-
I was about to write a long post detailing yet another,
new theory on how exactly CM works that included a combination of several factors:
- +skills not counting (i.e. only the hard-points level of CM counted)
- CM behaving BEST on white mobs, slightly WORSE on Bosses, and... here's the kicker: the WORST on unique/superunique mobs
(REGARDLESS of whether they have ANY mods that apply extra cold resistance or not).
WEIRD, HUH? - CM's application depending on the level difference between you and the target monster.
- CM's efficiency depending on whether its % reduction exceeded a certain value, when compared to the respective monster's cold resistance. (I already discussed that, actually...)
- CM stopping working if you die in the current game session (similarly to how you "lose" your Anya Scroll Resistances if you die in LoD (pre-D2R), even tho the Character Sheet shows otherwise)
- and others...
However, I gave up on all that and instead kept on playing, because I did want to finish the game on Hell difficulty eventually.
Now that this is done with (yay, level 55 Baroness coldER_bitch !!!
), the above considerations are rendered obsolete (for NOW...) due to the simple fact that... :[
Pre-LoD Diablo 2 is a buggy, buggy, piece of shit MESS of a game! :D Just a few examples of some absurd things:
- Wells sometimes cure you of curses, other times they don't. How, when and why is UNKNOWN.
- Frozen Orb is just very bugged and unreliable.
Just an example: For the longest time I kept it at level 5, because I wanted to concentrated on levelling Cold Mastery instead.
Finally I levelled it to 6 and suddenly it became
SIGNIFICANTLY stronger.
This doesn't have to do with Cold Mastery at all, as even against WHITE monsters with 0 -- ZERO cold resistance, I would observe the following:
level 5 frozen orb would take 4-5 casts to kill them...
...whereas level 6 FO, which deals only 3 (THREE) more average damage
would take only 2 castsLike... what the fuck?? How is that explained??
I certainly don't know, but this also certainly points to the obvious line of reasoning that
other cold spells would also behave wildly incoherently and inconsistently.
(again, this is regardless of CM and/or whether the monster is even cold resistant at all !!)
- Fire Eye (superunique Palace Cellar Invader) killed me
ONCE in Hell, and I lost a huge chunk of my XP bar... something in the order of 20-25% xp...
...meanwhile I died
TWICE to Ancient Kaa the Soulless (again, in Hell), and I lost a total of something like 12% of my XP bar...
How???
A death in Hell is supposed to lose you 10% of your XP bar, yet I became witness to this.
And, no, I'm not imagining things.
NB: Recovering your corpse in pre-LoD doesn't give you ANY xp back.
- Some other dumb shit as well... I forget what it was...
In general, there is one major conclusion to be drawn from all this:
PRE-LOD D2 IS A BUGGY, MESSY PIECE OF SHIT OF A GAME, ONE OF WHOSE MAJOR PROBLEMS IS THAT ITS TOOLTIP-REPRESENTED NUMBERS DO NOT CORRESPOND TO THE ACTUAL MATH VALUES IN THE CODE UNDERNEATHCASE CLOSED.---
ANYWAY, TO FINALLY GET TO YOUR COMMENTS:-
Quote (ZOMBY @ Jun 28 2022 11:29am)
Hi!
In 1.00 i can confirm CM does work
Testing with lvl24 IceBalst (171cold damage) on Hell A4 on Grotesque Wyrms on P1
- lvl 0 CM - 8-9 shots
- lvl 5 CM (55 pierce) 5 shots
- lvl 24 CM (89 pierce) 3 shots
Cheers!
P.S. has no effect if the mob has no Cold Resist to pierce (or it is tiny)
The question was never whether CM worked or not;
It was always HOW exactly it worked.
OK, so let's do some math then:
Hell Grotesque Wyrms have 442 HP and 100% Cold res.
According to
, this resistance actually gets capped at 75%, meaning that a Sorc with lvl 0 CM would deal 25% damage with her cold spells to a Grotesque Wyrm.
However, if a Sorc
does have lvl 1 or higher CM, then the damage reduction calculation is applied to the
"true" 100% Cold Res (again, according to
)
lvl 0 CM should make their Cold res 75% (according to
, that's how MAX RES gets capped in pre-LoD d2...) and thus make Ice Blast deal only 1/4 of its damage, which would be roughly 43 in this case.
Thus,
theoretically, you would need
11 Ice Blasts to kill a Wyrm.
This is INcompatible with what your experiment showed.lvl 5 CM should make their Cold res 45% (again, according to
, CM gets applied to the monster's TOTAL res, not its CAPPED res), and thus make Ice Blast deal 94 damage.
