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Apr 30 2026 10:52pm
it can and will go past 0, up to -100%

if you use a sunder, which takes an enemies resist down to 95% (if they are immune) the maximum amount of -res you need is 195% this also applies to cold sorc and anything else.

also if you did not know : when breaking an immunity, this aura will only function at 1/5 effectiveness (-17%)


my 25 29 griffon gonna fken slappp boiiii
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Apr 30 2026 10:55pm
yea until the enemy is below 0 which with -res and conviction they almost all will be then % dmg passes it outright anytime its under 0


this is incorrect.

when their resist is below zero it is a MULTIPLIER

example here

dealing 100 damage

enemy has 0% light resist

i can choose option A

150% increased lightning damage

i deal 150 damage do enemy

OR option B

125% lightning damage and -25% enemy lightning resist

100 x 1.25 = 125 x 1.25 (bonus 25% damage for negative resist) = 156 damage

edit changed my numbers so calc was wrong

This post was edited by murbz on Apr 30 2026 10:58pm
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Apr 30 2026 10:57pm
this is incorrect.

when their resist is below zero it is a MULTIPLIER

example here

dealing 100 damage

enemy has 0% light resist

i can choose option A

150% increased lightning damage

i deal 300 damage do enemy

OR option B

125% lightning damage and -25% enemy lightning resist

200 x 1.25 = 250 x 1.25 (bonus 25% damage for negative resist) = 312.5 damage


the multiplier diminishes greatly after 0 I have done extensive research on this that is not correct at all.
Member
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Apr 30 2026 10:57pm
this is incorrect.

when their resist is below zero it is a MULTIPLIER

example here

dealing 100 damage

enemy has 0% light resist

i can choose option A

150% increased lightning damage

i deal 300 damage do enemy

OR option B

125% lightning damage and -25% enemy lightning resist

200 x 1.25 = 250 x 1.25 (bonus 25% damage for negative resist) = 312.5 damage


ouf any multiplicative is what we need for any form of dps in general ////always mint
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Apr 30 2026 10:57pm
the multiplier diminishes greatly after 0 I have done extensive research on this that is not correct at all.


adjusted the math, i would direct you to amazon basin

i changed my equation numbers so relook at it now, apologies

This post was edited by murbz on Apr 30 2026 10:58pm
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Apr 30 2026 10:58pm
the multiplier diminishes greatly after 0 I have done extensive research on this that is not correct at all.


madonne mia which one is it whats what over here :rofl:
Member
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Apr 30 2026 11:02pm
the math has always been the same in all games like this..

stacking % additive damage is always worse.

if i want to double my damage i need 100% additive, if i want to double it again i need 300% additive.

but i can also double it by giving the enemy -100% lightning resist

that's a 200% total vs a 300% total..

very simple

keep editing cause i have butter fingers on numbers ma bad

summary
+ damage

100% + damage = double damage

200% + damage = triple damage

300% +damage = quad damage


100% + damage = double damage

-100% res = double damage

the only difference is the -res is calculated AFTER the + damage is applied.

This post was edited by murbz on Apr 30 2026 11:05pm
Member
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Apr 30 2026 11:06pm
the math has always been the same in all games like this..

stacking % additive damage is always worse.

if i want to double my damage i need 100% additive, if i want to double it again i need 300% additive.

but i can also double it by giving the enemy -100% lightning resist

that's a 200% total vs a 400% total..

very simple


It all depends what the enemies resistances are. Most monsters you encounter with -res on gear and conviction applied will be in the case 3 area. Where super uniques and bosses will be more case 1/2 area. We have been pking these bosses for years besides heralds with no charms and had no issues. I aim for clearing speed so case 3 is the best overall option for fastest clearing.

Case 1: High resist enemies
Enemy = 75% resist
You deal 25% damage

Add -25% res → enemy now 50%

You deal 50% damage

You just DOUBLED your damage

Case 2: Lower resist enemies (smaller gains)
Enemy = 0% resist
You deal 100% damage

Add -25% res → enemy now -25%

You deal 125% damage

Only a 25% increase

Case 3: Deep negative resist (tiny gains)
Enemy = -50% resist
You deal 150% damage

Add -25% → now -75%

You deal 175% damage

Only a ~16% increase
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Apr 30 2026 11:13pm
It all depends what the enemies resistances are. Most monsters you encounter with -res on gear and conviction applied will be in the case 3 area. Where super uniques and bosses will be more case 1/2 area. We have been pking these bosses for years besides heralds with no charms and had no issues. I aim for clearing speed so case 3 is the best overall option for fastest clearing.

Case 1: High resist enemies
Enemy = 75% resist
You deal 25% damage

Add -25% res → enemy now 50%

You deal 50% damage

You just DOUBLED your damage

Case 2: Lower resist enemies (smaller gains)
Enemy = 0% resist
You deal 100% damage

Add -25% res → enemy now -25%

You deal 125% damage

Only a 25% increase

Case 3: Deep negative resist (tiny gains)
Enemy = -50% resist
You deal 150% damage

Add -25% → now -75%

You deal 175% damage

Only a ~16% increase


lets talk only p 8 tz does that change the res for all monsters?

this javazon is only for p8 tz right now

id rather go - res all the way through ...
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Apr 30 2026 11:14pm
t
It all depends what the enemies resistances are. Most monsters you encounter with -res on gear and conviction applied will be in the case 3 area. Where super uniques and bosses will be more case 1/2 area. We have been pking these bosses for years besides heralds with no charms and had no issues. I aim for clearing speed so case 3 is the best overall option for fastest clearing.

Case 1: High resist enemies
Enemy = 75% resist
You deal 25% damage

Add -25% res → enemy now 50%

You deal 50% damage

You just DOUBLED your damage

Case 2: Lower resist enemies (smaller gains)
Enemy = 0% resist
You deal 100% damage

Add -25% res → enemy now -25%

You deal 125% damage

Only a 25% increase

Case 3: Deep negative resist (tiny gains)
Enemy = -50% resist
You deal 150% damage

Add -25% → now -75%

You deal 175% damage

Only a ~16% increase


this is also correct, and very good information we are not in disagreement, however i think we have started some kind of nerd off between ourselves which is potentially not helping the op.

i will apologise for this.

it can get very DEEP into calculations as to what is best in which scenarios, for example -res will generally be better if fighting a lot of high resist lightning immunes (well above the res cap)

personally i think maxxed light zon will just stomp everything so the difference is marginal.

general rule of thumb for me is try to keep +damage and -res balanced as stacking any single additive % bonus extremely high always has diminishing returns
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