I *think* that if you stack up resists to 75, then get the modifiers that allow you to exceed the 75 limit, which should bring you around 85-90, and then get absorbing gear for that element, you get either pretty close to immunity or you are immune to it. Of course, Lower Resist and Conviction, as well as the resistance subtraction for Nightmare and Hell, will make this just a bit hard to get. I think it's possible, though. Or at least I have had 90 Poison resistance I'm fairly sure. I think I was wearing some kind of knife class weapon with lots of Poison resistance and some other things.
I also recall getting fairly close to it with a werewolf when I was fighting a lite trapper. Dual Wisps, I think, and a lot of base resistance made it so that I don't think I even received any damage from the lightning, or perhaps it was just negligible and so I didn't see a change much in my health orb.
But there are absorb modifiers on some items, aren't there?
Edit--
Here we are, The Rising Sun Amulet:
Required Level: 65
+2 To Fire Skills
2% Chance To Cast Level 13-19 Meteor When Struck (varies) + (0.75 Per Character Level) 0-74 Fire Absorb (Based On Character Level)
Adds 24-48 Fire Damage
Replenish Life +10
+4 To Light Radius
(Only Spawns In Patch 1.10 or later)
And the dagger I was talking about before with really good Poison resistance, The Jade Tan Do:
One-Hand Damage: 2 To 11 (6.5 Avg)
Required Level: 19
Required Dexterity: 45
Durability: 24
Base Weapon Speed: [-20]
+100-150 to Attack Rating (varies)
+180 Poison Damage Over 4 Seconds
Poison Resist +95%
+20% To Maximum Poison Resist
Cannot Be Frozen
(Only Spawns In Patch 1.09 or later)
Thats a separate stat, I meant you can't push your immunity so high that it absorbs elements (such as 110%: you'd absorb 10% of the damage). I'm not even sure the game works like that.
Oh, well I guess that solves that, then. Absorb is separate of resistance but acts on the damage still evident after resistance takes its toll on the damage, and absorb is split in to percentile and fixed, which also act independently and after one another. Did I get that right?
It doesn't look too great, actually... You'd probably just be better off getting the best resistances you can and not sacrificing anything else just for absorb. It doesn't look terribly useful.
It doesn't look too great, actually... You'd probably just be better off getting the best resistances you can and not sacrificing anything else just for absorb. It doesn't look terribly useful.
It can still be useful for duels or for fighting uber bosses. Players and these bosses can still land hits for thousands of damage that go past your basic 75-80 resistance. (Meaning their base damage is around 8000 if you get hit for 2000 and have 75% resistance). The percentage based absorb is what you want for this, the fixed value just isn't going to cut i.
Just remember that the absorb first stops damage, THEN heals. So if a hit reduces your life to 0 or below before the heal, you're still dead
Just remember that the absorb first stops damage, THEN heals. So if a hit reduces your life to 0 or below before the heal, you're still dead
But of you do survive, the absorb works like double, because the damage you absorb also heals you, which practically negates as much additional damage that youy were to receive.
So in essence, this means that a chracter can achieve 99% resist with 95% regular resist and 40% absorb.
95% leaves 5% damage. 40% of that is 2, meaning that an additional 2 are absorbed. These 2 do not damage you, but in additon if you survive the remaining three damage, the 2 damage you absorbed will heal you. Leaving you, after all is done, with 1% damage.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
And the dagger I was talking about before with really good Poison resistance, The Jade Tan Do:
Quote:
One-Hand Damage: 2 To 11 (6.5 Avg)
Required Level: 19
Required Dexterity: 45
Durability: 24
Base Weapon Speed: [-20]
+100-150 to Attack Rating (varies)
+180 Poison Damage Over 4 Seconds
Poison Resist +95%
+20% To Maximum Poison Resist
Cannot Be Frozen
(Only Spawns In Patch 1.09 or later)
That's exactly what I have too. But what if I wear this wepaon and the unique ring mail, darkglow I think is the name. Will I have 95% or 100% resistance to poison?
SFJake said that you can never reach 100% resistance, which I believe is true, too. Have you tried googling around at all? That might help. I think there's something on diii.net or whatever on this.
you can't get over 95% resists, however with the right absorb gear you can negate the incoming elemental damage due to gaining more life than you lose.
edit: original poster, if you want to be "immune" to fire just use hotspurs and rising sun ammy (and a dwarf star or two if you really wanna go nuts).
as long as your resists are max it will seem as though you don't take fire damage in pvm. (as mentioned in this thread you actually do take damage to your life, but the gains from your absorb will make it inconsequential.)
Rollback Post to RevisionRollBack
they'll never see me coming.. life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
Thanks.
I also recall getting fairly close to it with a werewolf when I was fighting a lite trapper. Dual Wisps, I think, and a lot of base resistance made it so that I don't think I even received any damage from the lightning, or perhaps it was just negligible and so I didn't see a change much in my health orb.
Edit--
Here we are, The Rising Sun Amulet:
And the dagger I was talking about before with really good Poison resistance, The Jade Tan Do:
I'm just not sure how absorb really works.
As far as the absorb stat:
http://forums.diii.net/showthread.php?t=694263
It doesn't look too great, actually... You'd probably just be better off getting the best resistances you can and not sacrificing anything else just for absorb. It doesn't look terribly useful.
It can still be useful for duels or for fighting uber bosses. Players and these bosses can still land hits for thousands of damage that go past your basic 75-80 resistance. (Meaning their base damage is around 8000 if you get hit for 2000 and have 75% resistance). The percentage based absorb is what you want for this, the fixed value just isn't going to cut i.
Just remember that the absorb first stops damage, THEN heals. So if a hit reduces your life to 0 or below before the heal, you're still dead
So in essence, this means that a chracter can achieve 99% resist with 95% regular resist and 40% absorb.
95% leaves 5% damage. 40% of that is 2, meaning that an additional 2 are absorbed. These 2 do not damage you, but in additon if you survive the remaining three damage, the 2 damage you absorbed will heal you. Leaving you, after all is done, with 1% damage.
I think that was right :confused:
That's exactly what I have too. But what if I wear this wepaon and the unique ring mail, darkglow I think is the name. Will I have 95% or 100% resistance to poison?
edit: original poster, if you want to be "immune" to fire just use hotspurs and rising sun ammy (and a dwarf star or two if you really wanna go nuts).
as long as your resists are max it will seem as though you don't take fire damage in pvm. (as mentioned in this thread you actually do take damage to your life, but the gains from your absorb will make it inconsequential.)
they'll never see me coming..
life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
Thread resolved, then. Closed