Quote (bioshocker @ May 27 2011 07:40pm)
(...)
The Amplify Damage curse lowers the enemy physical damage reduction by 100%. A enemywith 0% dr takes double the physical damage (0 to -100), a enemy with 50% dr would take 3times the damage it would normally take (50 to -50).
This is true.
Against Amp i'll have -50% phys res instead of +50%. Thus triple damage.
2 things :
if we gonna BM one another, i'll have Fade prebuff.
-35% phys res only, Amp duration divided by something like 4.
also i'll have 95% es instead 75%
95% is 5 times less damages to life than 75%.
If unkilled vs GM with 75%, i'll be unkilled vs BM with 95%, no problem.
95% es, -35% phys res, overflow3 : 23K physical damage immunity.
Quote (bioshocker @ May 27 2011 03:54pm)
hmm id have to factor in
amp damage
84%deadly strike ( greifz/greifz/guli hat, gores, highlords)
Then, lvl 46 concentration, lvl 15 fanaticism, lvl 26 might, lvl 26 blessed aim, lvl 17 heart of wolverine,fortitude, 45%crushing blow( gores+guli), 3/20/20s. I am not sure the damach off the top of my head, but its enough to bust a hammerdins atp(Aka kill/fail) shitty barb bo/d oakd hacking hammerdins.
I wont even mention chant, open wounds,venom ,etc
84% DS = 100% DS = 5% DS : only a critical hit interests me (of course, without critical, you'll be FAR less than what could hurt me).
45% CB = 100% CB = 0 damages when at 1 hp
3/20/20 = please, be good, use 14/76 !
chant = not a chance to add noticable fire damages, AR boost is also small (you already have Mastery + Combat skill + Fanatism...)
Open wounds = 0 damages when at 1 hp
venom = 0 damages when at 1 hp.
/edit and Faith merc dead in 2seconds...
This post was edited by feanur on May 27 2011 01:56pm