[Build] Tri Sorc Caster Revision 4 MF/KeyRunner/Baal/Rusher/Organs(Lillith is Hard)

Cranium

Diabloii.Net Member
Intro

I would like to start off by stating very bluntly this build will do everything PvM wise with the exception of Ubers as that is still in the works. It is a much cheaper build then almost any other build out there. It is mainly made to be an account starter character but, it can be used for anything. The great thing about this build is how versatile it is you can run it fairly well with crappy items. When you compare the gear lists cost wise this build is significantly cheaper then a hammerdin. Most people who have hammerdins are now finding that after the release of 1.13 that they are no where near as strong as they used to be and so are looking for a new build to play. I hope for all of you looking for that build you find this one to be it.

For those of you who have read this guide before I felt it necessary to revamp the entire guide to create a more cohesive guide that allows for further explaination only if wanted. I also added a classic information to sections as the stat distribution and items are different.

Uses

Key Runner
Dclone Killer
Organ Killer
Magic Finding
Baal Runner
Classic/Expansion Rusher


Main Spells

Main Attack

Frozen Orb
Meteor

Defense

Energy Shield
Shiver Armor
Teleport

Alt Attack

Thunderstorm
Chain Light / Lightning
Static Field


Skill Distribution

Cold Skills

1 Ice Bolt
1 Ice Blast
1 Glacial Spike - Prerequisites for Frozen Orb
1 Frost Nova
1 Blizzard

1 Frozen Armor - Prerequisite for Shiver Armor
1 Shiver Armor
1 Cold Mastery
20 Frozen Orb


Fire Skills

1 Fire Bolt
1 Fire Ball
1 Inferno - Prerequisites for Meteor
1 Blaze
1 Fire Wall
1 Enchant - Required only for Organs/Dclone

10 Warmth
10 Fire Mastery
18 Meteor


Light Skills

1 Static Field
1 Nova
1 Telekinesis
1 Light Bolt - Prerequisites for Thunder Storm + Energy Shield
1 Teleport
1 Lightning
1 Chain Light

5 Thunder Storm
4 Energy Shield
12 Light Mastery

Total Skill Points 100
Skill Quests -12
Actual Level =89

Stats for Expansion

Strength 156

You are a Sorc not a melee person you do not need hi strength. The reason it is even this high is so you can use a spirit monarch in ladder.

Dexterity 75

This is for Wizardspike primarily. It also increases chance to block a little bit.

Energy 130

The reason I did not go higher for this is because of the fact the more health you have the better and I don't lose a lot of mana because of damage goes to mana. Also because of Warmth and mana regenerate items. The other reason for not going higher is Blood Mana a perticularly nasty spell by Baal and the Temptresses.

Vitality 150+

Put everything you have left into vitality the more health you have the less you have to worry about it. Plus if you get poisoned it helps to have time to hit pots. You also need this high health to allow you to take hits for damage goes to mana to work.

Stats for Classic

Strength 75

The reason for this much strength is so you can use Bverrit Keep. It will also allow you to wear Mage Plate / Cuirass. (Block rate in classic goes off sheild not dex)

Dexterity 51

This is for Spectral Shard. (Block rate in classic goes off sheild not dex)

Energy 210+

Since this is Classic we have no worries about Blood Mana. The amount of mana used is higher because there is also less + skills and +mana.

Vitality 150

The reason for so much vitality is because you have a much harder time getting max resist and getting a lot of defense.

Equipment

The things to look for:

+ Skills
% Increase Maximum Mana
% Damage taken goes to Mana

Some stuff is expensive but, not everything hear is needed. Everything here has been picked out with careful consideration. Anytime you are doing MFing you want to try and have around 50 % damage goes to mana or higher. If you don't its going to be much
harder to play.

