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Random questions regarding game mechanics

 
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Miacis



Joined: 23 Jul 2015
Posts: 92
Location: Russia, Saint-Petersburg

PostPosted: 06 Jul, 2017 18:51    Post subject: Random questions regarding game mechanics

1. Can added elemental damage on weapons critically strike?
2. How works "reduces target's %insert type of defence%" unique affix? Does it lower target's phys reduction/ele resist so party members/other damage sources will benefit from it too? Or works same as resistance penetration on rare staves?
3. Is experience gained depends on monster or dungeon level? Is it more efficient to farm higher dungeon levels (aka hell levels/terror's domain) or whichever I have access to on next difficulty (cathedral/catacombs)?
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Miso_Niz



Joined: 12 Jun 2016
Posts: 66
Location: Somewhere in Japan

PostPosted: 06 Jul, 2017 20:29    Post subject:

Although this knowledge depends on my experience of Belzebub...
(Im playing tchernobog after complete torment on melee in Belzebub)

1.
Critical (hit and damage) works weapon's physical damage only, not amprified elemental damage on your weapons.
Ofc, critical doesnt work spell attack.

2.
"Reduced enemy's resistances" affix purely reduces enemy's resistance on damage calculation.
When you have -50% recuces enemy's resistance and enemy has 120% resistance (100% isnt maximum) ...

120% (enemy's resistance) - 50% (reduces enemy's resistance) = 70%

So you deal 30% damage to enemies, and this benefit doesnt work for other players on multiplay.
(idk about sorcerer's elemental drain skill)

And then... "ignore target's defence" affix works enemy's armor to 0 on hit-chance and physical damage calculation.
(If calculation of Tchernobog is the same as Belzebub)
Ignore target's defence works weapon attack only.

<My comparison dealing damage ITD vs. non-ITD on Belzebub>
http://awake.diablo1.eu.org/post10318.html?highlight=#10318

3.
I think experience depends on monster-level(mlvl) and experience each enemies have.
Comparison efficiency... hmm... bit hard.
I think mlvl in torment/catacomb is similar to hell/hell but little lower because highest lv uniques/sets not drop in torment/catacomb.
However, guess total experience in torment/catacomb maybe little higher than hell/hell due to enemy's density if you kill all enemies in map.

too long,sorry.
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Miacis



Joined: 23 Jul 2015
Posts: 92
Location: Russia, Saint-Petersburg

PostPosted: 06 Jul, 2017 21:23    Post subject:

Thank you a lot for clarifications!
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Miacis



Joined: 23 Jul 2015
Posts: 92
Location: Russia, Saint-Petersburg

PostPosted: 25 Oct, 2017 18:58    Post subject:

What is the character point destribution for a Necromancer? just yolo full Vitality or do I need some magic as well? I have troubles understanding the identity of this class: on the one hand, I have Blood Ritual which solves mana issues, no the other hand I need ponts in Magic to be able to learn spells. All in all this class looks for me like weaker version of Sorceror so far.

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Diablo HD is the best mod ever. Still waiting for Tchernobug fixes...
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Ogodei



Joined: 11 Jul 2014
Posts: 104

PostPosted: 27 Oct, 2017 7:44    Post subject:

With my long-lost Necromancer in Belzebub I relied almost entirely on Vitality due to its importance when it comes to minions. Unfortunately I haven't been able to build a proper sorc-mancer, but it's one of my goals should I find time to play Belzebub or Tchernobog again!
Also, Revive is a great utility spell, even at the current status(IIRC they don't follow you). Revives deal tons of damage, especially against those semi-unkillable Behemoth bosses
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