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possible to break immune and do some damage?
I saw a hammerdin do 5k-22k in 1 second, while i wait for my " Volcano" to finish 1/4 praying my merc wont die and I'll have nuff potions.
did anyone got a decent build, like with Ravenlore and Conviction and maybe that Crest jewel, forgot it's name that adds poison -res?
I know its crap compared to the easier stronger builds. just wondering, since this is my first char that I've invested. thinking of switching to necro skeli+CE which is pretty solid, can watch netflix while rushing..?
I saw a hammerdin do 5k-22k in 1 second, while i wait for my " Volcano" to finish 1/4 praying my merc wont die and I'll have nuff potions.
did anyone got a decent build, like with Ravenlore and Conviction and maybe that Crest jewel, forgot it's name that adds poison -res?
I know its crap compared to the easier stronger builds. just wondering, since this is my first char that I've invested. thinking of switching to necro skeli+CE which is pretty solid, can watch netflix while rushing..?
Can be used to make Runewords:
possible to break immune and do some damage?
I saw a hammerdin do 5k-22k in 1 second, while i wait for my " Volcano" to finish 1/4 praying my merc wont die and I'll have nuff potions.
did anyone got a decent build, like with Ravenlore and Conviction and maybe that Crest jewel, forgot it's name that adds poison -res?
I know its crap compared to the easier stronger builds. just wondering, since this is my first char that I've invested. thinking of switching to necro skeli+CE which is pretty solid, can watch netflix while rushing..?
I saw a hammerdin do 5k-22k in 1 second, while i wait for my " Volcano" to finish 1/4 praying my merc wont die and I'll have nuff potions.
did anyone got a decent build, like with Ravenlore and Conviction and maybe that Crest jewel, forgot it's name that adds poison -res?
I know its crap compared to the easier stronger builds. just wondering, since this is my first char that I've invested. thinking of switching to necro skeli+CE which is pretty solid, can watch netflix while rushing..?
goodluck, and may the RNG god be with you.
OP
You say that from using Infinity?
Inifinity + Ravenlore = - 115%
Which should break the 100% immune.
According to the tables, level 12 Conviction from Infinity is around 95? And good Ravenlore can be 20.
According to YouTubers that should be sufficient to break the immune. Now about the amount of damage really done- that could be a problem
Inifinity + Ravenlore = - 115%
Which should break the 100% immune.
According to the tables, level 12 Conviction from Infinity is around 95? And good Ravenlore can be 20.
According to YouTubers that should be sufficient to break the immune. Now about the amount of damage really done- that could be a problem
goodluck, and may the RNG god be with you.
I think lvl12 Conviction is -85%, so + 20% from Ravenlore is -105%. This would break any 120% fire resistant enemies (1/5 effectiveness), but there are still many 125%+ fire resistant monsters you cant damage. Even those you can just about break, you will only be dealing a tiny bit of damage to.
Source: https://diablo-archive.fandom.com/wiki/ ... Diablo_II)
Source: https://diablo-archive.fandom.com/wiki/ ... Diablo_II)
OP
Ok. So what do Fireball cold sorceress do? Just ignore mobs?
Iāve see hammerdins and necro CE+sklMast rushing hell like it was d3 simple Rift.
Iāve see hammerdins and necro CE+sklMast rushing hell like it was d3 simple Rift.
goodluck, and may the RNG god be with you.
Necro has Lower Resist which can help, Hammerdins rarely go where the magic immune monsters are (they're already pretty rare)
Meteorb type sorceresses just avoid the dual fire/cold immune, or pin them with Telekinesis and Static Field while the merc finishes them off (i dont think regular mobs can be dual immune, i've only seen uniques and bosses)
Meteorb type sorceresses just avoid the dual fire/cold immune, or pin them with Telekinesis and Static Field while the merc finishes them off (i dont think regular mobs can be dual immune, i've only seen uniques and bosses)
Why bother with Infinity when you can coop with a friend who play convo-pala? His conv will be 25 (-150 res), and all he needs is not to die.
You may even don aldur set + medusa shield (put some res/-15%req jewel into it), Shael your Club and dual-facet your guise. Fire Claws left click, Armageddon right click. LR proc will be nice add to conv 25. Some rising sun amulet (this is where it belongs ), Dwarf Star+ravenfrost rings, some Hellmouth/lavagout/ Magefist Gauntlets, any torch - and voila. Cheap and effective, also your friend can even switch to templar fistin instead of Vengeance. Two of you will enjoy hell, i'm sure.
You may even don aldur set + medusa shield (put some res/-15%req jewel into it), Shael your Club and dual-facet your guise. Fire Claws left click, Armageddon right click. LR proc will be nice add to conv 25. Some rising sun amulet (this is where it belongs ), Dwarf Star+ravenfrost rings, some Hellmouth/lavagout/ Magefist Gauntlets, any torch - and voila. Cheap and effective, also your friend can even switch to templar fistin instead of Vengeance. Two of you will enjoy hell, i'm sure.
rikus wrote: 3 years ago Inifinity + Ravenlore = - 115%
Which should break the 100% immune.
According to the tables, level 12 Conviction from Infinity is around 95? And good Ravenlore can be 20.
According to YouTubers that should be sufficient to break the immune. Now about the amount of damage really done- that could be a problem
Wrong. -Enemy Resistance affixes only work on non-immune monsters. Conviction alone (or coupled with Lower Resist) has to break the immunity before the bonuses from items can be applied.Drawdeneerg wrote: 3 years ago I think lvl12 Conviction is -85%, so + 20% from Ravenlore is -105%. This would break any 120% fire resistant enemies (1/5 effectiveness)
There is one: UT Megademon. No other fire/cold dual immunes, but dual with other element combinations do occur, mostly Act V guest monsters.Peacku wrote: 3 years agoi dont think regular mobs can be dual immune, i've only seen uniques and bosses
OP
Does anyone have a proof that Conviction can break immune?