Classic Items

Helms

TarnHelm - +1 All Skills, 25-50% MF

Duskdeep - All Resist 15

Holwtusk - 35% DTM

Weapon

Culwen's Point - +1 All Skills, Poison lenght -50%, 20% FHR

Spectral Shard - 50% FCR, All Resist 10, +50 Mana

Gull - 100% MF

Spire of Lazarus - +1 Skills, regen Mana 43%, Light Resist 75%

Shield

Steelclash - All Res 15, 20% Faster Block Rate, 53% Block

Bveritt Keep - 75% Fire Res, +5 Str, 54% Block

The Ward - All Res 30-50, +10 Str, 46% Block

Wall of Eyeless - 20% FCR, Poison Resist 20%, 40% Block

Armor

Twitchthroe - 20% Increase Block, 20% FHR, +10 Dex, +10 Str

Darkglow - +5% Max All Res, All Res 10, +50 Def vs Meele

Venom Ward - +15% Max Poison Res, Poison Res 90%, Poison Length -50%

Heavenly Garb - Regen Mana 25%, All Res 10, 15 Energy

Rockfleece - Damage Reduce 10%, +5 Str

Belt

Lenymo - Regen Mana 30%, All Res 5, +15 mana

Nightsmoke - 50% DTM, All Res 10, +20 Mana

Goldwrap - 30% MF

Bladebuckle - 30% FHR, +10 Dex, +5 str

Boots

Hotspur - +15% MAx Fire, 45% Fire Res, +15 Life

Vidala's - 30% Faster Run Walk, 150 Max Stamina (Fastest Boots in Classic)

Hsaru's - 20% Faster Run Walk, 25% Fire Resist

Tearhaunch - 20% Faster Run Walk, All Res 10, +5 Dex, +5 Str

Gloves

Bloodfist - 30% FHR, +40 Life

Magefist - +1 Fire Skills, 20% FCR, Regen Mana 25%

Frostburn - Increase MAx Mana 40%

Ammy

Eye of Etlich - +1 All Skills

Mahim-Oak - 10% Enhanced Def, All res 10, +10 All Attributes

Nokozan Relic - +10% Max Fire Res, 20% FHR, +50% Fire Res

Rings

Manald Heal - Replenish Life 5-8, Regen mana 20%, +20 Life

Stone of Jordan - +1 All skills, Increase Max Mana 25%, +20 Mana

Classic MF Setup

Helms

TarnHelm - +1 All Skills, 25-50% MF

Triple Socket Helm (3x P Topaz'd) - 72% MF

Weapon

Gull Dagger - 100% MF

Shield

Milabrega's Orb - 20% MF

Armor

4 Socket Gothic/Full Plate (4x P Topaz'd) - 96% MF

Belt

Goldwrap - 30% MF

Boots

Random MF Boots - 5-35% MF

Gloves

Chance Guards* - 25-40% MF

Random MF Gloves 5-25% MF

Ammy

Random MF Ammy - 5-50% MF

Rings

Nagel* - 15-30% MF

Random MF RIng - 5-40% MF

Set Items

Arctic Furs (Armor) + Arctic Binding (Belt) - +40% MF, 10 ALL res, +40 Cold Res, + 3Def Per Char lvl

Tancred' Weird (Amy) + Tancred's Hobnails (Boots) - 78% MF, 30% Faster RUn Walk, +10 Dex, Heal Stamina 25%

Vidala's Snare (Amy) + Vidala's Fetlock (Boots) - 50% MF, 8 ALL Res, 20% Cold Res, 15 life

MF Setup

Helms

Shako* (P Topaz'd) - +2 All Skills, +2 All Attributes, Life and Mana, and 10% Damage Reduction, 74% MF.

TarnHelm (P Topaz'd) - +1 All Skills, 49-74% MF

Triple Socket Helm (3x P Topaz'd) - 72% MF

Random crappy MF circlet - 5-50 % MF

Weapon

Occy* (Ist'd) - +3 Skills, Resistances, Faster Cast Rate, Enhanced Defense, Vitality, Energy, 80% MF

Ali Baba - 1-99 %MF

Gull Dagger - 100% MF

Shield

Milabrega's Orb - 20% MF

Rhyme - (Shael+Eth Bone/Grim/Troll) - 25% MF, 25 All Resist, 15% Mana Regen, 60% Chance to block

Splendor - (Eth+Lum Bone/Grim/Troll) - +1 All Skills, 20% MF, +10% Faster Cast Rate, Regenerate Mana 15%, 40% Chance to block

Spirit Monarch* (ladder only) - +2 All Skills, Faster Cast Rate, Faster Hit Recovery, Resists, Magic Absorb

Armor

Tal Rasha* (P Topaz'd) - Cold/Light/Fire Resist 40%, 102% MF

Naj's Armor (Ith'd)- +1 Skills, all resist, 60% Damage taken goes to mana, life

Belt

Tal Rasha* - 10-15%MF, 37% Damage goes to mana

Goldwrap - 30% MF

Boots

War Travelers* - 30-50% MF

Random MF Boots - 5-35% MF

Gloves

Chance Guards* - 25-40% MF

Random MF Gloves 5-25% MF

Ammy

Tal Rasha* - +2 Sorc Skills

Random MF Ammy - 5-50% MF

Rings

Nagel* - 15-30% MF

Random MF RIng - 5-40% MF

Charms

Gheed’s Fortune* – 20-40% MF

*Suggested MF Setup for Hell Difficulty. Tal Rasha when 3 items combined mf becomes 65% for ammy totaling a possible 182% for the 3 set items.

