Game Mechanics: Difference between revisions

→‎Enemy resists below 0%: Rewrote this section. In the end the math is the same but this makes it a lot easier to calculate
(Updated Melee Splash to include S6 changes)
(→‎Enemy resists below 0%: Rewrote this section. In the end the math is the same but this makes it a lot easier to calculate)
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=== Enemy resists below 0% ===
When taking the enemy below 0% resistance you also have to apply thea 1/2 penalty. This also applies to gear and items with -enemy resistance. Although things work a bit differently compared to breaking immunities.
 
As an example lets take an enemy with 25 cold resistance, and lets apply a level 20 Lower Resist (-30%) and, a level 10 Conviction (-30%), and -Enemy Cold Resistance (-12%):
* <span class="d2-white">25 - 2530 = 0-5</span> &emsp;[the first -25% from Conviction is reduced at 100% effectiveness]
* <span class="d2-white">-5 /- 230 = -235</span> &emsp;[apply the 1/2 penalty to the remaining -5% fromLower ConvictionResist]
* <span class="d2-white">-3035 /- 212 = -1547</span> &emsp;[apply the 1/2 penalty to Lower-Enemy Resist]
* <span class="d2-white">0 -47 / 2 - 15 = -1723</span> &emsp;[apply the 1/2 penalty to get the final enemy cold resist]
 
Resists can be reduced to a maximum of -100%
 
Note: The 1/2 reduction only applies to damage dealt by players and pets. Negative resistance from monsters (i.e. Conviction, curses, etc.) are always at 100% efficiency.
 
== Item drop mechanics ==