View Full Version : Druid Firestorm - is the listed damage divided b/t the 3 lines?
or does each individual line do the listed dmg?
deathwinger
03-08-2009, 02:16
each line does the listed damage per second, and when all 3 overlap a target, it does 3x the listed damage.
It still sucks though. Just make a Windy druid and be done with it.
zaxcloudo
04-08-2009, 08:32
It's a shame it can't cast like Diablo's firestorm.
Verashiden
04-08-2009, 10:14
Then it'd just drop games.
And Firestorm is nuts in LLD >.>.
crawlingdeadman
04-08-2009, 21:08
on my 30 fissure druid, i used it frequently when finishing off an aggresive opponent.
what are the problems with it anyway? is it like arctic blast and inferno, hopelessly bugged?
Verashiden
05-08-2009, 07:03
No, Fissure doesn't have that bug. Each snake deals the listed damage, meaning when you shotgun somebody (Insight Charger >.>) You, well, shotgun them.
crawlingdeadman
05-08-2009, 16:04
i meant firestorm's "crappy" rating by other players. not sure if you mean fissure or firestorm...
Citizen XVIII
05-08-2009, 17:44
I think it isn't well liked because of its difficulty of use. It's range isn't great, and the 'snakes' don't follow a set pattern. The damage is decent, more than decent with mid-quality gear, but it puts you closer to the target which is bad for a caster. I've got a 80ish fire Druid (I like unpopular builds), and I've found firestorm to be my go-to left-clicker.
Eilo Rytyj
05-08-2009, 18:18
It's not bugged, but I believe the flame is only up for 15 frames, meaning the actual damage of a single "snake" is 3/5 of the listed damage/second. Don't quote me on that exact duration, but I do know it's less than a second.
IIRC the snakes follow the same zigzag pattern that Charged Bolt and similar skills follow, which I'd say is the same code to determine the path of Twisters and Tornados.
Still, when the listed damage is a couple of thousand points (which it can be on a pure fire Ele druid) then it makes an alright "spam" skill on a close group.
Fire ele druids are one of my fave builds, if you're good at keeping your tanks between you and a mob yet keep close enough for Armageddon to works its magic, also choose the right Fire spelll for the situation at hand then the build works well. You just need a little patience.
Oh, and Zombie Molten-Bowling is a little known in-game sport all Geomancers should be masters at.
onderduiker
05-08-2009, 19:21
Firestorm's listed average fire damage per second is the damage applied by three of its missiles colliding with the target every frame (there are 25 frames per second).
These are the values used to calculate Firestorm's base damage from Skills.txt:
HitShift EMin EMinLev1 EMinLev2 EMinLev3 EMinLev4 EMinLev5
__________________________________________________ ____________________
2 3 3 5 7 14 21
EMax EMaxLev1 EMaxLev2 EMaxLev3 EMaxLev4 EMaxLev5
__________________________________________________ _________
6 3 6 8 15 23
Keeping this simple, level 1 Firestorm's minimum base damage is (2^HitShift)*EMin/256, which will be applied by each of its missiles on collision:
(2^HitShift)*EMin/256 = (2^2)*3/256
= 4*3/256
= 12/256
Firestorm's missiles don't have LastCollide or NextHit enabled in Missiles.txt, so that damage is applied every frame that each missile collides with a target:
Damage/second = 25*12/256
= 300/256
= 1 44/256
Level 1 Firestorm lists 3-7 average fire damage per second, which is calculated on the assumption that at least three of its missiles are colliding with a target each second:
Total damage/second = 3*300/256
= 900/256
= 3 132/256
Displayed damage is rounded down.
It's not bugged, but I believe the flame is only up for 15 frames, meaning the actual damage of a single "snake" is 3/5 of the listed damage/second. Don't quote me on that exact duration, but I do know it's less than a second.
Firestorm uses two missiles: firestormmaker, which has velocity and lasts for 40 frames, and firestorm sub-missiles, which apply the damage, have no velocity and last for 15 frames. Three firestormmaker missiles are spawned per cast, and spawn firestorm missiles as they travel: as old firestorm missiles expire and new ones spawn, it creates the illusion of 'snakes'.
I'd need to run some tests modifying Missiles.txt to be completely sure, and Firestorm's actual damage would depend on the frequency with which firestorm missiles spawn: it may be more or less than that displayed.