Overall Lowest Possible Stats Using Required Hell Gear

Total MF 446

Without Anya Quest
Resists Fire Cold Light Poison
Nm 20 45 45 15
Hell -30 -5 28 -45

With Anya Quest
Resists Fire Cold Light Poison
Nm 50 75 75 45
Hell -10 25 58 -15

Defense 1606
Shiver 3012

Devilkin from Pit in Tamoe Highland
Chance to block 19%
Chance to get hit 50%

Life: 616
Mana: 559

Baal Runs/Rushing/Key Runs

Helm

Shako* (Um'd) - +2 All Skills, +2 All Attributes, Life and Mana, and 10% Damage Reduction, 15 All Res.

Peasant Crown - +1 All skills, +20 Energy & Vitality, +8-12 Replenish Life

Weapon

Occy* - +3 Skills, Resistances, Faster Cast Rate, Enhanced Defense, Vitality, Energy, 50% MF

Random +2 sorc skill orb

Shield

Lidless* - +1 All Skills, Increase Max Mana, Faster Cast Rate

Spirit Monarch* (ladder only) - +2 All Skills, Faster Cast Rate, Faster Hit Recovery, Resists, Magic Absorb

Ancient's Pledge - +50% EDef, Cold Resist 43%, Fire, Light, Poison Resist 48%, 10% Damage Goes To Mana

Boots

Aldur's Boots*- 10% Damage taken goes to mana, Fire Resist

Random Hi Resistance Boots

Armor

Naj's Armor* (Ith'd)- +1 Skills, all resist, 60% Damage taken goes to mana, life

Heavenly Garb - Regenerate Mana 25%, All Resist 10, +15 Energy

Ammy

Tal's Amy*- +2 Skills, life and mana, light resist

Random* +2 Sorc Skills Amy

Saracen* or Prismatic Amy

Belt

Nightsmoke* (Up'd) - 50% Damage Taken goes to mana, 10 all resist, +20 Mana

Tal's Belt*- 37% Damage taken goes to mana, 10-15%MF, +30 mana

Rings

Dwarf Star*- 15% Fire Absorb

Raven Frost* - 20% Cold Absorb

Gloves

Magefist (Up'd)- +1 Fire Skills, Regen Mana, Faster Cast Rate, Defense=80

Suggested for Baal Runs

Wisp Projector - 10-20% Light Absob, 10-20% MF

Suggested for Nihalik Runs

Nature's Peace - Slain Monsters RIP

*Required to do hell difficulty well. Also 2 Tal Rasha set items = Replenish Life 10.

Your resistances will be fairly low so you will need a Perfect Diamond to put in lidless and you will want to get resistance charms. To upgrade items you need to use a Hordric Cube Recipe.


Overall Lowest Possible Stats Using Required Hell Gear

Without Anya Quest
Resists Fire Cold Light Poison
Nm 70 65 75 65
Hell 10 5 38 5

With Anya Quest
Resists Fire Cold Light Poison
Nm 75 75 75 75
Hell 40 35 68 35

Defense 1348
Shiver 2529

Devilkin from Pit in Tamoe Highland
Chance to block 18%
Chance to get hit 53%

Life: 751
Mana: 589


Organ Runs/Dclone

Helm

Shako (Um'd) - +2 All Skills, +2 All Attributes, Life and Mana, and 10% Damage Reduction, 15 All Res.

Nighwing's Veil [Ladder Only] - +2 All Skills, 8-15% Cold Skill Damage, 5-9 Cold Absorb, Half Freeze Duration

Weapon

Call To Arms Runeword (Flail/Crystal Sword) - +1 ALl Skills, +2-6 Battle Command, +1-6 Battle Orders

Occy - +3 Skills, Resistances, Faster Cast Rate, Enhanced Defense, Vitality, Energy, 50% MF

Doom Runeword (Berserker Axe) - +2 All Skills, Level 12 Holy Freeze, -40 to -60 Enemy Cold Resist, Prevent MOnster Heal

Harmony Runeword* [Ladder Only] (Blade Bow) - Level 10 Vigor, +2-6 Valkyrie, Level 20 Revive

Eternity Runeword* (Eth Berserker Axe) - Regne Mana 16%, Cannot be Frozen, 30% MF, Level 8 Revive

