40% is the number you get if you look at the stats of every hell monsters.
That would be hard to calculate a real % based on the number/variety of each monster spawned cuz it varies each game.
But that % is relevant if you run a vaste variety of areas.
And that’s without counting the extra number of uniques that can roll immunities.
Just like any build, you get slowed by immunes.
This is why you optimize mostly against what is slowing down your clear speed while you are already melting the other non-immunes.
Corpse Explosion: 50 physical, 50 fire
Since the new terrorized zones introduced, the number of fire monsters is only slightly more than other elements. ~25-28% of mobs are immune to fire. And since the spell is broken evenly between the 2(physical and fire), 1% of physical=1% of fire.
1. Against a fire but not physical immune and using amp:
150% physical
5%+17%+10%=32%
Total is 182%
With your build, the total becomes 192%.
192/182=105.49%
Which is about 5.5% increase in damage against fire immunes.
2. 70% of the time, monsters are neither fire or physical immune. Then:
150% physical
145% fire
Total: 295% damage
With your build, total becomes 305%
305/295=103.39% or 3.39% increase in damage
3. If a monster has exactly 0% fire resistance then:
150% physical
195% fire
Total of 345% damage
With your build it’s 350% since monsters already at -100 fire
350/345=1.0145 which is about 1.45% increase in damage.
The amount of total damage done by using Flickering Flame and a facet in shield is very minimal damage increase, even against fire immunes it’s capped at 5.5% increase in damage. This is so insignificant compared to to 1 breakpoint in FCR.
The gain of 8% more spell casts is better than 3% increase in damage(most of time). FCR also affects travel speed and bringing out summons.This post was edited by Tarisus on Feb 28 2025 02:06pm