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Apr 25 2025 03:38am
This has been bugging me for years, well since the introduction of Elemental Mastery.

Fire Mastery
Earth Mastery
Lightning Mastery
Wind Mastery
Ice Mastery

Thus the "elemental" factor regarding the Magical aspect right? ... so... how does the "Magical Defense" on armors, or the "Magical Damage Reduction" modifier counter all 5 elements and reduce their damage??? ... HEY, there is NO SUCH FUCKING THING CALLED "Magical Damage" RIGHT???.

They are all "ELEMENTAL" damage of different kinds... HOWEVER, since UPDATES including these "Elemental Mastery's" does NOT effect the properties of "Magical Defense" by way of Armor (type) or Intelligence ... NOTE: never been tested, however there has not been ANY real notifications of how it works since that update a decade ago... only thing that changed was the fact that Heal Mastery got nerfed, and even as a Magical effect (Heal Mastery) is NOT Elemental.

Total fuck fest.

Armor base has Physical Defense and Magical Defense... it does NOT have Elemental Defense, and the MODIFIER or Magical + items with ... +X% Magical Damage Reduction can be useless without any rendition of the mechanics of these things posted.

This is not a QQ post, it is a point of view how the mechanics DON'T meet the stipulated wording... phrase etc.
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Apr 25 2025 03:45am
A charm does not do specific "ice or fire" dmg, they do spell damage.

Mastery gives u a reduction towards an attack of a certain charm, so if u got to 100% mastery somehow u would actually be immune towards that "mastery type of charm"

It's not really confusing at all, magical defense is against all spell damage (charms)
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Apr 25 2025 04:09am
A charm does not do specific "ice or fire" dmg, they do spell damage.

Mastery gives u a reduction towards an attack of a certain charm, so if u got to 100% mastery somehow u would actually be immune towards that "mastery type of charm"

It's not really confusing at all, magical defense is against all spell damage (charms)


Interpretation vs Perception.

Originally the elemental or spell in the beginning was (YES "WAS") magical ... HOWEVER, since it was separated into a Class (specific to Mastery), it is not... NOT magical, it is a manifestation of an Element produced from manipulating the Magical essence which is separate from Magical Damage.

I ain't confusing shit ... original mechanics is Physical & Magical damage and defense... NOT elemental damage that was an update that fucked over Healing Mastery and made that mod obsolete.

Now... you want to push your argument further?

Okay... +5% Fire Mastery on an item gives you a 5% Defense VERSUS Fire damage from monsters RIGHT? , this also applies with ALL elemental Mastery's RIGHT.

Explain the difference a bit better please... thank you for your insight.

EDIT: OKAY... how come Heal Mastery doesn't work as intended? OH... was it because these crap Elemental Mastery's we added with their mechanics that fucked it over just to make Magical Defense even crappier because 5 elemental damage made more sense to deal more damage and you need these mods (which reduced the chances of better dropped items by 5% introducing these modifiers to items???)

WTF ... add in 5 mods on items which reduce the chances to finding great items... yeah... what a great fucking plan

This post was edited by izParagonzi on Apr 25 2025 04:17am
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Apr 25 2025 04:28am
Okay... +5% Fire Mastery on an item gives you a 5% Defense VERSUS Fire damage from monsters RIGHT? , this also applies with ALL elemental Mastery's RIGHT.

- No, there is no such things as "fire damage" it's spell damage made from a fire charm, but yes if u have 5 fire mastery on an item you you take 5% less damage from a fire charm attack towards you.

Heal Mastery?? It works as it should right now, it was nerfed like crazy YES, but it was soooo overpowered in the past, changes had to be made.
Before it was working with double power compared to now and there was no cap on EE+HM combined as it is today.
So the highest u can get a charm today is 300ee combined EE+HM, u cant get it any higher than that.
BUT it also gives you the ability of recieving better heals from others now, this was not a thing in the past.

I would be very happy if they changed each mastery to be just 1 all mastery instead ofc.
I would be even more happy if he made it so proficiency was added towards this type of mastery (resistance) aswell.
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Apr 25 2025 05:10am
Okay... +5% Fire Mastery on an item gives you a 5% Defense VERSUS Fire damage from monsters RIGHT? , this also applies with ALL elemental Mastery's RIGHT.