Lower Resist Wand/Dagger* (Rare) - Level 2-3 Lower Resistance

Shield

Lidless - +1 All Skills, Increase Max Mana, Faster Cast Rate

Spirit Monarch [Ladder Only] - +2 All Skills, Faster Cast Rate, Faster Hit Recovery, Resists, Magic Absorb

Boots

Aldur's Boots - 10% Damage taken goes to mana, Fire Resist 40-50%

Marrowwalk - Regen Mana 10%, Half Freeze Duration, Level 33 Bone Prison, Level 12 Life Tap

Armor

Chains of Honor Runeword* (500+ Def Armor) - +2 All Skills, Replenish Life +7, All Res 65, Damage Reduce 8%, 25% MF

Ammy

Tal's Amy*- +2 Skills, life and mana, light resist

Mara's Amy - +2 All Skills, Allr Res 20-30, +5 ALl Attributes

Belt

Nightsmoke* (Up'd) - 50% Damage Taken goes to mana, 10 all resist, +20 Mana

Arachnids - +1 All Skills, Slows Target 10%, 20% FCR, Increase Max Mana 5%

Rings

Dwarf Star* - 15% Fire Absorb

2x Raven Frost* - 20% Cold Absorb

Stone of Jordan - +1 All Skills, Increase Max Mana 25%

Bul-Kathos' - +1 All Skills, 0-49 to Life

Wisp Projector* - Lightning Absorb 10-20%

Gloves

Magefist (Up'd) - +1 Fire Skills, Regen Mana, Faster Cast Rate, Defense=80

Charms

Hellfire Torch - +3 Skills, 10-20 ALl Attributes, All Res 10-20%

Annihilus - +1 All Skills, +10-20 All Attributes, ALl Res 10-20%, +Exp 5-10%

Random Resist Charms* - to get you to theoretical 95 All Resist

Anything with a * is required. You can use Harmony or Eternity I suggest Harmony. For Dclone I suggest using raven/dwarf or dwarf/wisp.

Merc

My experiences with mercs is they die a lot. I supe them up and they die. I normally get act 2 defense aka defiance cause its better not to get hit and will help your merc out the most. I normally don’t use a merc but, they can be helpful at times. There are a lot of things you have to keep in mind when using a merc one of which is that they will use + Skills for there default aura. The skills have to be either from the same class or all skills. The reason for most of my equipment is resistances. I go above and beyond with them on my merc so that if I run into a conviction guy he still has pretty high resists. My normal setup for my merc if I use one is Eth Gaurdian Angel (Up’d & Um’d), Eth Kira’s Gaurdian (P Amethyst) and Insight Eth Thresher. Once the merc has reached level 87 I switch the p amethyst for a Um using a hel rune and scroll of tp. The reason for using the thresher is you can start to use it at an extremely low level because of its str requirements. When you go to up the Kira’s Gaurdian watch out for lvl req they will jump to 84 your merc has to be that high to handle it.

Overall Lowest Possible Stats Using My suggeted Hell Gear

90 All Resist and above 75 at a lvl 5 Conviction

Life - 1710
Strength - 191
Dexterity - 154

Dmg – 493 -2196

Defense - 3,154
+Defiance – 10,092

Items

Insight* (ladder) – Ral + Tir + Tal + Sol in Eth Thresher. Adds mediation aura.

Infinity** (ladder) – Ber + Mal + Ber + Ist in Eth Thresher. Adds conviction aura.

Smoke – Nef + Lum in 2 os Eth Kraken Shell. Gives 50% All Resist.

Chains of Honor Runeword** (Bugged Eth Armor) - +2 All Skills, Replenish Life +7, All Res 65, Damage Reduce 8%, 25% MF

Eth Guardian Angel* (Up’d & Um’d)- High Def, +15% to max resists, +1 Pally Skills.

Eth Rock stopper (Up’d) – 10% damage reduction. Resistances.

Eth Veil of Steel (-15% Req Jewel)– 50% All Resist

Eth Kira’s Guardian* (Um’d or P Amethyst) – 65-85% All Resist

Eth Blackhorns (Up’d) – 20 Light absorb

Eth Andariel’s Visage** (Ral’d) - +2 Skills, 8-10% life steal, +20% ias

** - Needed for Dclone/Organ Runs
* - Needed for Botting/Baal

Reasons why I do not use Tal's Set

DTM if you haven't played with 110% or higher you don't know what ur missing.
I get more +mana.
I get more +skills which for this build is better because of lengths of spells.
More defense because of occy and shiver being 1 pt higher.
Easier to obtain items.