Verashiden
05-08-2009, 19:30
<3 onderduiker. You make life so much easier :D
onderduiker
06-08-2009, 19:19
Below is the bit damage applied per collision by firestorm missiles (one bit = 1/256 point):
FIRE DAMAGE SKILL LEVEL
1-8 9-16 17-22 23-28 29+
__________________________________________________ ____________________________________
Minimum 12*lvl (20*lvl)-64 (28*lvl)-192 (56*lvl)-808 (84*lvl)-1,592
Maximum (12*lvl)+12 (24*lvl)-84 (32*lvl)-212 (60*lvl)-828 (92*lvl)-1,724
Since collisions can occur every frame, each firestorm missile applies the following bit damage per frame at level 40:
Minimum = (84*40)-1,592 Maximum = (92*40)-1,724
= 3,360-1,592 = 3,680-1,724
= 1,768 = 1,956
Hard points in Molten Boulder and Fissure add 23% fire damage each, so 40 points would result in the following:
Minimum = 1,768*(100+(23*40))/100 Maximum = 1,956*(100+(23*40))/100
= 1,768*10.2 = 1,956*10.2
= 18,033 = 19,951
Damage is rounded down to the nearest bit. Although each firestorm missile lasts for 15 frames, damage is only applied for 14 frames. Since firestorm missiles are stationary, if the target is also stationary that damage will always be applied 14 times:
Minimum = 18,033*14 Maximum = 19,951*14
= 252,462 = 279,314
Divide by 256, and that's approximately 986-1,091 potential fire damage per missile. Fully synergised, level 40 Firestorm displays 5,283-5,845 average fire damage per second: this is calculated based on only three missiles applying damage every frame each second (25 frames). If only three missiles apply damage, then only approximately 2,958-3,273 fire damage would be applied per cast. :(
Fortunately, more missiles are actually colliding with each target, although the exact number depends on Size: Size 1 targets (only Sand Maggot Eggs, Mummy Sarcophagi, Flying Scimitars, Bone Prisons and Lightning Spires) collide with up to 5 missiles; Size 2 targets (e.g. players) collide with up to 9 missiles; and Size 3 targets (e.g. Act bosses) collide with up to 14 missiles. :grin:
This means the maximum potential damage per cast of fully synergised level 40 Firestorm is as follows:
SIZE SUB-TILES MISSILES TOTAL BIT DAMAGE TOTAL DAMAGE
__________________________________________________ _______________
1 1 5 1,262,310-1,396,570 4,930- 5,455
2 5 9 2,272,158-2,513,826 8,875- 9,819
3 9 14 3,534,468-3,910,396 13,806-15,274
Granted, due to the irregular path of the three firestormmaker missiles, targets won't always be colliding with the maximum number of firestorm missiles possible. Casting at point-blank range seems to be the most effective way of maximising damage, although obviously this is much riskier.
Citizen XVIII
06-08-2009, 20:52
onderduiker, that is a beautiful piece of research writing, :worship: I applaud you. If you were so inclined :wink:, you should do a write-up on the damage potential of all the Druid fire skills for a sticky.
Verashiden
07-08-2009, 06:44
O_o That's amazing.
Well that explains why it's so deadly in LLD.
Applause for the extremely in depth explanations. We need a Fire Skills sticky >.>
onderduiker
07-08-2009, 18:21
If you were so inclined :wink:, you should do a write-up on the damage potential of all the Druid fire skills for a sticky.
I am inclined to investigate the Druid's fire skills, but I might wait for the v1.13 patch to be released before doing so: who knows what changes will be made (they may decide to have Molten Boulder and Volcano synergise Armageddon's physical damage as well, for example... or at least display that physical damage).
Citizen XVIII
07-08-2009, 19:57
I might wait for the v1.13 patch to be released before doing so: who knows what changes will be made
That would be wise; if they do buff/nerf, I suspect the fire skills may be in line for some modification. I think you've shown that the damage potential is good, but I'd like to see some usage modifications (a Firestorm synergy extending length, shorter cooldown for Molten Boulder, etc.). I guess we'll see when we see.
dknomisdk
08-08-2009, 14:20
I have tryied to put some high end gear + inf merc on a fire druied... He took down hell diablo with 3-4 firestorms ^^ was kinda imba for bosses... Faster than wind anyway
Metathrom
08-08-2009, 15:10
A good way to make Firestorm deadly is to use a Passion Phase Blade, loads of IAS Gear and a Phoenix shield. Hah. You'll unleash loads of firestorms per second, and without a delay since Zeal is uninterruptable.