- No, there is no such things as "fire damage" it's spell damage made from a fire charm, but yes if u have 5 fire mastery on an item you you take 5% less damage from a fire charm attack towards you.

Heal Mastery?? It works as it should right now, it was nerfed like crazy YES, but it was soooo overpowered in the past, changes had to be made.
Before it was working with double power compared to now and there was no cap on EE+HM combined as it is today.
So the highest u can get a charm today is 300ee combined EE+HM, u cant get it any higher than that.
BUT it also gives you the ability of recieving better heals from others now, this was not a thing in the past.

I would be very happy if they changed each mastery to be just 1 all mastery instead ofc.
I would be even more happy if he made it so proficiency was added towards this type of mastery (resistance) aswell.


Hey, I agree with you too 95%.

+5% Fire Mastery = 5% Fire damage reduction ... on top, a caster using fire charms GAIN 5% more Fire damage right?? This applies to all ELEMENTAL charms.

When the above was introduced, the monsters did NOT increase their levels to that of character level, Heal mastery got nerfed ... HOWEVER now, we see people posting that it is POINTLESS to explore above level 80 (in my view level 85) plus because you can get 1 hit killed from a NORMAL monster... so, hang on... Heal Mastery mechanics from the past is still OVERPOWERED to the updates NOW??? WTF ... really.

All I am saying is this... separating charm damage types into mastery damage / defense and including them as modifiers to items made an instrumental difference before making monsters increase in level based on character level(s).

5 modifiers added to dropped items from monster kills reduced the % chance to find better items with modifiers that mean something... EE / Stat / Max Life / Mana etc ... less chance of these items being dropped.

Monster level increases as character level increases = more damage, slower kill speed, healing capacity is at a stand still from level 55 to Master Quest ... 71, 73, 75, 77, 79, 81, 83 & 85 ... the average heal capacity only increase by 1% per level up and the average is the same ... however the monster ability types can kill you off, Multi strike abilities on a single character (Solo Player) is devastating... however Heal Mastery doesn't have a DEFENSE compared to other Mastery.

The game needs MORE BALANCE, even if re-implementing Heal Mastery... dang, maybe even % Life Steal mechanics ... remember, they were nerfed with PAST mechanics, nowadays the mechanics are different... in some cases harsher, in others easy as pie... hmm, the re-introduction of Monster Difficulty would be a great benefit if HM / % Life steal returned to make it balance itself out.

Anyway... dreams are free right?


Back to my original post... Magical Defense? Does it really mean anything? & yes you are correct, it is ALL defense vs magical attacks ... maybe change it to "Elemental Defense" for armors ... this would mean a change to the coding as well. Also, it means that HM has a better effect if the coding is done correctly.
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Apr 25 2025 06:00am
+ % Fire Mastery Adds to the Enhanced Effect of any fire charms you use by the % listed. Also increases resistance vs fire attacks against your character.

This adds more EE to ur charm which does spell damage, not 5% more fire dmg.
and it increase resistance from an attack by a fire charm (still not fire dmg, this is still spell damage = magical dmg)
Also 5% additive dmg vs MORE dmg is one hell of a difference, you're not gaining 5% more dmg flat, nowhere near!

Magical Defense = Less damage taken from casting attacks no matter which elemental charm u take the hit from
Let's play with the thought that u have 100-250 magical defense. (avg 175 def)
The monster is supposed to do a 1k hit on u to make it ez math, u will then do 1000 (dmg) - 175 (avg def) = 825 dmg taken instead of the full 1000.
Now if that charm was a fire, let's say u have 5% fire mastery on any piece of ur gear or glyph. (NOW IM NOT SURE IF IT*S BEFORE OR AFTER THE DEFENSE REDUCTION)
So it's either
1000*0.95-175 (775 dmg taken)
or
825*0.95 = 783,75 (784 dmg taken)
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Apr 25 2025 06:19am
+ % Fire Mastery Adds to the Enhanced Effect of any fire charms you use by the % listed. Also increases resistance vs fire attacks against your character.