Tips for playing this build type

When you go to use this character you want to make sure that you have thunderstorm, shiver armor, and energy shield up when you go to fight well at least the ones you have at the time up. The other thing you got to remember is you can use frozen orb to attract monsters even if immune to cold and to drop meteors behind you and run back past them and force the monster to walk through it as you drop more meteors on top of them. Continue this and you should only run into dual immunes. For dual cold/fire immune switch to chain lightning and make sure thunder storm is up. Static them if you can and between thunderstorm and chain lightning they shouldn't have a chance. Also dont forget you can drop meteors across water to hit things that you would normally need to teleport or cross a bridge to get too. This will keep you at a distance from them. Souls can be taken care of by teleporting and orbing and repeating that over and over. With this build you need to be light on your feet ready to move fast and teleport when needed. It is built to take hits and like it but, if they are ranged or too many u need to be able to get out of dodge. I have heard a lot about how frozen orb is weak part of this is because people don’t realize that the damage is per spike there are 40 spikes in frozen orb. Also if you get good at it you can have the last 20 explode inside a monster. This means you would be doing 20*415= 8300 cold damage and people say its weak hah.

MF Runs

For mf runs I normally do andy a lot more then meph. There is a lot of reasons behind this but basically because she has a higher chance to drop items people want. A perfect example is a shako. I normally get shakos from andy I rarely get shakos from meph it normally takes 100 runs and I get a shako or equiv helm like arreats, andariels visage, or vamp gaze. I also do pit runs quite often. Between these 2 I get the items I want normally very quickly. Another thing to consider is finding a super unique that is 20 higher in treasure class then what you are looking for. I do this because the treasure classes that are mid to ¾ drop the most during a run.

Rushing

For rushing you need to understand what you are weak in and you have to use a lot of common sense. You should not try and rush hell without the hell item setup as you probably wont be able to kill trav’s dual immune. Travincal is the hardest part of the rush normally speaking. For travincal I clear the righ side outside first then teleport inside and try and pull down the non cold immunes and kill them first. Trying to do this any other way normally results in death. You will want to leave the dual immune to last so you can properly handel him. In Act 4 mages will hurt you a lot try to dodge them it will remain this way till you get some high resistances via charms. Ancients are easy just keep moving. I recommend running in a circle around the arch at the top while orbing them it is normally good enough to get 1-2 of them and then the last1-2 you can drop meteors aon and have them run through the fire. This works well because of the way meteor is setup for burn damage instead of explode. I normally have the rushee down by the entrance as far away as possible basically.

Key Running

Countess- Meteor around the door way lure her minions into meteor burn. Then u can normally static run back and shoot chain lightning through the door way to kill her.

Summoner – Tele up by him and teleport back and forth at the half way points of the 2 walls with the symbols on them while orbing him. And if you can always hit the book it gives you a way to always get back.

Nihlathak – Without a natures peace ring you will need to meteor outside the range of the corpse explosion then lure his minions into the flames until there is 1-2 left then you can kill him. With the ring if you are good enough and the archers arnt there you can tele to a corner and meteor yourself until you get it down to 1-2 then kill him.

Baal Runs

For baal runs you need carrion wind for souls if not souls will probably kill you. You will need help killing stuff once you pass the 2 person mark so the other idiots better be able to kill stuff. If you try and do hell baal with 2+ ppl that cant kill anything listr is going to have you all over the place and you are going to need to go back up for pots like 30 times while everyone else dies and leaves.

6-8 Player Games

In 6-8 player games it normally does quite well unless it runs into a dual immune from there you will need at least a light facet or something with more to light damage. It really depends on the ppls levels also. For the most part if you are talking a hell baal game with all lvl 70+ ppl you need a light facet or better . I would suggest for the larger games to get a +3 eschutas 20% light and put a light facet in it to be honest it is either this or a anni and Sorc Torch. It is either that or infinity for a merc but, as I said before I really dislike mercs. You could get the griffons eye I suppose but, that tends to be very expensive. I rarely mf in high level games like that but, it is do able. It just will take a while for meph or andy. Running pit is best done with no more then 1 other level 85+ in the game. This build has a tendency to be on the weak side in hi lvl large player games because it stops at lvl 87 and i haven't lvled one higher then lvl 89 because I use it to get stuff and do baal runs for my other characters and I don't normally need to go any higher then that.

