Short Questions Thread

Discuss Median XL!
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Vanarchy
Cow Ninja
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Victor wrote:What’s the potential of Melee Sorc in high labs? Any edge over 1H Melee Necro? Checked the guide but seems old.

Just found a
Steel Punisher
Steel Punisher
Warp Blade (Sacred)

One-Hand Damage: (172 - 187) to (332 - 358)
(Sorceress Only)
Required Level: 100
Required Dexterity: 400
Item Level: 120
Dexterity Damage Bonus: (0.13 per Dexterity)%
Area Effect Attack
Spiral Dance: +300% Bonus Magic Damage
15% Chance to cast level 25 ATMG Sentry on Melee Attack
+(1 to 2) to Sorceress Skill Levels
Adds 40-100 Damage
(15 to 20)% Life stolen per Hit
+(170 to 200)% Enhanced Damage
10% Deadly Strike
Physical Resist 10%
Socketed (6)
and wondering if it’s worth the hassle to convert my Fire Sorc to Melee for a change.

Life of Melee Sorc is full of suffering and leads to carpal tunnel syndrome )

She can do high labs when properly geared, absolutely! But she's not the fastest at it. Very tanky though, with maxblock + cookies.

dRr0x0rZZ wrote:What's the purpose of the Nephalem Statues in the arena on the Island of Skartara?

I use them as target dummies for tests sometimes ;)
blatkill
Core Lord
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altoiddealer wrote:
blatkill wrote:
robomixor wrote:Hi,

Is there more thance to get a trophy fragment if there is more people in the game ?


No. The fragment drop bias is fixed and don't change with ppl in game.

Er well... YES! In terms of Goblins only, though :)

More people farming together = more goblins appear. More trophy collector gobbos. People have to be farming together, though, not separately


Well, about Gobelins you're right.
But regular fragment drop (from related boss) is not affected by ppl in game.
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altoiddealer
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Victor wrote:What’s the potential of Melee Sorc in high labs? Any edge over 1H Melee Necro? Checked the guide but seems old.

Just found a
Steel Punisher
Steel Punisher
Warp Blade (Sacred)

One-Hand Damage: (172 - 187) to (332 - 358)
(Sorceress Only)
Required Level: 100
Required Dexterity: 400
Item Level: 120
Dexterity Damage Bonus: (0.13 per Dexterity)%
Area Effect Attack
Spiral Dance: +300% Bonus Magic Damage
15% Chance to cast level 25 ATMG Sentry on Melee Attack
+(1 to 2) to Sorceress Skill Levels
Adds 40-100 Damage
(15 to 20)% Life stolen per Hit
+(170 to 200)% Enhanced Damage
10% Deadly Strike
Physical Resist 10%
Socketed (6)
and wondering if it’s worth the hassle to convert my Fire Sorc to Melee for a change.

Sorry if I’m bursting your bubble, but Steel Punisher is surprisingly common. I feel like 50% of SU Warp Blades I’ve picked up rolled as Punisher. I’ve found at least 5 Punishers. Maybe it can carry you into high labs anyway - I’ve also found 5+ ssu Balanced Axe and that one has proven extremely useful.
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Victor
Cog
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altoiddealer wrote:
Victor wrote:What’s the potential of Melee Sorc in high labs? Any edge over 1H Melee Necro? Checked the guide but seems old.

Just found a
Steel Punisher
Steel Punisher
Warp Blade (Sacred)

One-Hand Damage: (172 - 187) to (332 - 358)
(Sorceress Only)
Required Level: 100
Required Dexterity: 400
Item Level: 120
Dexterity Damage Bonus: (0.13 per Dexterity)%
Area Effect Attack
Spiral Dance: +300% Bonus Magic Damage
15% Chance to cast level 25 ATMG Sentry on Melee Attack
+(1 to 2) to Sorceress Skill Levels
Adds 40-100 Damage
(15 to 20)% Life stolen per Hit
+(170 to 200)% Enhanced Damage
10% Deadly Strike
Physical Resist 10%
Socketed (6)
and wondering if it’s worth the hassle to convert my Fire Sorc to Melee for a change.

