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Jul 8 2009 09:10am
Quote (ashwinthegrim @ Wed, 8 Jul 2009, 17:09)
aren't they called that? the ghost things that fly around.. at least the ones in arcane are called that iirc..

Spectres (ghosts), not scepters ^^
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Jul 8 2009 09:12am
Quote (Faelwen @ Wed, Jul 8 2009, 11:10am)
Spectres (ghosts), not scepters ^^


damn you're right lol.. office atmosphere playing with my mind..
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Jul 8 2009 09:23am
balrogs have melee attack too , and ubers makes around 500 dmg per hit , but with block and reduce it's ok
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Jul 8 2009 09:24am
Quote (ashwinthegrim @ Wed, Jul 8 2009, 03:59pm)
who whacks you in trist?? apart from baal's scepters, it's completely elemental attacks..


all three ubers use melee attacks, same for the venom lords and by the way absorb works before resistances..

I trust librarian more than you
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Jul 8 2009 09:30am
Quote (Ancalagon @ Wed, Jul 8 2009, 11:24am)
all three ubers use melee attacks, same for the venom lords and by the way absorb works before resistances..

I trust librarian more than you


http://www.europvp.com/info/pvpinfo.htm

Quote
Damage Order
1) 17% PvP Multiplier
2) Bone/Cyclone Armor and Energy Shield
3) -dmg items (physical or magic: magic includes elemental)
4) Resistance (DR% capped at 50%, elemental capped at 95%, absorb capped at 40%, -resists capped at -100%)
5) Absorb % (applied twice, so 20% absorb = 40% less dmg)
6) Absorb # (numerical absorb also applied twice.  Note: healing is applied first for both types of absorb, so if you are at full HPs, you will only benefit from absorb once) 
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Jul 8 2009 09:35am
nice.
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Jul 8 2009 09:38am
Here is what librarian says about absorption
http://www.mannm.org/d2library/faqtoids/eledam_eng.html#abs

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Percentage absorbtion is hardcoded limited to 40%, no matter if you gain higher nominals. No cap is known to straight numbers, so this is limited only by equipment slots.
First check is resistance, then percentage absorbtion, then straight absorption.

Absorbtion will reduce the given amount of corresponding damage - the unit recieves no damage at this point. Then the absorbed damage value becomes a bonus to unit's life, but it won't exceed its maximum life. Then the now enhanced life value suffers the amount of elemental damage which was not absorbed. If unit was at full health at first point it doesn't gain life via absorption, absorption works similar to resistance then.

That is,

1. Calculate damage reduction due to absorption after resistances
(reduction through absorption and reduction through resistances are multiplicative)

2. Apply absorbed damage value as a healing bonus if unit HP < max HP
(up to the point at which HP = max HP, excess healing discarded, if any)

3. From resulting HP subtract amount of elemental damage not absorbed

Thus, at ~ max HP: single reduction, otherwise double reduction (healing + reduction).

This post was edited by Faelwen on Jul 8 2009 09:42am
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Jul 8 2009 01:00pm
nothing else to say :P
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Oct 7 2009 10:10am
bump
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Oct 7 2009 10:29am
you better use randoom grief over lacerator..
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