Short Questions Thread

Discuss Median XL!
Istaryu
Harpylisk
1444 | 59
Common Posting Badge
Posted over 1.000 messages
Great Popularity Badge
Has a thread with over 50.000 views
Common Love Badge
Earned over 20 cookies
Common Guide Badge
Created a complete character guide
Jampula wrote:
robomixor wrote:Hello,

1: Does deadly strike works with spells casters?
2 : Are totems considers as minions ? ( and affected by minions buff?)
3: are totems affected by rathma's chosen aura ( cast speed, minions damage, deadly strike ?)?

Thx

No to all.

I think auras do affect totems, because auras do affect everything nearby, the question is whether the cast speed does anything for totems or not.
User avatar
Victor
Cog
247 | 37
Common Popularity Badge
Has a thread with over 10.000 views
Common Love Badge
Earned over 20 cookies
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.
User avatar
dRr0x0rZZ
Pit Knight
116 | 10
Common Popularity Badge
Has a thread with over 10.000 views
Great Supporter Badge
Donated 5 times
What's the purpose of the Nephalem Statues in the arena on the Island of Skartara?
User avatar
Vanarchy
Sand Maggot
1155 | 47
Common Posting Badge
Posted over 1.000 messages
Common Popularity Badge
Has a thread with over 10.000 views
Common Love Badge
Earned over 20 cookies
Common Patron Badge
Patreon Contributor
Common Auction Badge
Won 50 auctions
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
388 | 32
Common Love Badge
Earned over 20 cookies
Common Auction Badge
Won 50 auctions
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.
User avatar
altoiddealer
Djinn
532 | 36
Legendary Popularity Badge
Has a thread with over 250.000 views
Common Love Badge
Earned over 20 cookies
Common Supporter Badge
Donated 1 time
Common Auction Badge
Won 50 auctions
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.
User avatar
Victor
Cog
247 | 37
Common Popularity Badge
Has a thread with over 10.000 views
Common Love Badge
Earned over 20 cookies
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
113 | 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
Harpylisk
1444 | 59
Common Posting Badge
Posted over 1.000 messages
Great Popularity Badge
Has a thread with over 50.000 views
Common Love Badge
Earned over 20 cookies
Common Guide Badge
Created a complete character guide
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 %.