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Diablo Wiki / Arreat Summit / ATMA / Forum Rules / Adria
You know I'm born to lose / and gambling is for fools / but that's the way I like it, baby / I don't want to live forever!
ha! reading skills -1
Um, it's purposeful because I include only items for merc to equip, so no rings/boots there. Or does he himself also need the added protection? I can find some more items then (and crawlingdeadman's items are really good for that purpose (not occupying weapon slot, etc))
Edit: ninja'ed
on a semi-related note, i have found the unique amulet The Rising Sun quite handy when hit with 10 or so Hydra's whilst running the Council. Granted they aren't really that hard to deal with in the first place, but still i enjoy the constant healing.
Rising Sun is also very useful at the beginning of a ladder season, e.g. when doing hell Meph runs with a sorc with crappy equipment and negative resists.
D3 Trading Forums: Europe - America
Diablo Wiki / Arreat Summit / ATMA / Forum Rules / Adria
You know I'm born to lose / and gambling is for fools / but that's the way I like it, baby / I don't want to live forever!
I'm going to respond to the following directly, since it might have been overlooked in my previous post:
There is a third option that can counter Diablo's firestorm damage:
A post from another thread:
Hydras have no chance of applying a critical hit, so a player equipping Magic Damage Reduced by 28 is completely unaffected by their damage even when level 10 [85/8] Conviction (Fire Resist -75%) applies. However, a mercenary would need MDR 164 to achieve the same effect.
Maffer Dragonhand, Bremm Sparkfist and his minions cast level 11 Hydra with +100% Fire Skill Damage in Hell, resulting in 150-181 fire damage to mercenaries and ~25.5-31 fire damage to players (so MDR 31 would be required for immunity).
Bartuc the Bloody and his minions in the Throne of Destruction in Hell cast level 11 Hydra with +120% Fire Skill Damage, resulting in 165 - 199 25/256 fire damage to mercenaries and ~28-34 fire damage to players (so MDR 34 would be required for immunity).
so...what about Black Souls?
I have been wondering whether Blackhorns Face would help out much against them. I'm not sure if the damage listed on arreat summit is correct and if absorb happens before resistances or after.
You can find info on souls halfway through this post. Absorb comes after resist. So in onderduiker's first example above (T-gods vs P1 Willowisp), in the worst-case 300 damage would get reduced to 45 after resists and then 25 after the sorb. You'd take 25 damage, then get healed for 20 as well, resulting in 5 damage taken. Right?
In Blackhorn's case (so 75% LR) the 20 sorb will reduce the average amount of damage you take (from a bolt doing 250) from 62 to 22.
Last edited by hubb; 16-04-2012 at 22:29.
Right, when current life <= maximum life - 20 (or more generally, when current life <= maximum life - integer absorb). Healing is applied before damage, so a player already at maximum life would receive 0 healing, then damage would be reduced by 20, from 45 to 25. However, the next lightning bolt would heal 20 life (since current life = maximum life - 25) before damage was reduced by 20, resulting in a net loss of just 5.
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