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Can be used to make Runewords:
RNG be wild'n
Fingers crossed for a good roll!
OP
Well, I already have this one so I might leave it latent and list it for sale. Looks like they're currently going for Jah
OP
As you wish. Stand by for results...mikelessar wrote: 5 hours ago
Can sunders be rerolled? Lol
Only the RotW ones, Latent ones. It will become Renew Sunders.
The old LoD can't be reroled. They are normal Sunders.
My Holy Grail - holygrailtracker.php?user_id=106606
Most monsters have 0% magic resist i think (right?)mikelessar wrote: 5 hours agoThis one is medium. A -9 or -10 magic would suit you better. I would roll it if I were you.
As far as i know there is no monster affix that increases magic resist so the same (0%) for most uniques and heralds
Uber Baal has 75% and immunes would have 95%
Let's say base Abyss damage is 7,000
With his gear now + Consume, he has -47% enemy magic resist and +42% magic skill damage
So Abyss damage before resists = 9,940
Avg enemy would be reduced to -47% mr, so would take 14,611 damage
Uber Baal reduced to 28% mr, takes 7,156 damage
Immunes reduced to 48% mr, takes 5,168 damage
With a -10% sunder, -57% emr and +29% msd
Abyss damage = 9,030
Avg enemy reduced to -57% mr, takes 14,177 damage (3% less)
Uber Baal reduced to 18% mr, takes 7,404 damage (3.4% more)
Immunes reduced to 38% mr, takes 5,598 damage (8.3% more)
So slightly better on the average monster/unique/ Herald, worse for ubers and magic immunes (which are so niche). I think the difference is pretty minor tho and neither is clearly better. His current sunder is also really well-rolled otherwise though, imo
♥♥♥ SC ladder & non-ladder ♥♥♥
Feel free to message me on discord @kerph for a quick reply
Feel free to message me on discord @kerph for a quick reply
Your analysis looks good, kerph. However, I think there might be more magic resistant monsters than one might think. I play lots of Tombs and the mummies are naturally immune to magic. I see them every day. But that might just be my Tombs Fetish. In addition, "Magic resistant" "Mana Burn" is a common unique affix that grants Magic Resistance. The Uber Ancients have quite a lot of magic res etc. I guess lots of heralds, too. So for these beefy cases I would prefer -10 to +15, but yeah, his +13 are still strong.
Ah you're right about tombs. It's actually a fav spot for me as well, forgot about the mummies
Otherwise -% emr would definitely be a bigger deal, uniques and heralds are probably the most important things to optimize for
With uber ancients they'd fall into the Uber Baal caetgory (slightly better with -% emr)
I thought of this, from what i saw it actually doesn't increase magic resist, only all resist? (Not 100% sure if that is accurate) Which i believe would apply to heralds as well, since they are just fancy uniques, unless they gain magic resist by being a Herald, I don't know tbh
Otherwise -% emr would definitely be a bigger deal, uniques and heralds are probably the most important things to optimize for
With uber ancients they'd fall into the Uber Baal caetgory (slightly better with -% emr)
♥♥♥ SC ladder & non-ladder ♥♥♥
Feel free to message me on discord @kerph for a quick reply
Feel free to message me on discord @kerph for a quick reply
Unique affix "Mana Burn" does apply +20% magic resist.kerph wrote: 4 hours agoMost monsters have 0% magic resist i think (right?)
As far as i know there is no monster affix that increases magic resist so the same (0%) for most uniques and heralds
Fun fact: The affix "Magic Resistant" does not increase magic resistance, only fire, lightning and cold. Diablo logic.
Thanks!! Didn't know that
With 20% mr the numbers would look like
Current sunder, 12,623 effective damage
-10% sunder, 12,371 (2% less)
So +% msd still outperforms in that case (by the teeniest tiniest margin)
♥♥♥ SC ladder & non-ladder ♥♥♥
Feel free to message me on discord @kerph for a quick reply
Feel free to message me on discord @kerph for a quick reply
Yeah, you're right, there is no magic resistance on the affix "magic resistant". I actually knew this once but forgot about it. I was misleading the name.
Mana Burn adds 20% magic resists. I'll read the rest of your post, nowkerph wrote: 4 hours agoMost monsters have 0% magic resist i think (right?)mikelessar wrote: 5 hours agoThis one is medium. A -9 or -10 magic would suit you better. I would roll it if I were you.
