View Full Version : inmune to amplify damage?
I think I read something about stacking a lot of dr% items to avoid being amp'ed. How much dr% do you have to achieve to become inmune to amplify damage?
Thank you.
Armor_Biff
16-01-2006, 13:27
I think it was 100%, because thats how much amplify damage reduces your physical resistance.
Amp lowers opponents physical resist (=dr) by 100%, so if you want to negate its effect, you'll need 100% dr
The funny thing is though, that he is not asking how to negate the effect, but how to become immune to the curse.
I know that in .09 if you equipped 100% dr that monsters could not cast amp on you (don't know about players). If that is still true then with 100% dr you don't only negate the effect of amp damage, but the original dmg as well -> you are immune to amp damage.
I cannot confirm whether it still works in .11 though.
Necrochild313
16-01-2006, 17:49
I cannot confirm whether it still works in .11 though.
I'd venture to say probably not, because in .10 and .11 physical immune monsters can be amped.
Say you get 100%dr, therefore u are amp inmune, but what happens to the regular damage? does it hurt as if you had zero %dr, or like 50%dr? If the first is how it works, then getting dr% beyond 100% works, I mean does it stacks?
...summoning RTB....
Leohappy
16-01-2006, 18:55
Say you get 100%dr, therefore u are amp inmune, but what happens to the regular damage? does it hurt as if you had zero %dr, or like 50%dr? If the first is how it works, then getting dr% beyond 100% works, I mean does it stacks?
...summoning RTB....A cap for phys.dmg red. is set at 50%, although you can probably stack DR to reach 100% or more, but that would only help against being cursed.
So if you have 70% dr and get amped you'd only be at -30% dr after. Not bad altho running around with amp above your head is preatty dangerous particularley in HC :starry:.
Same thing also applies to element resistances.
kingdryland
16-01-2006, 21:09
Unless I'm very mistaken the only monsters that are "immune" to amp damage are the physical immune/stone skin ones.
krischan
16-01-2006, 21:29
Unless I'm very mistaken the only monsters that are "immune" to amp damage are the physical immune/stone skin ones.
Amp will break physical immunity, I'm not sure to what extent, but I guess it works with an effectivity of 1/5, i.e. a PI monster with 110% DR will be down to 90%. Perhaps the reduction of effectiveness starts at an earlier stage (50% ?) because I noticed that monsters with lots of physical resistance (souls, stoneskin bosses) still need far more hits than it should be if their physical resistance got lowered from 80% to -20% (assuming a base type with 0% physical resistance).
Amp can be very useful against ghosts which typically have low life. For example, a strafer with Atma's Scarab (5% to cast amp on a hit) will like it a lot if the ghosts stack over each other at her merc/valk/decoy, so each of her strafe arrows hits all of them (100% piercing assumed) and it will effectively be more than the maximum of 4 per target, triggering amp very quickly, so further arrows will deal damage to all of the ghosts.
However, a PI frenzytaur boss or Lister can still tank a lot of physical damage when being amped.
BIGeyedBUG
17-01-2006, 04:43
Just for the sake of clarity...
Amp reduces physical immunity by 100% for targets with less than 100% physical resistance (PI).
On targets with 100% or greater physical resistance, its effect is diminished by 1/5, i.e. a total of 20%.
Virtually every PI in the game has only 100% physical resistance--they'll be reduced to 80 physical resist. The only exceptions I can think of are some stoneskin bosses, and some ghostly champs. At 120% or above, these won't be breakable at all.
Decrep works the same way, except it reduces non-immunes by 50%, and immunes by 10%.
And a couple of bonus bits:
The player cap on final physical resist is 50%, but that's after Amp and Decrep. So a player who could stack 100% DR would keep his 50% DR even after being cursed.
The floor on any resist is -100%.
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