um
81
guardian's
Um
15
Mist 40
base 95 * 1.5 = 142

total 278, 14 short of the 292

what am i missing?
https://warren1001.github.io/Merc_Calculator/ says she would get 156 base at level 95

♥♥♥ SC ladder & non-ladder ♥♥♥

Ladder equivalence *

Jah
=28
Zod
=25
Ber
=19
Cham
=14
Sur
=10
Lo
=8
Ohm
=4.5
Vex
=2.5
Gul
=1.25
Ist
/18
Perfect Amethyst
/30
Ral
=1
Mal
=0.75
Um
=0.5
Pul
=0.33
Lem
=0.25

Feel free to message me on discord @kerph for a quick reply 😊
7
kerph wrote: 4 minutes ago
Rhaegar86 wrote: 20 minutes ago
This is exactly what I think happened with my supposed bulletproof Heph. He apparently did not inherit the fire res from Flickering Flame. The only thing that kept him in the fight with
Talic
was
Life Tap
and as soon as that wore off he was taking massive damage.
I remember you had Flickering Flame on your merc. If she was standing far away/died before you could notice it might've been that heph wasn't in range for the aura
Good point. Distance and Death are 2 huge factors
9

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