I mean why is that not like your resistances?
Once you lower it below 75% you start deal damage. But I guess it would be too easy? I donāt see anything easy with getting Infinity tune word
I mean why is that not like your resistances?
Once you lower it below 75% you start deal damage. But I guess it would be too easy? I donāt see anything easy with getting Infinity tune word
goodluck, and may the RNG god be with you.
Immunities can be broken only with Lower Resist and/or Conviction.
These two skills work at 20% effectiveness when applied to immunities.
Once immunity is broken (resistance becomes <100% after applying the two skills above), your other sources of -% resist apply at 100% effectiveness. They do otherwise nothing up until this point.
So, for example, your 60% Lower Resist will remove 12% from the total resistance your enemy has. If this drops said enemy below 100%, it breaks its immunity and other sources of -% enemy resistance now apply. In this scenario you'd be able to break immune monsters with max 111% resist to your element. Then the monster is still left with up to 99% resist you need to take care off. Ravenlore with up to -20%, Rainbow Facets at -5% each and so on. It will never be good, but it will let you kill them.
Cold immunities are the hardest to remove because most monster with cold immunity have 120%+, but when you do, your -150% Cold Mastery will strip them completely.
Lightning immunities are the easiest to remove because they rarely go over 110% (so an Infinity is enough) but breaking those means having the most expensive pieces of gear to break and strip.
These two skills work at 20% effectiveness when applied to immunities.
Once immunity is broken (resistance becomes <100% after applying the two skills above), your other sources of -% resist apply at 100% effectiveness. They do otherwise nothing up until this point.
So, for example, your 60% Lower Resist will remove 12% from the total resistance your enemy has. If this drops said enemy below 100%, it breaks its immunity and other sources of -% enemy resistance now apply. In this scenario you'd be able to break immune monsters with max 111% resist to your element. Then the monster is still left with up to 99% resist you need to take care off. Ravenlore with up to -20%, Rainbow Facets at -5% each and so on. It will never be good, but it will let you kill them.
Cold immunities are the hardest to remove because most monster with cold immunity have 120%+, but when you do, your -150% Cold Mastery will strip them completely.
Lightning immunities are the easiest to remove because they rarely go over 110% (so an Infinity is enough) but breaking those means having the most expensive pieces of gear to break and strip.
If you get a PM offer, post it in the trade. Promote healthy competition instead of settling for less.
Just some statistics to support this claim: mean resistances ā„ 100 (with some outliers excluded):Queegon wrote: 2 years ago Cold immunities are the hardest to remove because most monster with cold immunity have 120%+, but when you do, your -150% Cold Mastery will strip them completely.
Lightning immunities are the easiest to remove because they rarely go over 110% (so an Infinity is enough) but breaking those means having the most expensive pieces of gear to break and strip.
Physical: 100
Magic: 104
Fire: 113
Lightning: 104
Cold: 138 (excluded Gargoyle Trap with 1000 res)
Poison: 109 (excluded stationary objects, such as Lightning Spires, Catapults, Doors with 1000 res, as well as Bone Wall and Bone Prison with 200 res)
It is just a dumb average across all monsters (monstats.txt), not taking into account different areas, unused monsters and so on, but gives some insight about different elements' resistances.
OP
dumb average you made or taken from a website? referring to these numbers you've listed.Trang Oul wrote: 2 years agoJust some statistics to support this claim: mean resistances ā„ 100 (with some outliers excluded):Queegon wrote: 2 years ago Cold immunities are the hardest to remove because most monster with cold immunity have 120%+, but when you do, your -150% Cold Mastery will strip them completely.
Lightning immunities are the easiest to remove because they rarely go over 110% (so an Infinity is enough) but breaking those means having the most expensive pieces of gear to break and strip.
Physical: 100
Magic: 104
Fire: 113
Lightning: 104
Cold: 138 (excluded Gargoyle Trap with 1000 res)
Poison: 109 (excluded stationary objects, such as Lightning Spires, Catapults, Doors with 1000 res, as well as Bone Wall and Bone Prison with 200 res)
It is just a dumb average across all monsters (monstats.txt), not taking into account different areas, unused monsters and so on, but gives some Insight about different elements' resistances.
goodluck, and may the RNG god be with you.
Calculated from values in monstats.txt file.
Not sure if up-to-date but this page might present the mostser resistances in a more user-friendly way than monstats.txt
Check Akara or Ormus for Lower Resist Wand w charges. Poor man's Infinity. And easiest thing to break is poison. Aside from towers, doors and barricades There's the flying guys in A1 in Stoney, some Skeleton archers in tamoe Highlands, maggots in a2 and Pitt lords in A4. Don't even need hard point as necro and Infinity doesn't effect poison. So a 10k Wand or 3 pieces of trangs with the +25/-25 poison and you broke em.
Xbox GT: Cinomed541 add me if you need someone to play with.
OP
mind you this for a fire druid...perhaps for a poison necro its good.Cinomed541 wrote: 2 years ago Check Akara or Ormus for Lower Resist Wand w charges. Poor man's Infinity. And easiest thing to break is poison. Aside from towers, doors and barricades There's the flying guys in A1 in Stoney, some Skeleton archers in tamoe Highlands, maggots in a2 and Pitt lords in A4. Don't even need hard point as necro and Infinity doesn't effect poison. So a 10k Wand or 3 pieces of trangs with the +25/-25 poison and you broke em.
goodluck, and may the RNG god be with you.
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