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66 replies   8308 views
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Description

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Can be used to make Runewords:

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Do it in a Phase Blade first.
And set your looting filter to show scepeters. May be one day you will get something nice. Can take forever. Since it need 4 sockets either naturally or via gambling with cube socketing recipe.
Conviction is nice. Also look for other skills you are using or would like to use but don't want to spend points. Vigor, Redemption, FoH (if you fry Mobs from far away). Could be other. May be you can get something via trading, but I also will not rely on that. Prices can be extremely high for good automod combination.
ganseng wrote: 1 day ago
thx and which Caduceus staff mod(s) would fit the build? +3 Zeal and / or +3 Holy Shield?

that wouldn't be easy to get would it?
Lakkxa wrote: 1 day ago
ganseng wrote: 1 day ago
ooof, made it to lvl 63/act 2 hell with the retarded hammers..

to be fair, a fire build would have been just as frustrating in hell due to the immunities

but still considering respeccing before 75 and burning nightmare cows already..

before I do, can the pally pros among us confirm pls that the Phase Blade will be the best base for Hand of Justice?
Phase Blade is the only weapon that gets you to max speed without Fanaticism. If you want to rely on your Faith merc, Berserker Axe is the highest DPS or you can use Caduceus with staff mods.
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one more question guys. got a 36 all res Sacred Targe. is it good enough or shall i look for something better?
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User avatar

vued 1694

Resurrected Sorceress Europe PC
ganseng wrote: 1 day ago
one more question guys. got a 36 all res Sacred Targe. is it good enough or shall i look for something better?
If you are online, get a better one. 40+ is considered minimum. 43+ is considered good. It might make sense ro buy a base since they drop pretty rarely.
In case you find a base afterwards, you can always sell again (or roll another one).

Playing HC SSF right now.

Hell completed: Sorc, Druid, Paladin, Ama, Assa, Necro, Barb
Iron Man (Paladin): Nightmare A1
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I confirmed the demon losing the immunity display is indeed b) (incorrectly or correctly displaying a sunder effect) rather than a) (the minus res on the sunder carrying over)

I confirmed this by binding a physical immune witch in a Stone skin tz (so should be 150 total physical res), then adding and removing a physical sunder from my inventory. Doing so immediately removed or added back the immunity display. If it was just the minus 10 res from the physical sunder, the demon would have still been listed as immune.

ShadowHeart wrote: 3 days ago
DeldiRe wrote: 3 days ago
A good use case would be for the Druid then phys cold and poison sunder and then summon all before removing sunders not needed. No?
Indeed!
(though with the new renewed sunders, you might still consider wearing one of them for the other additional stats - assuming you don't mind the resist penalty to yourself)

dionisy_cn wrote: 3 days ago
@ShadowHeart
thank you for such full list of minions. Pity to know that Fire Golem gets no other -fire resists. I had plans to test it once ill get my first Hand of Justice. Does Fire Mastery from Trang Owl set boosts Fire Golem like it does for Hydras or no effect there too?
No, Fire Mastery and +FSD% is lumped together as a single stat in the game files when it comes to this. When relevant (for minion skills where it is applicable), the game sums your total +FSD% from Fire Mastery and gear combined, and copies that to the minion. Fire Golem doesn't inherit any +FSD%, including from Fire Mastery. It would make the aura pulse damage a little better if it did, but it would still kind of suck. ( Fire Golem is one of those skill that could use a little buff)

Fire Golem basically has an unsynergized Holy Fire aura that caps at level 30. If it was affected by +FSD% and wasn't capped (the aura level is calculated as skill level +7), it would be a little better than it is now. Assuming +11 to Fire Mastery (+3 from the set and total +8 to All Skills from gear), with an uncapped aura level, a level 40 Fire Golem's aura would pulse at 271-321, instead of 67-84. Still kind of crap, but better at least (and could be improved further with +FSD% on gear). But that's just theoretical for now.

varangium wrote: 3 days ago
Re: bound demon inherits the physical sunder effect, but no physical -res

Is this specified differently for each sunder, or does it apply to all? (phys,fire,light,cold, pois,mag)
It's very specific. Each sunder effect has a different stat name when referenced by skills.txt - they're named
  • item_pierce_cold_immunity
  • item_pierce_fire_immunity
  • item_pierce_light_immunity
  • item_pierce_poison_immunity
  • item_pierce_damage_immunity
  • item_pierce_magic_immunity
(and -res%/+dmg% have their own stat names too, also referenced specifically where applicable)

The skills.txt file specifically refers to each one where applicable - for Revive it specifically lists each of the 6 (specified in the columns passivestat2-passivestat7* - and if you're wondering about passivestat1 that one is used for Fire Golem's "velocity"). For Bind Demon it only lists the physical sunder effect (it's actually listed twice for some reason - which was mentioned in Pavke's Reddit post about Bind Demon bugs), you can see a description of all of the Bind Demon skill's passive stat calculations in that post, as of patch 3.2 anyway).

* there's space reserved for up to 14 total passive stats per skill, most of them are blank for most skills

varangium wrote: 3 days ago
Reason I ask is because I have Flickering Flame Resist Fire aura, and if I remove my sunder in town and go out of town, my demon immediately gains fire immunity. If I put my sunder back on and go out of town, he loses it.

Presumably this is because either:
a) The -70 res from the sunder is carrying over to the demon (and based on my calcs this would put him under 100 again) or

b) The game is incorrectly displaying or actually sundering the demon as an "enemy" down to 95%, per the sunder effect. Seems less likely, but is possible. My character screen constantly references a "Dark Lancer" chance to hit % on my defense if I haven't super recently been hit by an enemy, so not sure if it is thinking my demon Dark Lancer is an enemy.
Like @kerph, I think it's b, but I don't know for sure. I had actually been meaning to do some tests with Bind Demon when it comes to immunities and immunity breaking skills/effects, but I haven't gotten around to it yet.
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Lakkxa wrote: 1 day ago
ganseng wrote: 1 day ago
Best would be +3 Conviction since you can save your hard points for other skills (you just need to get to Level 25). The same is true for any Quality of Life skills you plan to use ( Cleansing, Vigor, Salvation). The damage you get from + Zeal is most likely less than what you would get from the higher base damage of a Berserker Axe.
Getting a base like that is pretty unlikely though. I would stick with the Phase Blade, that also gives you the Opportunity to try other mercs.
I did an offline Dragondin with a Caduceus that had + Conviction and + Vengeance because it was what I found. I don't remember what value there was on each +skill, but it worked well. The +skills probably didn't make that much of a difference unless I were looking for absolute min-max. The big problem was that it was superior so repair costs were ridiculous. If I did it again, I would use a PB or a Caduceus that was not superior. I was also running an Faith Rogue merc.

Old man still killing demons and yelling at clouds.
Trades are LOD by default, but I can also trade on ROTW.
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thx guys, almost all is set for the Black Hand to start burning. just need to buy a pally torch ( Hellfire Torch, mind you). lvl 73 now, by the time i meet lister's impenetrable immunity, sunder will be available, and he will burn too
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omg after so much suffering from the retarded hammers i'm finally happy with the pally!!!

was so happy even found a sundy from a random mob on Bloody Foothills on playthrough (well Rotting Fissure so thanks for nothing..)
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