![]() ![]() The FHR bring down his hit recovery from 15 to 11 frames if you have no other source of it (also get the 60 breakpoint using Obedience for 8 frames vs 10 without it) fade gives 15% DR, 60 resistances and the faster attacks from the 45% IAS will always be better if your merc have crushing blow and any proc on hit (Infinity/Obediance/GFace.). Treachery had better survivability all around. Result: 24 damage is received of the original 100." If the player survives this damage, 8 health is healed. Numerical Reduction is applied first, then resist, and lastly absorb (blocking works by a separate mechanic).Įxample: A player has 'Reduce fire damage by 10', '50% fire resist' and '20% fire absorb'.Ĩ damage is absorbed, resulting in 32 damage. ![]() "There are a variety of different methods of obtaining damage reduction, and these methods can be simply grouped into several categories: Resist, Numerical Reduction, and Absorb. So far I found this which gives an example of what 20 Magic Reduction does. I still would really love to know how much damage one hit from a Trav hydra attack does. I think merc HP at lvl 99 is about 1800 total without any buffsĮdit: This comment thread got me curious to learn more on how damage works in D2. Note that +X% Enhanced Damage only works on weapons on any other item it's converted to Damage +X% instead.How much damage would the merc be taking per hit? The damage bonus when made in armor makes it a popular choice for any build centered about physical damage or as a Hireling armor. It can be made both in weapon and armor and in both cases it increases both damage and defense, with even more defense stacked on top of that thanks to the auto-cast Chilling Armor. 1.10–current Fortitude is the rune word ' El Sol Dol Lo' for weapons or body armor in Diablo II: Lord of Destruction.
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