View Full Version : Summon resist- prebuff or not?
purplelocust
04-02-2005, 15:22
I looked at various guides and posts but wasn't able to figure out if the resistance of skeletons, golems, and revives from the level of Summon Resist comes from what the necro is wearing at the time of casting ("prebuffing") or at the time they are hit with elemental damage. It seems likely that what matters is at the time of casting, like Skeleton Mastery and Raise Skeleton, but I haven't seen confirmation of that anywhere and can't really think of a good experiment to test. I have a wand that is better for raising stuff with +3 to the summon tree but I usually only hold that when I am raising and switch to a rare one with mana and some resists (for me!) when I am standing around waiting for corpses to explode and I'm wondering if the resistances of the skeletons drops when I switch out the wand with +summon on it.
Myrakh-2
04-02-2005, 16:34
All the skeleton stats are set when they are created; that the common assumption anyway, and I don't see a reason why it might be different.
Testing it is quite simple; all you need is an elemental damage spell with a tight damage range (i.e. definitely not lightning :-)) and a reliable hit, a necro with no summon resist, and an item that gives +summon resist.
The difference in number of spells required to kill the skellies should be noticeable enough; just do it with the +summon resist equipped/not equipped.
My game play experience is that time of creation determines stats for all summonables, and not just for the nec, so when you hit a skill shrine, be sure to resummon your whole army. The one area I have seen some unresolved dispute over is the IG; some believe it does not remain pre-buffed (as from skill shrines) from game to game, others, like myself, believe it does.
It just seems far too random to me that the IG would reset to reflect whatever you happen to be wearing when you enter a game, and this would mean that, once you had your golem related skills at the level of solid skill point investment that you wanted, you simply leave and reenter the game every time to found more +skills so that your IG would keep up with you.
I have not done any tests on this; the easiest way to test would be to test the IG's immunities between games (make him from an item which, with +skills from shrine, etc., gives him lightning resistance of just over 100%, then strip naked, leave the game, and reenter); but my in-game experience is that you IG stays at the level you created him no matter what.
purplelocust
09-02-2005, 11:03
Thanks for the replies- that what I'd thought but hadn't been able to find confirmation anywhere. If I get a chance to do the experiments for SR and IG I'll post the results. I think the best way to test the IG hypothesis is to find a head and wand with +IG and put on as much skill gear as possible and find a skill shrine, then make an IG out of a standard item like a white dagger and see how much it takes to kill it. Then make another one, take off all applicible skill gear, leave the game, and see how much it takes to kill it. If the question is just about the skill shrine, probably the best way to test that would be to just have one point in IG, hit a shrine, make golem, and compare that to not hitting the shrine- in both cases leave and rejoin.
I tested it so skelis get ther resist dmg and other stuff when they pop up...
And stats doesent change with all your gear off..
so yes they prebufable even with sumon resist
but nomber will decrease on curent lvl of skill :(
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