This adds more EE to ur charm which does spell damage, not 5% more fire dmg.
and it increase resistance from an attack by a fire charm (still not fire dmg, this is still spell damage = magical dmg)
Also 5% additive dmg vs MORE dmg is one hell of a difference, you're not gaining 5% more dmg flat, nowhere near!

Magical Defense = Less damage taken from casting attacks no matter which elemental charm u take the hit from
Let's play with the thought that u have 100-250 magical defense. (avg 175 def)
The monster is supposed to do a 1k hit on u to make it ez math, u will then do 1000 (dmg) - 175 (avg def) = 825 dmg taken instead of the full 1000.
Now if that charm was a fire, let's say u have 5% fire mastery on any piece of ur gear or glyph. (NOW IM NOT SURE IF IT*S BEFORE OR AFTER THE DEFENSE REDUCTION)
So it's either
1000*0.95-175 (775 dmg taken)
or
825*0.95 = 783,75 (784 dmg taken)


Great explanation to what it is supposed to be since the introduction of Elemental (Spell) mastery's in your definition(s) above.

Now, where did anyone state the previous mechanics of "Magical Defense" to the update of "Elemental Mastery" mechanics and how or IF they are related to be "Spell or Magical"?

Define "Spell"? in your definition it is magical right? I concur. Now my definition of an "Elemental" Spell (Magical in nature) is different ... this spell CREATES an Element based on Fire, Ice, Earth or Wind characteristic for that NATURE element.... the Magical or Spell creates an item of that nature dealing that TYPE of damage... it is not magical, the only magical part is the creation of that Element... THUS and Ice Charm creates Ice damage similar to a Ball of Ice (not magical) ... it is the same with a Fire Ball (magically created creating FIRE DAMAGE) ... so... Fire Mastery with Fire Defense implies that a Fire Charm created a Fire Ball from a Spell to deal Fire Damage... NOT fire magical damage.

Hence the debate since the introduction of Elemental Mastery for each Element charm... if I want to create a Tornado, I would use a Wind charm to create it with my Magic powers, HOWEVER, the damage dealt is Wind damage... NOT Magical damage... it is the same as me switching a Sword to a Club and dealing damage base on that weapon type... it is NOT magical or spell related in my interpretation which is different to yours.
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Apr 25 2025 08:15am
(Magical in nature) - Made me laugh
This is a game it's not reality, no matter how much you want it to be.

Our charms have names of different elements yes, but that doesnt mean that they are doing elemental damage as that's not implemented in the game.
How fun would it have been if they were called "Blue, Red, Yellow, White and Brown" instead??? not sooo cool as actual elements of the world, right?

That's like saying dagger is doing dagger dmg and axe is doing axe dmg, they are all physical damage.

I'm not sure why you're so stuck on this, I also dont know why im stupid enough to sit here and respond to this :wallbash:
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Apr 25 2025 02:37pm
(Magical in nature) - Made me laugh
This is a game it's not reality, no matter how much you want it to be.

Our charms have names of different elements yes, but that doesnt mean that they are doing elemental damage as that's not implemented in the game.
How fun would it have been if they were called "Blue, Red, Yellow, White and Brown" instead??? not sooo cool as actual elements of the world, right?

That's like saying dagger is doing dagger dmg and axe is doing axe dmg, they are all physical damage.

I'm not sure why you're so stuck on this, I also dont know why im stupid enough to sit here and respond to this :wallbash:


Hi

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Apr 25 2025 02:50pm
(Magical in nature) - Made me laugh
This is a game it's not reality, no matter how much you want it to be.

Our charms have names of different elements yes, but that doesnt mean that they are doing elemental damage as that's not implemented in the game.
How fun would it have been if they were called "Blue, Red, Yellow, White and Brown" instead??? not sooo cool as actual elements of the world, right?

That's like saying dagger is doing dagger dmg and axe is doing axe dmg, they are all physical damage.

I'm not sure why you're so stuck on this, I also dont know why im stupid enough to sit here and respond to this :wallbash:


:lol: yup game is a game.

When dividing up Magical damage into categories and adding them as modifiers to items dropped, it made a huge change to the game in Drop Quality. (inclusion of 5 new modifiers).

Just for fun sake, there is a monster ability that is similar to throwing "Snowballs" at a person in winter time ... it deals physical and ice damage ... strange that.
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