Thus,
theoretically, you would need
5 Ice Blasts to kill a Wyrm.
This is compatible with what your experiment showed.lvl 24 CM should make their Cold res 11% (again, according to
, CM gets applied to the monster's TOTAL res, not its CAPPED res), and thus make Ice Blast deal 152 damage.
Thus,
theoretically, you would need
3 Ice Blasts to kill a Wyrm.
This is compatible with what your experiment showed.---Hm, clearly this isn't exactly right... There must be something more...
OK, let's assume that
is then
incorrect in his assumption that CM gets applied to the 100% CR, and instead gets applied to the
capped 75% CR:
with lvl 0 CM, the situation is the same as above.
This is INcompatible with what your experiment showed.lvl 5 CM should make their Cold res 33.75% (I assume this gets rounded to 34; If it is 33, or doesn't get rounded at all, then please correct me), and thus make Ice Blast deal 113 damage.
Thus,
theoretically, you would need
4 Ice Blasts to kill a Wyrm. This is
incompatible with what your experiment showed.
*
HOWEVER, if we assume that the Grotesque Wyrm managed to regenerate a bit of health in the periods between the separate Ice Blasts, then the math potentially adds up:
4*113 is 452. Compared to the 442 life that the creature has, that would mean that the Wyrm should have regenerated 10 life TOTAL inbetween the Ice Blasts,
thus bringing up the required number of Ice Blasts needed to kill it to 5.
Sounds plausible.
This is POTENTIALLY compatible with what your experiment showed.lvl 24 CM should make their Cold res 8.25% (rounded down to 8, presumably), and thus make Ice Blast deal 157 damage.
Thus,
theoretically, you would need
3 Ice Blasts to kill a Wyrm.
This is compatible with what your experiment showed.---Hm, we seem to be no closer to the truth...
Apparently ^ -joey- 's assumption about CM getting calculated off of the monster's UNcapped resistance is WRONG. (or, at least, not FULLY correct...)
And it is
PLAUSIBLE that CM is actually getting calculated off of the monster's CAPPED resistance (at least as far as WHITE monsters (i.e. non-unique / non-bosses) are concerned).
HOWEVER it is still not explained why lvl 0 CM would only take 8 or 9 Ice Blasts to kill a Hell Grotesque Wyrm, rather than the expected 11.
AND THIS IS WHERE I THINK I'VE FINALLY FIGURED IT OUT THANKS TO YOU STUBBORNS' GRUNT WORK, AND MY BRAINS:If a monster's resistance in Hell exceeds 75%, then it does not get reverted back to 75%... No..
Instead, it gets brought down to its NIGHTMARE value !!In Grotesque Wyrm's case, this is 70%.Ok, let's see now:
lvl 0 CM, Ice Blast would deal 30% of its damage, or 51.
Thus,
theoretically, you would need
9 Ice Blasts to kill a Wyrm.
This is compatible with what your experiment showed.lvl 5 CM, Ice Blast would pierce 55% of the Wyrm's 70% resistance, which is 38.5, which would bring the Wyrm's resistance down to 31.5%. Thus, Ice Blast would deal 68.5% of its damage, or 117.
Thus,
theoretically, you would need
4 Ice Blasts to kill a Wyrm. This is
incompatible with what your experiment showed.
*
HOWEVER, if we assume that the Grotesque Wyrm managed to regenerate a bit of health in the periods between the separate Ice Blasts, then the math potentially adds up:
4*117 is 468. Compared to the 442 life that the creature has, that would mean that the Wyrm should have regenerated 26 life TOTAL inbetween the Ice Blasts,
thus bringing up the required number of Ice Blasts needed to kill it to 5.
Sounds plausible.
This is POTENTIALLY compatible with what your experiment showed.lvl 24 CM should make their Cold res 7.7% (rounded up to 8, presumably), and thus make Ice Blast deal 157 damage.
Thus,
theoretically, you would need
3 Ice Blasts to kill a Wyrm.
This is compatible with what your experiment showed.---VERDICT: MONSTERS WHOSE RESISTANCE TO AN ELEMENT EXCEEDS 75% IN HELL, GET CAPPED AT THE VALUE OF THEIR NIGHTMARE RESISTANCE...
For now.
Now do that experiment as well with a monster that has "100%" cold resistance in Hell, but a value OTHER THAN 70% in Nightmare!
And also: use the fastest, FASTEST possible cast rate, and be AS CLOSE AS POSSIBLE TO THE MONSTER,
so as to make it so that it regenerates as little life as possible in the process! -
This post was edited by LaughingSkull on Jul 6 2022 07:56pm