Will +Offensive Auras or even individual skill bonuses increase the skill level too? and I have no idea what autocorrection Youre talking about man I dont use that, neither I write from my phone right now.

For monsters that have Immunity the Conviction only works at 20%. Everything is Permitted."

If I think the method is the same. Conviction and Lower Resist (at level 30, they offer -150 and -70 resistance, respectively) stack to a maximum of -44 resistance against immune mobs. Any physical immune monster with physical resistances >=120 cannot have their immunity be broken. I mean seriously who runs around with medusas gaze shield to begin with.

What is convuction and how does that even happen w auto correct? So you can equip two Dreams and get a lvl 30 shock aura then?

Why will they not stack. ~ Ezio Auditore de Firenze. This is a complete list of all regular monsters that possess one or more immunities in Diablo II.

This subreddit is for people who want to discuss Diablo 2 and Diablo II Resurrected.

Cold immunity is hardest to break, as mobs usually have 150+. Any element immune monster with elemental resistances >=144 cannot have their immunity (to that element) broken. yep, that's why crescent moon is so good , https://www.diabloii.net/forums/threads/guide-to-understanding-broken-immunities-and-monster-resistances-d.658719/.

voulge colossus cryptic ethereal runeword runewords useast d2vdm "Nothing is True. Result: 9620 total resists / 65 total monster types = 148 average resists. When breaking an immunity the amount the resists are reduced to suffer a penalty of 20% (or 1/5) effectiveness, so -100 physical resistances from Amplify Damage (-50 for Decrepify) becomes -20 (-10 in the case of Decrepify) when breaking immunities, so anything with >=120 resistance cannot be broken. OK 2 shy of the 150 average. Only Amplify Damage and Decrepify (both Necromancer Curses) can remove physical resistances, if the monsters resistances will allow it (see below). Press question mark to learn the rest of the keyboard shortcuts.

Sanctuary (Paladin aura) ignores the positive physical resistance or immunity of Undead mobs in a certain radius around the Paladin.

That was a good read but you would think with both active most things loose their immunity.

That amounts to -16%, which puts the monster at 94% lightning resistance. That's why people value -enemy resistance so highly, because after you break the immunity with Conviction, the monsters still have a fuckton of resistance. Powered by Discourse, best viewed with JavaScript enabled, World of Warcraft Arena World Championship.

I believe that glitch was back in 1.10 as well. Just added up the cold immunes and did the math. Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.

bare in mind that infinity has lvl 12 conviction aura and that is -90% flat reduction, which equals 18% from immunes.

On Strike and supporting Fallout 4 Mod Makers. I might have actually overdid with the mod I made, since they (act 3 mercs) now 1 shot most trash mobs, but it is ofsseted by the D2R added turn around animations that add clunkyness and significantly slow down the mercs attack rate, so by him dishing out more damage is kind of a offset to this clunkyness, Jus to say act 5 frigid highlands first pack of mobs is cold immune even 31 lvl conviction aura cant take-em down but when medusa procs they do fall as wheat to a styche since I modded a3 merc to have full benefit of cold mastery too.

this also works with ctc as well, brand's bone spear can be synergised by bone wall and such. So if a monster has 110% Lightning Resist (this makes them Immune), Conviction of -80% will only work at 20% effectiveness.

Whether you need help or you're just looking to chat - come join us! Hard points in the skill that is a synergy to that aura will boost the Aura when equipped. The effort alone should have been worth something.

Take note that a unique/boss mobs that spawns with [Element Name] Enchanted will have an extra 75 [Element Name] resistance (to that one element), and a Magic Resistant Unique/boss mob will gain 40 elemental resistance (fire, cold, and lightning). It usually unbreakable with the reduced effectiveness penalty of resistance lowering skills. For regular mobs, lightning immunity is the easiest to break, as its usually 100 to 110 resistance. non ladder enemy useast str voulge require resist infinity low light runeword runewords weapons d2 east Also keep in mind that I copy/pasted what someone posted ~12 years ago. Not counting the gargoyle trap, its 8620/64=134.6875.

