We know shiver armor grants more defense bonus and cold damage and is preferred against melee.
Chilling armor seems to present some uncertainty on what it does. Arreat summit states the following:
Quote
The spell actually defends against ranged attacks, turning aside arrow and bolt. Those seeking to engage the Sorceress shall soon feel the icy bite of their folly.
Effect: Confers a defense bonus and launches an ice bolt against ranged attackers.
In my research, it seems that chilling armor may not actually have this effect and results in you blocking an attack that never actually hit you.
Quote (Goomshill @ Feb 17 2011 11:19pm)
the result of the best testing is that chilling armor does NOT block projectiles by any means
its simply gives a clientside effect that makes it look like its dodging missiles, because of desync.
any missiles that appear to hit you on clientside will shoot off a bolt. On serverside, in reality, the attack never struck you and the ice bolt doesn't even exist (never fired back)
so a guided arrow might appear to fly towards you and hit you, and deal no damage, whereas in reality it actually flew right past you and never hit you. On clientside it looks like it got blocked. Without chilling armor, you'd take no damage either way
ref:
https://forums.d2jsp.org/topic.php?t=52159271&f=87&o=10The above statement is from 2011 in LOD and is speculative because no real evidence was provided. Does anyone know if this has been tested/patched in D2R?
If the above is true,
SA > CA for melee attacks (added def and cold damage vs melee)
SA > CA for missile attacks (added def and avoiding block animation >> cold damage vs ranged)
CA > SA for elemental ranged attacks (cold damage vs ranged)
So basically, extra points should be added to SA for added def vs melee/missile. Points in CA vs ranged opponent would only increase cold damage of the ice bolt which is pretty much useless.
Thoughts?
This post was edited by ScrooogeMcDuck on Mar 14 2023 03:38pm