Damage will be higher if you use Ravenlore, Infinity Merc and you can even stack Fissure and Armageddon on top of the multiple firestorms.
crawlingdeadman
08-08-2009, 16:03
you'd need ar to hit...
Eilo Rytyj
08-08-2009, 17:54
you'd need ar to hit...
...or take advantage of the Conviction aura from an Infinity polearm on a merc, -83% defense negating the need of a substantial AR to provide an adequate chance to hit...
onderduiker's mathemagics certainly explain why Firestorm seems so powerful on a well-decked Geomancer despite all the flak it receives being a "bad" skill. For the little mana that it costs it absolutely chews through things when spammed at point blank.
Oh how I wish that with the 1.13 patch that Blizzard either:
A) extend the length of the "snakes" per skill level a-la Hellfire Torch/Big D's Firestorm; or
B) remove the casting delay, making it a spammable skill inbetween Fissures, Volcanos and the like.
crawlingdeadman
08-08-2009, 18:18
hmm, was just thinking about that passion post:
-does that firestorm gain the synergies from druid firestorm?
- is the torch firestorm the same, does it gain synergies from druid firestorm?
-why use passion, wolves have fury.
@Eilo Rytj; that is a good point.
Citizen XVIII
08-08-2009, 18:32
A good way to make Firestorm deadly is to use a Passion Phase Blade, loads of IAS Gear and a Phoenix shield. Hah. You'll unleash loads of firestorms per second, and without a delay since Zeal is uninterruptable.
What about Hand of Justice in a Legendary Mallet, Phoenix in a Monarch, and Ravenlore on a build like so:
20 Werewolf
20 Lycanthropy
20 Molten Boulder
20 Fissure
20 Fury
Could work, yes? Thats a total of -68% to fire resistance on the one of the fastest one-hander's for a wolf with big enhanced damage to boot (HoJ + Phoenix)
Citizen XVIII
08-08-2009, 18:38
hmm, was just thinking about that passion post:
-does that firestorm gain the synergies from druid firestorm?
- is the torch firestorm the same, does it gain synergies from druid firestorm?
-why use passion, wolves have fury.
There's a build on here somewhere for an Earthshifter Druid that makes use of the CtC Fissure on the Earthshifter by maxing out Fissure's synergies. This should work as well.
As far as I know, the Torch Firestorm is a completely different skill. I don't think it would synergize. BUT, it should make use of the -% fire resistance:yes: (68% with my gear suggestions)
My thoughts exactly on Fury.
onderduiker
10-08-2009, 00:14
hmm, was just thinking about that passion post:
-does that firestorm gain the synergies from druid firestorm?
- is the torch firestorm the same, does it gain synergies from druid firestorm?
A Phoenix 'VexVexLoJah' shield's 40% Chance to Cast Level 22 Firestorm on Striking would be synergised by points in Molten Boulder and Fissure. However, the Hellfire Torch Large Charm's 25% Chance to Cast Level 10 Firestorm on Striking isn't the Druid's Firestorm, it's Diablo's DiabWall, so it won't be synergised.
DiabWall does have some similarities to Firestorm, but the number of diabwallmaker missiles spawned is determined by skill level (level 10 spawns 10), these missiles have higher velocity and last twice as long (resulting in much greater distance travelled) and the diabwall sub-missiles also last longer, and apply fire and physical damage.
Below is the bit damage applied per collision by diabwall missiles (one bit = 1/256 point):
DAMAGE FIRE PHYSICAL
____________________________________
Minimum 56+(40*lvl) 16+(16*lvl)
Maximum 160+(40*lvl) 88+(16*lvl)
So level 10 DiabWall applies 456-560 fire and 176-248 physical bit damage per collision and thus per frame. Diabwall missiles last for 36 frames but only apply damage for 35 frames, so the damage potential of each missile is 15,960-19,600 fire and 6,160-8,680 physical bit damage, or approximately 62-76 fire and 24-33 physical damage per missile.
Like Firestorm, the maximum number of missiles that can collide with a target depends on its Size, which means that the maximum potential damage of level 10 DiabWall per cast is as follows:
SIZE SUB-TILES MISSILES TOTAL BIT DAMAGE TOTAL DAMAGE
Fire Physical Fire Physical
__________________________________________________ _________________________________________
1 1 14 223,440-274,400 86,240-121,520 872-1,071 336- 474
2 5 30 478,800-588,000 184,800-260,400 1,870-2,296 721-1,017
3 9 42 670,320-823,200 258,720-364,560 2,618-3,215 1,010-1,424
+% to Fire Skill Damage (also known as Fire Mastery) isn't applied to its fire damage, but -% to Enemy Fire Resistance is applied, as is Fire Resist -% from Lower Resist and Conviction, Damage Resist -% from Amplify Damage or Decrepify, and Sanctuary's piercing of positive DR % of undead (at least when the Sanctuary supplier casts it).
crawlingdeadman
10-08-2009, 04:51
thanks for all the great explanations, onderduiker.
