Short Questions Thread

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Gekko64
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Solfege
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Naabaanit wrote:Saw earlier that around -65% enemy resists is where I need to be to get the double damage on enemies in this patch, is that correct?


Yup. Here's SB's quote on pierce:

suchbalance wrote:You don't need 135% pierce for regular gameplay. The math is pretty simple:
- 65% pierce will double your damage against regular monsters for the element in question
- getting an extra 70% (to reach the "cap") will only add another 54% total damage
- first 65% pierce grant double value efficiency, compared to extra 70%
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cowking
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Solfege wrote:
Naabaanit wrote:Saw earlier that around -65% enemy resists is where I need to be to get the double damage on enemies in this patch, is that correct?


Yup. Here's SB's quote on pierce:

suchbalance wrote:You don't need 135% pierce for regular gameplay. The math is pretty simple:
- 65% pierce will double your damage against regular monsters for the element in question
- getting an extra 70% (to reach the "cap") will only add another 54% total damage
- first 65% pierce grant double value efficiency, compared to extra 70%


nvm was looking at wrong column in my median.txt.
Edited by cowking 7 years.
Tiberius723
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cowking wrote:
Solfege wrote:
Naabaanit wrote:Saw earlier that around -65% enemy resists is where I need to be to get the double damage on enemies in this patch, is that correct?


Yup. Here's SB's quote on pierce:

suchbalance wrote:You don't need 135% pierce for regular gameplay. The math is pretty simple:
- 65% pierce will double your damage against regular monsters for the element in question
- getting an extra 70% (to reach the "cap") will only add another 54% total damage
- first 65% pierce grant double value efficiency, compared to extra 70%


That's for poison, f/c/l only need 50.

Also that's a bit misleading verbally, doubling your damage now means you deal your listed elemental damage rather than 2x listed like before.



so there is a pierce cap? and is there a + spell damage cap?
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Crash
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In Destruction, monsters can have up to 35% F/L/C resist, so in order to get them to -100 resist to that element, you'll need -135% pierce. Heroic Bosses can have up to 70% resist, so -170% is the cap for them.

Not sure about poison, but I've been in the understanding that -120% poison is the "cap"
Tiberius723
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L H wrote:In Destruction, monsters can have up to 35% F/L/C resist, so in order to get them to -100 resist to that element, you'll need -135% pierce. Heroic Bosses can have up to 70% resist, so -170% is the cap for them.

Not sure about poison, but I've been in the understanding that -120% poison is the "cap"


Understood. How about spell damage? Exactly how does that affect your damage to monsters? Like does +170 also equal to - 135?
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Crash
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Tiberius723 wrote:
L H wrote:In Destruction, monsters can have up to 35% F/L/C resist, so in order to get them to -100 resist to that element, you'll need -135% pierce. Heroic Bosses can have up to 70% resist, so -170% is the cap for them.

Not sure about poison, but I've been in the understanding that -120% poison is the "cap"


Understood. How about spell damage? Exactly how does that affect your damage to monsters? Like does +170 also equal to - 135?


Not really. Just get as much spell damage as you can. Enemy resistances and your own elemental pierce to theirs will diminish or amplify the amount of damage you're dealing in that element. In Hatred, both are equally effective. In Terror, when you start getting monsters with resistances, once you hit the amount of pierce to put them at 0 resistance for that element, you're back to the effect of Hatred once more, if that makes sense.

Overall, your goal is to get at least -65% elemental pierce (I believe -50% for poison?) to obtain "double damage" for that element. Ultimately, your goal is to make the monsters resistances -100%, which is where the info from the first quote in this little chain comes into effect.
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Skeptic_Zero
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Modifiers such as "Target takes additional damage of X"-

Does this trigger on every 'hit'? For instance, every instance of a skill such as stormblast or deathgaze AND the procs that these abilities generate?

Much dumber question -

Are throw abilities 100% hit or dependent on AR like melee abilities?
Spyro
Dark Huntress
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103% curse reduction doesn't grant immune to the "lower resist" curse in the destruction difficulty. Is here some penalties in destruction?

Added
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Never mind, reduction works well. At least, against the "doom". :)
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TimeGuardian
Cultist
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Is there a way to turn a magic sacred item into a rare?