+skills on gear has no effect on aura when equipped mod. Press J to jump to the feed. You got me. Literally talking 1/30th of their health? 2022 Magic Find, Inc. All rights reserved. Supporting big shoulderpads and flashy armor since 2004. Down In my thread about a proposed small tweak to one game file that decides what skills do meercs have , i proposed a change to a3 merc to have up to lvl 31 conviction aura, plus act 3 merc can wield a shield too, so with enaugh min maxing merc would have lvl 31 conviction aura + medusas + some rainbow facets jewels + tweaked additional synergy skills that dont proc themselves but boost the original spells casted by the mercs. You had to purposefully make that word up, na its just my freaking fat fingers missing keys

Say Infinity has level 12 convition aura, that's I believe an 80-85% reduction in lightning resistance, so if a dark stalker has 130% Lightning resist, this would break the immunity and bring it down to 45% lightnjng res, so why does my 4-20k lightning hit like a wet noodle. This site works best with JavaScript enabled. Lol I did not realise in thread title corrected now I think. Basically, if I equip a Paladin with, say, a. yes adding to synergies will add to the dmg of dream hs. Items effects that reduce resistances cannot break immunities, this includes Rainbow Facets, Griffons Eye, and similar items. Then getting it to proc.

Not home to check for sure therefore conviction alone will only drain their resist from about 100 [at minimum] to about 70 to 75ish.. so facets work after that and at full efficiency so yes wear more -light res like griffons etc, resistances go on a scale of -100% and 100% leaving hell immune monsters with resistances above 100% even 200% cause -100-100 is 200% resistances leaves that monster immune, This post was edited by Haseo on Oct 2 2017 11:06am, This post was edited by Marieusz on Oct 2 2017 11:55am, http://classic.battle.net/diablo2exp/monsters/, https://forums.d2jsp.org/topic.php?t=75247442&f=87, http://forums.d2jsp.org/topic.php?t=58732044&f=87&p=392850391, http://classic.battle.net/diablo2exp/monsters/act5-uberbaal.shtml. I never said there are no 150%+ resistant monsters, But you ment that its 150% on avarage for cold immunes and that isnt nessecarily true I believe they fixed that stacking issue in the 1.13 patch.

(For PvP, this also is true against enemy players/minions).

This makes no sense. When dealing with immunities, Conviction only works at about 18% effectiveness? top it off with Medusas lvl 7 Lower Resist -51% flat (-10% for immune monsters) and youre capped at around 127% immunity that is breakable down to 99% with Infinity + Medusas. Then you get medusas gaze shield and let the lower res proc seriously 10% is more like 1% amd you can die in the process too then bam the immunity is still their.

You make an infinty which is a major challenge and give it to a merc. I'm pretty sure + all Skills items will add to equip-on auras (please correct me if I'm wrong).

most cold mobs would loose their immunity for lvl 31 convi aura and medusas proc save for a few. Not to disrupt the aura-stacking conversation, but I just thought of a follow-up question. the only problem is that ppl complain it doesnt work because infinity only has 12lvl convi, and thats a difference between -18% and -30% on top of the 100% from immunity, But you ment that its 150% on avarage for cold immunes and that isnt nessecarily true. I'm trying to figure out if synergies will affect the damage of auras that have been granted by items.

The lowest that a monsters resistance to any element can be lowered is to a combined total of -100. Fire immunity is a bit harder, as the mobs usually have 110 to 130 resistance. Vengeance/Berserk can help by adding/converting magic/physical damage to physical/magic damage, respectively. its not true about 150%+ on avarage for cold immune. now look it isnt spread evenly there are a really a few monsters lvl31 convi + medusa cant handle on a cold merc in my mod and thats a total of 139% immunity, that counts most of the bosses, plus few of the mobs, bare in mind that some time in the past between 1.10 and 1.14d there was a revamp of cold immunes max resistances. The Conviction Aura from Infinity Runeword usually cannot break these immunities, but a Paladin/Necromancer with higher Conviction/Lower Resist can break these.

I'm assuming they will, since they affect chance-to-cast spells, but I want to be sure.

Only Conviction (Paladin Aura/Infinity Runeword) and Lower Resist (Necromancer Curse) can break elemental immunities, although Conviction does not affect poison resistances. These items will only work to their full effect after the immunity/ies is/are broken, by the aforementioned skills.

Monsters are considered immune when their resistance to an element becomes 100 or greater.

Please enable JavaScript to get the best experience from this site. These immunities can usually be pierced by the Conviction Aura from the Infinity Runeword.