Organ Runs

You are going to want to do this in an empty game for sure and you are also going to want a game where you can get souls and urdars. Doing this will not be easy in the least. You are going to need all the gear listed above. The best way I have found to do this is to clear everything around the Pre Ubers. ONce the area is cleared it allow syou to deal solely with the Pre Uber. For izual its pretty simple clear around him. Do your pre buffs. Have the merc hold him there and meteor him to death after static fielding him to half. For duriel do the same although u will want to be wearing your dual ravens as it will make life a lot easier. For Lillith I am not going to lie its going to be hard. Your going to have to revive souls and creaters with crushing blow aka urdars or the monkey things down by nihalik. The souls will keep her from casting as easily. Static if you dare and then meteor her to doeath the souls should keep her from casting just like they keep a sorc from teleporting properly.

Dclone

You are going to have to have your merc tank. Chances are you will die once doing this. While he is being held by your merc static him and then use frozen orb and meteor. Your merc has to be using infinity or else your SOL.

Open Character

I linked an open character so you can try it out risk free and you don’t waste any of your time if you don’t like the build. I took a lot of time in preparing the open character as I had to make each item. All the equipment with the exception of the eschutas and cta, is bottom of the barrel. Meaning it is the worst possible outcome. I can kill ancients and dual immunes/Diablo with my hell setup without anything but, what I listed as hell gear and without the help of the anni or torch. I did both of these without dying once. Now mind you it is not easy as all hell but, you also have to realize you are playing with the worst of the worst item wise. It took a lot of time to get this character just right and so everything that should have durabilities does etc etc. Everything you have should give you an idea of what it takes to play the character and how strong she can be if you manage to get a lot of the good end game items.

Final Words

If you have anything to add don't be hesitant to even if it is negative. I would like to get other peoples points of view on this build but, if you do feel like commenting on skill structures I ask you try it at least in open battle net first. For it is much easier to make a character in open to test him then to spend hours of time to level in closed. Also If you are going to make comments please read the entire thing. Also if you feel tthat I did a respectable job on this feel free to donate forum moneys :p. Also if you have any questions I can normally be found in the #useast-dclone channel. I play USEast Softcore Ladder.


Videos
Lillith
Uber Izual
Uber Duriel



Detailed Information

A little education on how this build works

This build works off of a very fine balance of items spells and knowledge of how to use the sorceress. The main reason why this build works is because of %Damage goes to mana. The more of this you have the better off you actually are. Here is how Damage goes to mana works, "Nightsmoke: When combined with Sorceress' Energy Shield: The effects of Energy Shield are applied first, then the resulting damages are modified by
Nightsmoke. That ability doesn't change how much damage you take at all. It just calculates 50% of however much damage you took and gives you that much mana." So having a high energy shield is actually more detrimental and balancing the energy shield with damage goes to mana is the goal. You want to gain back the mana you lost and then some. You may or may not be able to gain all the mana back it depends on the items you are using, skills invested, etc. Using Naj’s Plate, (Ith’d), Nightsmoke (Up’d), and Aldur’s Boots you end up with 120% Damage taken goes to mana.

Next we take a look at the order things are applied in.

* Energy Shield: This is where the damage is redirected by Energy Shield and mana loss due to Energy Shield occurs.
* Damage Reduced by X/Magic Damage Reduced by X: The damage that is not redirected by Energy Shield is reduced by the appropriate amount and possibly nullified.
* Resistances: Resistances are applied. This phase does not just include the resistances listed in the character screen (Fire/Cold/Lightning/Poison) but also Magical damage and Physical damage (gained from equipment like Shaftstop). This phase is also where curses like Lower Resist, Amplify Damage and Decrepify are applied, as is Conviction.
* X% absorb: %-wise absorb is applied here. I won't go into details here, since we aim to avoid this phase.
* +X absorb: See above.
* Damage Goes to Mana: Mana is gained based on the amount of damage still left at this point.
* Ouch: Damage is applied to life.
* Mana Burn: Technically not part of the damage resolution, but part of the hit resolving that occurs after damage resolution. I mention it here to indicate that it will not take down Energy Shield before Energy Shield gets the chance to redirect the damage.



Everyone knows or should know that putting points into telekinesis lowers the mana taken by energy shield. Frankly we do not have the points to spare in order to do this.
Ok now the reasoning behind everything. This build is a balance of everything a sorc needs and wants along with a balance of burdens put on the sorc by certain spells. In order to reap the benefits you should follow this build to the letter. Everything
in this build supports another feature which supports another and another. If you choose to not follow the build pretty much to the letter it will fail. This build is like a house of cards. If you mess up the slightest bit in one area the entire house falls on top of itself.