There's a build on here somewhere for an Earthshifter Druid that makes use of the CtC Fissure on the Earthshifter by maxing out Fissure's synergies. This should work as well.
As far as I know, the Torch Firestorm is a completely different skill. I don't think it would synergize. BUT, it should make use of the -% fire resistance:yes: (68% with my gear suggestions)
My thoughts exactly on Fury.
yeah, i love that build guide. i knew it'd synergies if it was possible and that one of the two ctc firestorms was different, but wasnt sure which one was which.
Metathrom
11-08-2009, 05:19
Yeah, you can go Werebear (Fireclaws bear with Phoenix and fully synergized Firestorm should be damn strong; don't forget to get 1 point in Hunger since it is uninterruptable and will be a good secondary attack once Firestorm goes out, which will be almost all the time) or Zealot (adding Fissure and Armageddon to the mix, making up for the smaller life).
Passion's main advantage is that Zeal is uninterruptable, meaning that Firestorm from Phoenix won't constantly stop you from attacking; the same does not apply to Maul, Fireclaws, Feral Rage or Fury, unfortunately. However, I do think (but haven't tested) that Hunger is uninterruptable, so it could do well. Yet, it only attacks one target at a time, while Zeal hits multiple - so this means you'll have Firestorms travelling multiple ways often. You can also use (and stack) Armageddon and Fissure for huge area effect damage while in human form, so Zeal was my choice for an effective Firestorm caster.
You don't really need AR to hit if you have a Conviction merc, and even so, if you feel you want the AR, you can get a Blessed Aim merc to boost it further. You can also get 1 point in HoW for a little extra help also, but with Infinity you shouldn't need it, really.
onderduiker
11-08-2009, 22:13
Neither Zeal nor Fury will have their individual attack sequences interrupted by casting a Druid's Firestorm on striking, although there's a brief delay at the end of each sequence due to Firestorm's casting delay (as there is with all the single-target Shape Shifting attacks). Since Armageddon can be cast while in were-form and Fury applies more +% Enhanced Damage and Attack Rating at a faster rate, the only reason to use Zeal is to cast the other fire skills.
ancalagon
12-08-2009, 17:02
Thats very useful information, fantastic as always. Still cant get around how to convert bits to frames, and how many submissiles are spawned in total.
What do you mean by 1 bit = 1/256 point?
Also, I have noticed Armageddon deals a small amount of physical damage, as I was using it against a fire immune, and everytime it hit, it hit for a few 1000's physical damage. Now I know Diablo's Armageddon lists physical damage, but as for the Druid's skill, there is no physical damage listed... Perhaps you can shed some light on this please, onderduiker?
onderduiker
12-08-2009, 23:20
Bits and points are units of damage: one point of damage is equivalent to 256 bits, so 1 bit = 1/256 point. Damage is calculated and applied in bits, but displayed in points.
Frames and seconds are units of time: one second is equivalent to 25 frames, so 1 frame = 1/25 second. Length is calculated and applied in frames, but displayed in seconds.
It could be quite difficult to establish how many sub-missiles are generated by each Firestorm in total, since an awful lot are generated in a confined area. :\
These are the values used to calculate Armageddon's base physical damage from Skills.txt:
HitShift EMin EMinLev1 EMinLev2 EMinLev3 EMinLev4 EMinLev5
__________________________________________________ ____________________
8 4 4 6 8 10 12
EMax EMaxLev1 EMaxLev2 EMaxLev3 EMaxLev4 EMaxLev5
__________________________________________________ _________
16 4 7 9 12 14
This means that Armageddon's physical damage is calculated as follows:
DAMAGE SKILL LEVEL
1-8 9-16 17-22 23-28 29+
__________________________________________________ __________________________
Minimum 4*lvl (6*lvl)-16 (8*lvl)-48 (10*lvl)- 92 (12*lvl)-148
Maximum (4*lvl)+12 (7*lvl)-12 (9*lvl)-44 (12*lvl)-110 (14*lvl)-166
Absolute maximum level 58 Armageddon (achieved with Battle Command and a Skill Shrine) applies just 548-646 physical damage, which Amplify Damage would double to 1,096-1,292 against targets with Damage Resist 0%. However, the mechanics of the skill and its missiles might result in that damage being applied multiple times: I'd have to investigate more closely to see what's going on.
