Game Mechanics: Difference between revisions

→‎Enemy resists below 0%: clarified a bit further and added a bit of color to make things easier to follow
m (→‎Enemy resists below 0%: reorder convic/LR)
(→‎Enemy resists below 0%: clarified a bit further and added a bit of color to make things easier to follow)
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When taking the enemy below 0% resistance you also have to apply a 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 <span class="d2-blue">25</span> cold resistance, and lets apply a level 20 Lower Resist (-30%), a level 10 Conviction (-30%), and -Enemy Cold Resistance (-12%):
* <span class="d2-whiteblue">25</span> <span class="d2-white">- 30 = -5</span> &emsp;[Lower Resist]
* <span class="d2-white">-5 - 30 = -35</span> &emsp;[Conviction]
* <span class="d2-white">-35 - 12 = -47</span> &emsp;[-Enemy Resist]
* <span class="d2-white">-47 / 2 = -23</span> &emsp;[apply the 1/2 penalty to get the final enemy cold resist]
 
Or to put it another way: first the '''full''' value of the -resists is applied (<span class="d2-blue">25</span> - 30 - 30 - 12 = -47), and then if the end result is below 0 then the result is reduced by 1/2 (-47 / 2 = -23).
 
Resists can be reduced to a maximum of -100%