Damage Taken Goes to Mana

This is something that most people do not know a whole lot about. Damage Taken Goes to Mana takes any non-poison melee damage left after normal midigation and does a straight multiplication across. So if you take 100 damage 33 gets through towards your health you lose the 33 health but, if you have 120% Damage Taken Goes to Mana you gain back 33*1.2= 39.6 mana. The amount of mana given back is not an extremely large amount but, it is enough to be able to give you enough for that one last spell to kill or enough to be able to teleport away. A lot of people feel that it is worthless and not worth it, I disagree completely I have been using it for sometime. When you are using a Tri Sorc the amount of mana you go through is insane. Also because of the amount of skills that are used and how spread out they are you do not have that ability to necessarily get what you need for certain things. A defense is one thing so what I do is I wear the Damage Taken Goes to Mana gear. This makes this disadvantage actually help me. Another disadvantage is it takes time to kill things so, if they are extra fast they will be on you sometimes faster then you can teleport. Most of the time the stygian dolls kill sorcs. This is because when you kill them they explode and most of the time when they do they are right next to you. Damage Taken Goes to Mana helps you with both of these mainly because you are surround and constantly being hit. This will give you the mana to teleport away normally twice. That can be enough to save your life and has many times for me.

The Math

This part gets extraordinarily tricky there is a lot that comes into play here. Simply put here is the formulas we need. Also % Damage taken goes to mana is only implemented in melee attacks.

Damage to life = InitialDamage*(W/100)*(1-X/100)*(1-Y/100)*(1-Z/100)

W = PvP penalty (for most, if not all attacks 17%)
X = % resistance (or damage reduction in case of a physical attack)
Y = % chance to block (in case of a physical attack or blockable elemental attack)
Z = % energy shield

Damage to mana = Damage*(2 – 0,0625x)*(W/100)

x = slvl telekinesis
W = pvp penalty

Damage to mana/Damage to life*100 = Amount of DmgToMana% needed to fully restore lost mana

Mana regen per second = 25 * [ [256 * MaxMana / 3000] * (100 + BaseRegenRateBonus) / 100] / 256.

Mana gained from DmgToMana%= Damage to life * (D/100)

D = % Damage Taken goes to Mana

Total Blocking = [(Blocking * (Dexterity - 15)) / (Character Level * 2)]

Chance of Potion Double Heal

Vitality: 100 - (10000 / Vitality)

Energy: Energy / 4

Working off what we have for information we start to fill in what we know. We will say the attack does 572 physical damage This is how much Lilith and Über Mephisto do for melee damage aka most melee damage in the game. We will also say that you are using my hell setup for the calculation. 589 for mana pool is the absolute lowest if u finished the build and managed to get the worst of everything for the hell items.

Damage to life = 572*(1-0.10)*(1-0.40)*(1-.067) = 101.9304

Damage to mana = 572*(2-0.0625) = 1108.25

Amount of DmgToMana% for full recovery of mana = (1108.25/101.9304)*100 = 1087.26

Mana Gained back from DmgToMana% = (101.9304)*(1.2) = 122.31648

Mana regen per second = 25*[ ( 256*589/3000)*(100+295)/100 ] /256 = 19.39

Total Blocking = [ (42*(92-15)) / (87*2) ] = 18.59

Chance of Potion Double Heal Health = 100 – (10000/198) = 49.5%

Chance of Potion Double Heal Mana = 152 / 4 = 38%


Spell Reasoning

The reason why the points in Shiver Armor, Thunder Storm, and Energy Shield are the way they are is strictly for the amount of time they stay up. Energy Shield is also done for the balance of %Damage goes to Mana and Energy Shield. Fire Mastery over Fire Ball synergy the reasoning behind this is you will not have enough points to get the explosion high enough to 1 shot things. Along with that if you use the burn time like a firewall and stand there while you drop meteors on their heads. You can take a couple of hits because of the %Damage goes to Mana. Also you can light a trail up and lure them into the trail causing alot of damage. Meph also dies faster when you use the Corner of the Screen trick. The burn time will amount to a larger number then that of the immediate strike of the meteor. Frozen Orb needs only 1 point in cold mastery everything you wear will add to it. Meteor and Orb are at 20 because they are your default damage skills. Frozen orb will slow them while you drop meteors on their heads. It is a tried and true setup. The difference now is you get that added damage from thunderstorm. Along with that the lightning mastery will add up to enough damage you can take down Dual Immune Fire/Cold Monsters. The dual immunes leads to the reason why use thunderstorm. First of all you are a Tri Sorc damage is spread out all over the trees so you want to get in as much damage as you can. By having thunderstorm up you get both the damage from that and the damage from chain lightning which you use in combination with static field to kill dual immunes. It will take a while but, you will be able to kill them. A down side though is if there is too many people in the game it may regen faster then you can kill him. The Reason why I use masteries is because most of the synergies take a lot of points and also because the masteries improve damage through out the tree of skills. This allows me to be able to use chain lightning with only 1 pt in it and have it do 1 to about 500 dmg. With this build it is soo spread out it causes you to have to use masteries.