Are you sure you were doing thousands of points of physical damage, and if so, was this against single monsters or dense mobs?
Citizen XVIII
12-08-2009, 23:36
So Armageddon's physical damage appears paltry (unless it's being applied several times). I wonder if that is in addition to the listed fire damage, or part of the listed damage?
This thread is becoming quite enlightening regarding Druid fire spells.:thumbup:
ancalagon
13-08-2009, 00:44
Bits and points are units of damage: one point of damage is equivalent to 256 bits, so 1 bit = 1/256 point. Damage is calculated and applied in bits, but displayed in points.
Frames and seconds are units of time: one second is equivalent to 25 frames, so 1 frame = 1/25 second. Length is calculated and applied in frames, but displayed in seconds.
It could be quite difficult to establish how many sub-missiles are generated by each Firestorm in total, since an awful lot are generated in a confined area. :\
These are the values used to calculate Armageddon's base physical damage from Skills.txt:
HitShift EMin EMinLev1 EMinLev2 EMinLev3 EMinLev4 EMinLev5
__________________________________________________ ____________________
8 4 4 6 8 10 12
EMax EMaxLev1 EMaxLev2 EMaxLev3 EMaxLev4 EMaxLev5
__________________________________________________ _________
16 4 7 9 12 14
This means that Armageddon's physical damage is calculated as follows:
DAMAGE SKILL LEVEL
1-8 9-16 17-22 23-28 29+
__________________________________________________ __________________________
Minimum 4*lvl (6*lvl)-16 (8*lvl)-48 (10*lvl)- 92 (12*lvl)-148
Maximum (4*lvl)+12 (7*lvl)-12 (9*lvl)-44 (12*lvl)-110 (14*lvl)-166
Absolute maximum level 58 Armageddon (achieved with Battle Command and a Skill Shrine) applies just 548-646 physical damage, which Amplify Damage would double to 1,096-1,292 against targets with Damage Resist 0%. However, the mechanics of the skill and its missiles might result in that damage being applied multiple times: I'd have to investigate more closely to see what's going on.
Are you sure you were doing thousands of points of physical damage, and if so, was this against single monsters or dense mobs?
Thanks for the clarification on bits and frames, now I remembered the poison damage formula using rate and frames and how it works, so I can relate to that.
As for the specific monster type, he was a Spectral Hit Magic Resistant Burning Dead Archer Unique in A5 Bloody Foothills, fire immune at 130%. He was alone, and I had no merc or summons. I killed off all minions and other monsters using Fissure. I then focused on him and switched to Armageddon and noticed his health went down by a small noticeable bit for every Armageddon missile that hit him.
Since I just checked he has 7900 to 11200 life, which isnt that much for A5 uniques, then you are right, it was a few hundreds of damage, but still noticeable. He had 33% physical resist, so that was 392 - 464 (level 45 Armageddon) x 0.67 = 262 - 311 physical damage, sounds about right. Thats around 1/32 of his average life, and thats what it looked like, which would have been a couple of thousands on some other A5 uniques.
EDIT: Here's a screencap I found of him. I remember his really cool blue color and asking him to pose for my resume :) http://diablo.incgamers.com/gallery/showphoto.php?photo=3045&cat=502 Thats single player with Hero Editor, great for testing things, I gave myself a level 12 Conviction aura instead of having my merc die over and over.
BTW, what program do you use to view all this information, because I have used an MPQ viewer and opened D2Data, but for example Levels.txt only lists up to Act4 Chaos Sanctuary and a lot of the data you often post is missing in monstats.txt and missiles.txt
Also, something I have been dying to research is the damages done by the Ubers, that is excluding Uber Diablo, whose stats I have found on the Diablo Wiki. So that leaves Lilith, Uber Izual, Uber Duriel, Uber MEph/Baal And Pandemonium Diablo. Im really curious in particular as to Uber Mephs Blizzard / Skull missile / Lightning damage, as even with maxed stack res at 75% they still dealt crazy damage to my 1500 Life Pally.
Also, I just signed up to Amazon Basin and couldnt find your Monster Hit Point Modifiers thread. Could you perhaps link it?