As far as i know there is no monster affix that increases magic resist so the same (0%) for most uniques and heralds
Uber Baal has 75% and immunes would have 95%
Let's say base Abyss damage is 7,000
With his gear now + Consume, he has -47% enemy magic resist and +42% magic skill damage
So Abyss damage before resists = 9,940
Avg enemy would be reduced to -47% mr, so would take 14,611 damage
Uber Baal reduced to 28% mr, takes 7,156 damage
Immunes reduced to 48% mr, takes 5,168 damage
With a -10% sunder, -57% emr and +29% msd
Abyss damage = 9,030
Avg enemy reduced to -57% mr, takes 14,177 damage (3% less)
Uber Baal reduced to 18% mr, takes 7,404 damage (3.4% more)
Immunes reduced to 38% mr, takes 5,598 damage (8.3% more)
So slightly better on the average monster/unique/ Herald, worse for ubers and magic immunes (which are so niche). I think the difference is pretty minor tho and neither is clearly better. His current sunder is also really well-rolled otherwise though, imo
I see others already got the Mana Burn vs Magic Resistant topic covered. Should have read more.
One consideration when judging whether -emr or +%md is better is that, yes, you will do more damage with +15%md vs. -10%emr on monsters with no magic resistance, BUT, those monsters are melting faster than you can recast chains regardless of which you mod you choose. The real problems for magic builds are immunes and high res ubers (surprise!).
Running some simulations of doing 1000 or 50000 damage on monsters of different magic resistance, and assuming you've got -30%emr before adding your sunder, you can see below that the point of inflection for when you get more damage from -%emr vs +%md is at 25%emr w/-10% sunder and 35%emr w/+15% sunder. Above that, -emr always wins... but honestly, the deltas are so low it should be almost unnoticeable.
The first row is using a -10% sunder and the second row is using a +15% sunder.
So for magic immunes and for Baal/Uber Ancients, you're marginally better off with the -10%emr sunder.
The exception is when you have a Bowlock that uses Witchwild Strings with auras that max physical damage (Conc + Fanat + Might), which generates a sizeable Conversion of physical damage to magic damage, which doesn't benefit at all from +%md, because that only applies to skills, but does benefit from -%emr. Most bowlocks use Buriza or Mist, though, which is better anyways.
Here you see magic damage from WWS (socketed with 2x 38/15 jewels... yes, I did this... no, it wasn't a good idea) is nearly on par with Hex: Bane after consuming a Defilter (the beauty of it is, you can Consume a defiler, cast Hex Bane, then summon a Goat and Consume that for physical damage to WWS). This is also showing damage without any other modifiers, but you can see that you'd be better off with more -%emr than with +%md because so much WWS magic damage gains from the -%emr.
One consideration when judging whether -emr or +%md is better is that, yes, you will do more damage with +15%md vs. -10%emr on monsters with no magic resistance, BUT, those monsters are melting faster than you can recast chains regardless of which you mod you choose. The real problems for magic builds are immunes and high res ubers (surprise!).
Running some simulations of doing 1000 or 50000 damage on monsters of different magic resistance, and assuming you've got -30%emr before adding your sunder, you can see below that the point of inflection for when you get more damage from -%emr vs +%md is at 25%emr w/-10% sunder and 35%emr w/+15% sunder. Above that, -emr always wins... but honestly, the deltas are so low it should be almost unnoticeable.
The first row is using a -10% sunder and the second row is using a +15% sunder.
So for magic immunes and for Baal/Uber Ancients, you're marginally better off with the -10%emr sunder.
The exception is when you have a Bowlock that uses Witchwild Strings with auras that max physical damage (Conc + Fanat + Might), which generates a sizeable Conversion of physical damage to magic damage, which doesn't benefit at all from +%md, because that only applies to skills, but does benefit from -%emr. Most bowlocks use Buriza or Mist, though, which is better anyways.
Here you see magic damage from WWS (socketed with 2x 38/15 jewels... yes, I did this... no, it wasn't a good idea) is nearly on par with Hex: Bane after consuming a Defilter (the beauty of it is, you can Consume a defiler, cast Hex Bane, then summon a Goat and Consume that for physical damage to WWS). This is also showing damage without any other modifiers, but you can see that you'd be better off with more -%emr than with +%md because so much WWS magic damage gains from the -%emr.
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