Sorry if I’m bursting your bubble, but Steel Punisher is surprisingly common. I feel like 50% of SU Warp Blades I’ve picked up rolled as Punisher. I’ve found at least 5 Punishers. Maybe it can carry you into high labs anyway - I’ve also found 5+ ssu Balanced Axe and that one has proven extremely useful.


Thanks for the statistics and bursting my bubble. I was gonna equip it and one-shot Deimoss, now will not even attempt.
Intern
Destroyer
7 | 0
What is fire/light/cold/magic absorb and flat absorb and how does it works?
God_of_Magic
Pit Knight
114 | 6
Intern wrote:What is fire/light/cold/magic absorb and flat absorb and how does it works?

I'll give it a try. It can be a bit complicated.

Absorbs are life gained equal to the value of absorb from that element.

Flat absorb (#) is numerical. IE, Fire Absorb +5. This means that an attack that hits you from a source of fire will cause you to gain 5 life. An attack for 10 fire damage would get 5 damage absorbed and gained as health and 5 remaining damage. But because you gained 5 health the remaining 5 damage would be canceled out. So fire absorb +5 would actually prevent ten damage. Kind of like "double dipping". If you are at full health, absorption does not allow for healing above your max health. Static absorb is uncapped and has no limit.

% Absorb is based off a percentile obviously. IE, Cold Absorb +20%. This means that an attack that hits you from a source of cold will gain you 20% of the amount of damage you would be dealt. If you are going to get hit by 200 cold damage, you would then absorb 20% or 40 points of damage as health. The "double dipping" makes this 80 damage reduction total. So instead of 200 damage you would take 120 damage left over. Absorb % is capped at 40% per element.

Damage formula for calculations:

Calculate Resistance (The shown resistance on your character screen.)
Calculate % Absorb ( Your total % absorb for the element damaging you.)
Calculate # Absorb ( Your total # absorb for the element damaging you.)
Add healing from absorb (The total amount of healing you are to gain from all of your absorb to that element)
Calculate remaining attack damage. (Remaining damage minus your absorb total = damage taken to character.) (If a - value, then you will gain health.)

Example
10,000 damage attack to a character with 95% resistance to that element, 40% absorb to that element, and 55 # absorb to that element.

- 500 damage after resist. (95 resistances to 10,000 damage = 500 damage remaining)
- 100 damage after % absorb. ( 40% absorb of 500 = 200 absorb = 400 damage prevented = 100 damage remaining.
- With 55 # absorb/110 prevention, 100 damage becomes -10 damage incoming. Or +10 healing. (100 - 55. 55 added to health. -45 remaining damage = +10)
Istaryu
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Long story short, 1% absorb is 2% damage reduction, after resists, if you survive the hit so the heal can trigger.
Also im pretty sure flat reduction happens before %.
God_of_Magic
Pit Knight
114 | 6
Istaryu wrote:Long story short, 1% absorb is 2% damage reduction, after resists, if you survive the hit so the heal can trigger.

Correct

Also im pretty sure flat reduction happens before %.

AFAIK, only in physical damage reduction calculations.
WasagaBanaga
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Where do I find stareye claws? been looking and nothing? Also, how much resistance do I need for Lab 11+ (I read somewhere I needed 240 in case of elemental strip)?
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Vanarchy
Cow Ninja
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WasagaBanaga wrote:Where do I find stareye claws? been looking and nothing? Also, how much resistance do I need for Lab 11+ (I read somewhere I needed 240 in case of elemental strip)?

Pieces of the Henchmen set are extremely rare. The most realistic piece to find is helmet.


Total resistances only matter for labs 14 and 15, you need 260 of each. If your mana is higher than your life, you need 290 even - because in that case Harpies will curse you with -30 to all ele res instead of -PDR.