Sorry for all the questions at once, but you seem like the only person experienced and patient enough to shed some light :)
onderduiker
13-08-2009, 21:10
For the most up-to-date files, you need to look in patch_d2.mpq: those in d2data.mpq date back to the original installation. :shocked:
The bosses of the Pandemonium Event could be investigated by consulting MonStats.txt, MonLvl.txt, Skills.txt and Missiles.txt, and consulting the Phrozen Keep's file guides to make sense of those files. However, since the Pandemonium Event is on-line only, it's possible that the information in those files might not be accurate: hopefully when v1.13 is released it'll make this on-line content available in single-player.
Unfortunately posting links to 'competing' sites isn't allowed here: however, using the search function to search the Amazon Basin's Technical Discussion forum for posts by onderduiker with "Monster Hit-point Modifiers" will find it for you (it's one of only two results).
ancalagon
13-08-2009, 21:59
For the most up-to-date files, you need to look in patch_d2.mpq: those in d2data.mpq date back to the original installation. :shocked:
The bosses of the Pandemonium Event could be investigated by consulting MonStats.txt, MonLvl.txt, Skills.txt and Missiles.txt, and consulting the Phrozen Keep's file guides to make sense of those files. However, since the Pandemonium Event is on-line only, it's possible that the information in those files might not be accurate: hopefully when v1.13 is released it'll make this on-line content available in single-player.
Unfortunately posting links to 'competing' sites isn't allowed here: however, using the search function to search the Amazon Basin's Technical Discussion forum for posts by onderduiker with "Monster Hit-point Modifiers" will find it for you (it's one of only two results).
Found the thread on AB, thanks :thumbup:
One final question, could you perhaps share what program you personally use to view the MPQ files?
I found a general MPQ viewer and opened patch_d2.mpq ... however Im still missing some files, like MonStats2, MonLvL, MonSeq and States ... which are all listed on the Phrozen Keep guide.
onderduiker
14-08-2009, 20:19
I've sent you a PM. :)
ancalagon
18-08-2009, 16:15
Thanks for the PM, onderduiker.
Theres something interesting I'd like to mention today. I was running Nihla in SP with my Barb when I realised how effective the DiabWall from the Torch is against 0 fire resist targets, like the PI Night Marauders. Check this out:
http://www.youtube.com/watch?v=x6JBF4LQdjw
AFAIK those are size 3 monsters, and receive a lot of damage from the submissiles' various collisions.
With Blizzcon just 3 days away, Im still too busy discovering new things about this game.
<3 Diablo 2 <3
EDIT: @ onderduiker: I wanted to say that the monster resistances spreadsheet is simply amazing, but did you actually spend time testing every single monster in the game yourself, against all 6 elements? Or with the help of someone else? Either way, you must be one patient dude :P
onderduiker
19-08-2009, 18:45
EDIT: @ onderduiker: I wanted to say that the monster resistances spreadsheet is simply amazing, but did you actually spend time testing every single monster in the game yourself, against all 6 elements? Or with the help of someone else? Either way, you must be one patient dude :P
I didn't verify Resist % of every single monster in the game by testing :shocked:, I used Resist % values found in MonStats.txt. However, some of my earliest tests involved working out how Resist +% from Unique modifiers was applied, which gave me every confidence that the Resist % values in MonStats.txt are those used in the game.
Regarding the maximum missiles per Firestorm or DiabWall that collide with a target: this information wasn't derived from the code, but by observing maximum damage done to targets at point-blank range after eliminating variation in life and damage. It's still possible that maximum damage could be even higher, although if it were it would only be in exceptional and difficult to control conditions.
ancalagon
19-08-2009, 18:54
I didn't verify Resist % of every single monster in the game by testing :shocked:, I used Resist % values found in MonStats.txt. However, some of my earliest tests involved working out how Resist +% from Unique modifiers was applied, which gave me every confidence that the Resist % values in MonStats.txt are those used in the game.
Silly me, of course.
Regarding the maximum missiles per Firestorm or DiabWall that collide with a target: this information wasn't derived from the code, but by observing maximum damage done to targets at point-blank range after eliminating variation in life and damage. It's still possible that maximum damage could be even higher, although if it were it would only be in exceptional and difficult to control conditions.
Its nice to know it deals very good damage against 0 resist enemies. I ran upon that interesting case by chance. I was more interested in finding some Tomb Vipers instead but lo! :)
Thus a Torch is very useful on a Conviction-running build like Avenger, and should deal even more damage to non-fire and non-physical immunes.
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