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MortisSpiritis
11-06-2007, 18:34
lvl 1 character

Normal Game = 0%/0%/0%/0%

NM Game = -x%/-x%/-x%/-x%

Hell Game = -y%/-y%/-y%/-y%

would someone please fill in X and Y for me? :)

Aldeth the Foppish Idiot
11-06-2007, 18:45
I'm pretty sure it's -40% and -80% for nightmare/hell. I usually have my resistances maxed before I move on to the next difficulty level, but since I never bother to figure out how far above 75% I am, calculating the exact drop is difficult.

One more thing - those are the cumulative totals. You actually get two -40% penalties. It's -40% in nightmare and then another -40% in hell for a total of -80% in hell. It's NOT -80% on top of the -40% you already had, which would be -120% altogether.

kykle
11-06-2007, 18:51
its - 40 in nm and -100 in hell, not -80

krischan
11-06-2007, 19:51
Of course, the Anya quests have a reward of an +10 inherent allres bonus each, so it will result into -10/-70 after you solved them all.

Rabbitz
11-06-2007, 23:40
In classic its -20% and -40% =)

Miikai
12-06-2007, 22:23
How much hell is stronger compared to normal? Let's say normal 8 player game is strong as hell 1 player?

helvete
13-06-2007, 09:55
Additional players in the game has nothing to do with the offensive strength of monsters (except that they won't go into Hit Recovery as often if you can't take at least 1/12 of their total life each hit).

For your question: Try killing a quill rat in hell on players 1 with a lvl 5 character. Then try on players 8 normal. You'll notice the difference very easily.

Darkflight
13-06-2007, 09:58
Additional players in the game has nothing to do with the offensive strength of monsters (except that they won't go into Hit Recovery as often if you can't take at least 1/12 of their total life each hit).

For your question: Try killing a quill rat in hell on players 1 with a lvl 5 character. Then try on players 8 normal. You'll notice the difference very easily.


Monster damage is increased slightly with higher amounts of players AFAIK.

helvete
13-06-2007, 10:07
No. The only things which increase are

- Drops (lower nodrop chance. Monsters that doesn't have a nodrop chance, like random uniques, champions, will NOT have increased drops)
- Monster HPs (increases 50% per additional player, 2 players are +50%, 8 players are +350% making a 100 HP monster 150HP with 2, and 450HP with 8 players)
- Monster expirience (increases same way as HPs increase)

The reason players tend to take slightly more (or a lot more in some cases) damage with higher players settings is the following.

EXAMPLE:

A frenzytaur monster has 1000 base hitpoints (not really, but in this example, it has)

If you do 100-200 damage, then each hit will cause him to go into hit recovery animation (interrupting his attack causing you to take less damage)

On players2, his HP will increase to 1500.

This means that if you roll 100 damage (your minimum) then you're only taking away 1/15 of his HPs with that hit, which is not enough to cause hit recovery (1/12) so his attack will NOT be interrupted, and maybe land. Should you roll 200 damage on your next hit, then he will go into hit recovery on that hit.

Further increasing players setting to 8 will make him have 4500 HP, which again means you will never put him in hit recovery with a damage of 100-200, thus he will hit you more, and you take more damage.

krischan
13-06-2007, 10:47
Aren't there are indirect effects regarding monster damage because of their increased life, like death explosion from dolls or fire-enchanted bosses, exploding suicide minions and CE from Nihlathak ?

stephan
13-06-2007, 10:54
CE is calculated from a monster's base life.

helvete
13-06-2007, 11:39
Aren't there are indirect effects regarding monster damage because of their increased life, like death explosion from dolls or fire-enchanted bosses, exploding suicide minions and CE from Nihlathak ?

This used to be true (and made necros ridiculously powerful in eg. 1.09) but has been changed. A players8 doll is actually a lot LESS dangerous than a players1 one, since players1 ones die by accident a lot more (middle of a WW a cursed boss pack usually comes running....)

korialstraz
13-06-2007, 11:59
Of course, the Anya quests have a reward of an +10 inherent allres bonus each, so it will result into -10/-70 after you solved them all.

im not sure if this has been fixed, but there is a bug with anyas resistance that once you die, the bonus is gone until you s/e and rejoin the game even though it does not show up in the LCS

krischan
13-06-2007, 12:31
That bug hasn't been fixed so far.

RTB
13-06-2007, 12:32
Monster damage is increased slightly with higher amounts of players AFAIK.

I wouldn't call it slightly. 1/16 per additional player, but only to melee and ranged dmg, not spells.

Darkflight
13-06-2007, 14:13
I wouldn't call it slightly. 1/16 per additional player, but only to melee and ranged dmg, not spells.

Ok, I thought it was slightly less. :grin:

BobTheWarrior
13-06-2007, 18:17
Can hit-recovery animation be induced on an immune monster hit with a spell they're immune to?

I've been chaosing a lot recently and one of the knights (Doom or Oblivion, don't remember which) frequently spawns with Immune to Fire. Using my blizzballer, I have fireball on my left-click. I've noticed that I will accidentally left-click on an enemy that has moved to where I wanted to walk, and shoot a fireball at them instead. If the fireball connects, they seem to go into the hit recovery animation, even though no damage was done since they are immune. I've even seen them become 'hit-locked' by my spammed fireballs if I get off 2 or 3 before I realize I'm not moving. (105% FCR rocks!).

I don't recall seeing any other spells firing in the area of the enemy, nor do I recall seeing an Amazon firing arrows or any other melee class players around.

thegiantturtle
13-06-2007, 18:30
I wouldn't call it slightly. 1/16 per additional player, but only to melee and ranged dmg, not spells.Hmm...I thought it was closer to 1/12

helvete
14-06-2007, 08:52
I wouldn't call it slightly. 1/16 per additional player, but only to melee and ranged dmg, not spells.

I thought it was 1/16 less :rolleyes:

Now... This damage increase, which would increase melee and ranged damage by almost 50% with a p8 game... Does that count as %enhanced damage, so that eg decrepify becomes less effective?

krischan
14-06-2007, 10:02
Can hit-recovery animation be induced on an immune monster hit with a spell they're immune to?

I've been chaosing a lot recently and one of the knights (Doom or Oblivion, don't remember which) frequently spawns with Immune to Fire. Using my blizzballer, I have fireball on my left-click. I've noticed that I will accidentally left-click on an enemy that has moved to where I wanted to walk, and shoot a fireball at them instead. If the fireball connects, they seem to go into the hit recovery animation, even though no damage was done since they are immune. I've even seen them become 'hit-locked' by my spammed fireballs if I get off 2 or 3 before I realize I'm not moving. (105% FCR rocks!).

I don't recall seeing any other spells firing in the area of the enemy, nor do I recall seeing an Amazon firing arrows or any other melee class players around.

Hit recovery is only induced if the enemy suffers 1/12 of his maximum life with a single attack or if it causes a knockback effect. Also, stunned enemies (with swirlies above their heads) go into hit recovery on each hit. Maybe it will work on stunned enemies with attacks they are immune to, as e.g. lightning enchanted bosses send out their lightning in such a case as well.

Maybe fireball triggers the blocking animation, but as it has an area of effect instead of affecting just a single target, blocking won't help.

RTB
14-06-2007, 12:21
Now... This damage increase, which would increase melee and ranged damage by almost 50% with a p8 game... Does that count as %enhanced damage, so that eg decrepify becomes less effective?

No, it's an increase to the base dmg, kind of like ethereal to weapons/armor.