Quote (Lightman @ Oct 6 2010 03:48am)
8.1 Clay Golem
...
58% > 50% Decrepify. Allows for usage of Amplify Damage on act bosses.
On the contrary, clay-golem-slow and decrepify-slow do stack. I think you may be thinking about clay-golem-slow and item-given-slow resetting each other.
Discussion of the slow mechanics:
Quote ((http://www.mannm.org/d2library/faqtoids/slow_eng.html#form))
Different slowing effects (Cold, Aura, Curse, Golem/Item) will stack.
Also a testimonial from an actual test:
Quote ((http://diablo.incgamers.com/forums/showpost.php?p=3193260&postcount=4))
Kelpie Snare 75% slow with Clay Golem 63% slow and Amp damage 100% ED curse ... end up having less slowing effect than ... Clay Golem 63% slow plus Decrep 50% slow.
Btw, excellent guide--I was thinking along the same line with equipment but your calculation tables, information on positioning-glitch, and life tap tip are all very helpful.
Being an HC player, I think I have enough offensive firepower to rival any other character between the super-strong summons and max CE, so I'd rather have additional ~750 recastable hp against physical in the form of Bone Armor. Helps out against that 0.1% chance of stair/portal trap or boss pack of spearslingers. And with +18 to all skills and +4 to curse, 1 pt AD still is about 1 yard bigger radius than 20 pt CE.
Quote ((My skill allocation))
max RS,SM,1pt in SR and Revive = 47
max CE,BP, rest (13 pts at lvl 99) in BW = 56
1pt in Decrepify, LT, DV = 7
This post was edited by peatey on Sep 29 2011 01:19pm