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ah I see. why not log off in the travincial?
Yeah, CtA + that hardcoded well in map seed help keeping my life high whenever I need to.
I'm not logging out in Trav because you have to walk all the way trough Kurast Docks to reach waypoint. By teleporting back into act 4 all I have to do to start next run is hit waypoint in act 4 (that is very close to my spawning location) rather then wasting time running trough entire Kurast Docks.
As for why not using tome of tp... it would surely help with run times, but for some reason when I make tp, and take WP from Kurast into act 4, some huge lag kicks in and it need ~5 seconds to save game when I'm in act 4. From what I hear it happens when you take characters from version into new version and such. One wouldn't have problem if character is from 1.13d, but this sorc is back from 1.11/1.12 (not sure). Only cure is to remake character and that won't happen here, but I'm pretty sure it would help a bit with run times overall if pulled out successfully.
You wanted some PvP videos right?
Me being nub will have to suffice for now
Cold immunity of Toorc Icefist can be removed by an Infinity polearm's Level 12 Conviction Aura When Equipped, as can that of Ismail Vilehand when he spawns Cold Enchanted (both have Cold Resist 108%). However, there's ~1.8% (1/55) chance that Ismail will spawn Spectral Hit CE (CR 128%) or Magic Resistant CE (CR 148%), neither of which can be removed with Infinity (and the latter can never be removed).
Of course, ~98.2% of the time none of the 11 Council Members will be Immune to Cold (or remain so with Infinity), and the remaining ~1.8% of the time only one will be.
Incidentally, Magic Damage Reduced by 28 will completely negate Hydra damage to players (they only apply 17% damage, and there's no chance of critical hits).
Wow, those are some amazing charms! What psetting was this on? I'm guessing p3? What do you have against full rejuv potion. I don't think I could go down to 1/3 hp without instantly slamming one of those..
Also, the items were.. weird? Specially the amulet. Are those 1.07 LoH to negate all fire damage? Which version are the BK rings?
MDR of 28 will negate all hydra damage making fire resist irrelevant. For a caster the best way is skin of the vipermagi + Dwarf star. Tal's set also gives 10 MDR.
Sorb is capped at 40% so there's no way to completely negate fire without using int sorb or mdr.
That works even on higher player settings? Also council sometimes spawns with Conviction aura. I'm not sure if idr/mdr is applied before/after resists, so some kind of help would be nice here.
Anyway, I wouldn't build my setup around mdr for countering hydra dmg. I'm not sure if there is item that gives you 28 mdr without sacrificing lots of dmg. Closest I can remember is 1.07 Skulder's Ire with 25 mdr + open socket, but even then you are reducing your dmg quite a lot since you would be loosing 2 skills and up to 20% cold dmg. Laying of Hands are taking single slot, reducing Hydra dmg enough for you to ignore them, and best of all doesn't lower your dmg output at all (there are no gloves that would rack up cold dmg in any way, so this item slot is completely justified, just like boots). Ofc in various setups one might go for 28 mdr some other way, but I like the way I built my sorceress
Yes: increased damage at higher player settings only applies to monster damage, not bonus, missile or skill damage (like Hydra). Although it's often difficult to distinguish which is which without looking in the game files, one sign that monster damage is being applied is added damage from Champion or Unique bonuses: for example, a bolt fired by a Cold Enchanted Unique Burning Soul applies cold damage and could chill you, whereas one fired by a Hydra summoned by Toorc Icefist does not.
Integer (magic) damage reduction applies before resistance so even if characters have Fire Resist -100%, MDR 28 still renders them completely immune to Hydra in Travincal.
Equipping MDR 28 would be a side effect for a gold-finding character equipping two Dwarfstar Rings (MDR 12-15 each), but another option for your Sorceress (or others without 1.07 Laying of Hands) would be Hellmouth Unique War Gauntlets with +15 Fire Absorb, which would normally counter Hydra damage as long as FR > -19%. Level 10 Conviction applies FR -75%, so FR 57% would give you effective immunity.
A combination of FR -20% and FA 40% normally reduce damage by 76% (so equivalent to FR 76%), while FR -95% and FA 40% normally does so by 61%. Against Hydra damage, FR -20% and +15 FA normally reduce damage by ~98%, while FR -95% and +15 FA normally does so by ~23%.
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