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Feb 28 2025 01:42pm
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
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Feb 28 2025 01:58pm
that post explain all urs previous posts :D
Lower res way better option then amp dmg vs one large group of monsters..... but u find that someday

with posting on nec with just amp dmg and trying to fool us about pvm.... u just fooled urself


Go read post #83

Then come back and say sorry

The comparison would be even worse vs a non-fire immune since all your -fire res from gear and infinity would most likely turn LR into just sn overcapped -res while you would deal very low phys dmg without amp.
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Feb 28 2025 03:19pm
So more casts of ce per minute doesn’t equate to more damage got it

Clown shid

This post was edited by T3nt3n on Feb 28 2025 03:19pm
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Feb 28 2025 05:43pm
There is only 1 proper way to build a good summoner/fishymancer whatever you call it.

Here's the build :
https://maxroll.gg/d2/d2planner/iu10d0bb

Noobs will argue about many things shown here. They're 100% wrong.
I can explain every single piece of gear and compare it with comprehensive stats versus the noob-traps if needed.


May actually be the worst necro build I've ever seen.
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Feb 28 2025 05:47pm
May actually be the worst necro build I've ever seen.


i wanna see ur superior summoner build
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Feb 28 2025 05:59pm
i wanna see ur superior summoner build


20 raven 20 spirit bear 20 dire wolf 20 grizzly 20 heart of wolverine ohhh
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Feb 28 2025 06:01pm
May actually be the worst necro build I've ever seen.


Can I see yours?
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Feb 28 2025 06:06pm
20 raven 20 spirit bear 20 dire wolf 20 grizzly 20 heart of wolverine ohhh


Spirit bear/10

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Feb 28 2025 06:17pm
Spirit bear/10


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Feb 28 2025 08:40pm
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.


Thanks for sharing Tarisus :hug:
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