(Aside from the sorceress skills, the above holds fairly well for the elemental damage affixes and gems to this day)įourth is poison, and the uniquenes comes from being a pure over-time type of damage that doesn’t stack on enemies.It’s also unique in that it it affected the least of the three main elements by resistances either inbuilt or via cold enchanted, because cold mastery functions as resistance reduction. It’s unique in that all cold damage slows enemies, and this includes bosses. Fewer enemies resist lightning than fire, but of course Lightning Enchanted bosses are doubly dangerous.Ĭold is both more expensive per damage point than fire, and also has a weaker boost in Cold Mastery. Originally Lightning Mastery reduced mana cost instead of boosting damage too. Lightning is random, and that’s all there is to it. This is balanced by massive fire resistances across the board in act 4, quartering damage against most monsters. patches muddied things.įire is the strongest in terms of raw potential, even more so per mana spent. Just before anyone grabs a keyboard in fury, I’ll note that this is about vanilla, 1.0 design, and yes, expansion, 1.10, resurrected, and it’s 2.4, 2.5 etc. …but there are ideas that sparked to my mind afterwards, the core being that damage types are distinct in diablo 2. …and no, the thread-split-inducing opener post has no merit whatsoever… Now, okay, I know its still an incendiary topic…
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