That's argueable, depending on what exatcly the phrase "take no damage" means. You can have shield on you but if you get any damage (even mitigated and nullified by shield), you fail, or, otherwise, if it means that you shall not lose any single hit point - you can solve it this way.
Actual difficulty comes from the secondary objectives: stuff like "don't get hit in melee" or "don't spend any mana" or "don't get any damage" is what will make them challenging. Doesn't matter how much you can faceroll stuff, but if you are crippled in ability choices or need to avoid stuff, it doesn't matter anymore if they hit for 1 hp or oneshot you.
A high level Molten Wildebeest's Gizzard will probably solve the "take no damage" thing.
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Nov 12, 2015Posted in: Diablo III General Discussion
Jul 22, 2015Posted in: Crusader: The Church of Zakarum
4 Set: You take 50% less damage for 8 seconds after landing with Falling Sword
After seeing this I can't see how this has been nurfed. After using Falling Star you take 50% reduced dmg for 8 and cast Judgment "freely" which gives another 40% Dmg reeducation for 6 seconds. Putting a Unity aside you are looking at a 90% dmg reduction for 6 seconds and 50% for 2 seconds after that.
To me this seems OP.
This is not OP and the calculations are wrong as well, which can be proved easily.
Let's say a monster hits crusader for 1.000.000 damage (raw, before any mitigations).
Putting aside all other mitigation factors except FS and Judgement will give us just 70% of total damage reduction:
40% of 1.000.000 is 400.000 and is the number of damage which is inflicted by a monster standing inside Judgement area (because i guess that this part of mitigation comes first - game needs to calculate what damage will be inflicted by monster).
600.000 of damage which is left and which is really inflicted to you is now mitigated by FS buff:
50% of 600.000 is just 300.000.
300.000 is equal to 30% of 1.000.000 - so the combination mitigate 70% of incoming damage, not 90%.
I'm not sure (and sadly do not have much time at the moment to find out), but as far as i remember the whole mitigation system is based on multiplicators.
So if we take 1.000.000 of outgoing lightning damage, we will have somethig like this:
40% is mitigated by Debilitate debuff => 600.000 of damage left.
80% is mitigated by armor (which is normal for Crusaders even with average gear) => 120.000 of damage left
60% is mitigated by lightning resistance (which is again normal) => 48.000 of damage left
50% is mitigated by FS buff => 24.000 of damage left
Total amount of dmg mitigated is 976.000 which is 97.6%.
If we take only Armor and AR, the amount of mitigated damage will be:
800.000 from armor
120.000 from AR
that will give us 92% of mitigation.
Now you can compare 92% and 97.6% (let's say 98%) => we got 6% extra mitigation!!!
This is totally OP.
Jul 22, 2015Posted in: Crusader: The Church of Zakarum
Actually they've made what they intended to make - and I even highlighted it in "Focused feedback" section, because all other runes of Judgement give you almost no useful effects (LPH? Gather all to the center of Judgement area? 20% CC? - no big deal at all).
Crusaders really need this reduction, otherwise they will be either too fragile or have really low damage. With this belt they can finally use 3 dmg gems: Taeguk/Gogok/BotT or BotS (though the last was severely nerfed and comes on par with BotT only after 15-30 hits - even on rank 50 - which is a nonsense and will work only against tough packs/Guardians),
Jul 6, 2015Posted in: Witch Doctor: The Mbwiru Eikura
I'll probably try and get the new Spider set and screw around with that, at least in season, and god knows what kind of stuff will be best to cube for that. Looking around the web and on Dfans it seems like Furnace and Unity are high on the list for most builds, so I'm guessing I'll look at those to start. If I can get a Furnace to drop that is... *grumble*
Tried this *new* set (Arachyr or whatever it's called). Pretty interesting with Manajuma's set, but i guess it's still behind Zuni/Carnevil. With mediocre gear (1 mil dps on ragdoll) I've seen some 500-800 mil crits from Hex explosion. And, despite insane mobility, those sets together seem awkward: you need to squeeze Corpse spiders, Bats and Hex into rotation. Also usage of Corpse spiders excludes usage of Plague toads.
Jul 2, 2015Posted in: Crusader: The Church of Zakarum
Well, mate, did you want it to look like a hammer? ))
I actually like the look of this shield and I like even more the look of the new 1-h flail.
As to set itself, it has nothing in common with "The Light".
Give us a real shiny brand-new set!!!
Mar 22, 2015Posted in: Crusader: The Church of Zakarum
That's fair enough Geege...
But some of us are greedy and want to use both, combining Sweep Attack for AoE and Shield Bash for single target by abusing piro mirella and Golden Flense to get the best of both worlds.
Combine that with a new (non shield) armor that increases the damage of Sweep attack and you're golden.
Sadly that's not an option
Moreover, I'd really like if they've changed Drakon's bracers so it worked with Sweep too - then Sweep becomes usable (and even deadly) both against boss and groups. Would be nice if they've moved Sweep bonus from that damn old ugly shield to a brand-new belt instead of different "goodies" like omni-slash or belt of hammers (which noone uses at all now if we're speaking about GR progression).
Mar 3, 2015Posted in: Diablo III General Discussion
Well, just thought of some love for Vengeance skill of Demon Hunters and revamp of Archon. The thing is, Blizz sometimes tends to give classes "super-forms" - like AC for Crus, Epiphany for Monks, WotB for Barbs (welcome back perma-WotB!). Time to bring back Archon form for Wizards (so they can progress further in GRs) and to give DHs some real alternative for mobmode. Noone uses Vengeance AFAIK. Why to give it to DHs then? Make something out of it by redesigning current Shadow set (which is a joke comparing to others) or Natalya's (which seems to fit more for Vengeance). Also, some kind of otherworld form for WD is welcomed (like constant Spiritwalk form).
Mar 2, 2015Valiantshiro posted a message on 2.2 PTR: 12m sheet dps and more fun things - My take on all the new DH changesPosted in: Demon Hunter: The Dreadlands
Didn't realize that Chakram quiver gets +dmg from set, will try in tonight.
Tried UE 6pcs with Odyssey's End and Dead Man's quiver - 80 mil crits with EntShot and 200ish mil crits with Multishot - and this is with 35% Phys dmg bonus and ~450% CHD.
Using 3 Nat's and RoRG will give you 20 more disc (+200% more dmg) but you lose +50% overall dmg buff from Bastions.
Feb 27, 2015Posted in: Crusader: The Church of Zakarum
In order to play zDPS Sader efficiently you need to stack CDR and Sta/AR to get max numbers possible. Right now you're missing 10% CDR from Captain's set. Swiftmount is an option but not necesserity - i use sword from Born set, i.e. If you change Asheara for Cain you lose 100 AR and 20% life which is a solid amount of toughness - so i'd better keep it.
Feb 25, 2015Posted in: Crusader: The Church of Zakarum
So, the topic is: will Roland's set be viable at last on higher GRs (30+) after new changes Blizzard implement in 2.2.0.
Seems to me that with Piro Marella and Golden Flense it gives a good opportunity to kill mobs fast enough (Sweep for packs and SB for Elites/Bosses) while allowing to keep 80%+ uptime on cornerstone abilities like AC/IS etc.
Any thoughts on this?
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