Reason for selected Hell Gear

I try to give myself a balance of everything. I get +10 to skills sure you can get more but, the more you get past this point you start to sacrifice other things like resistances for skill charms. Like I said this design is built around balance not just of skills but, also items. The reason for armor and belt is resistances/Damage to Mana/Defense. The armor was also picked because of the + 1 All Skills and the increased life. Getting an armor that has all of these things is very hard to do. It is also a rather cheap armor most people never want Naj’s Plate because the set is not used often and people try to get rid of it. The Nightsmoke belt is also extraordinarily cheap. The oculous is used mainly for the skills and resistances although the stat boosts are good. Shako is used for obvious reasons. Spirit is used for everything on it its all stuff you need and or are missing. The magefists are used for the fire skills, faster cast rate and mana regen. The Aldurs boots are used to round out the resistances, damage taken to mana, and the 50 to life. They are the only Item I could see replacing. A couple replacement boots are Silkweaves and Marrowwalk. This is because mana modifications on them.

Reasons why I do not use Tal's Set

DTM if you haven't played with 110% or higher you don't know what ur missing.
I get more +mana.
I get more +skills which for this build is better because of lengths of spells.
More defense because of occy and shiver being 1 pt higher.
Easier to obtain items.

You can use Tals Set as a matter of fact one of my friends uses tals. I don't like tals because when i get hit I die a whole lot easier. Where with this setup I can get hit with all the ancients at once and still have mana left to move away. Tals armor is about as hard to find as shako and normally costs about the same. A perfect Tals Orb is about the same as occy. Tals belt is about equivalent to what it costs to get najs plate and nightsmoke. Then you still have to find the mask which can or can not be easy. The fact of the matter is I perfer the 120% DTM and if you play with that much you will too. Also I do not know about you but for some reason im thinking decking out your merc if you decide to use one adds cost. Like I said previously I just perfer not to use one and I can this with the DTM. If you go tals your reliant on the merc and you will have less duration to ES, TS, Shiver. You also weaken shivers addition to defense. Then of course there is the random tele of the occy which rarely kills me and saves me more often then it kills me. Also the + to damage for cold really isnt worth it at all because you lose the 1 point in cold mastery which is worth more then the +15% damage. The -15% to enemy fire or light is pretty much pointless in hell because it wont help your damages because you wont break the immunities. This means the added benefit is only to non immunes and last time i checked there weren't many of them. Along with the fact that you lose that extra 12% light damage and the 7% fire damage. So you lose more damage on orb which is used a lot to gain slightly more in light and a little more in fire. You also have to factor in the additional damage from the added skills so ie 12 TS instead of 11 plus the Light mastery. Its a very common mistake to forget to do that. If you ask me I want the stronger orb considering the amount it is used. Then on top of that you have less duration in TS, ES, Shiver. So with all that combined I consider Tals to be too much for too little. Then there is also the fact that the resistances can be made up easily with 4 gcs and 4 scs or less. Those of which arn't exspensive and are normally found as you level and mf.

So basically for cheaper then Tals set I get a better setup and I don't require a merc. Everyone seems to think that DTM is used because I need more mana in my mana pool. It is not used for this it is used so even if im surrounded on all sides being beaten on I still have the mana to teleport away. Or so if im taking a large amount of damage physically the energy shield still absorbs damage because I have new mana for it to do so where normally I would not. This is why I can sit in a mob of guys and not die as easy as someone with all of tals set. Its also what makes it easy for me to stand still at duriel in hell and hit pots every so often and keep him on me and not teleport all over the place and let the person im rushing die. Also DTM is only for pyhsical so things like soul spirit it works on but, it does not work on arrows. So the other thing is DTM helps for when you teleport and land in a mob of bad guys you can still teleport away.

You have to keep in mind you do not have alot of skill points to mess with. Since your a Tri Sorc everything is all over the place and you need to keep a balance +skills with this build is better overall then more damage because the fact that your defense and your lightning damage are rooted in it.


Leveling

Leveling a build that is so spread out like this can be extraordinarily tricky so I am going to put down your leveling guide here. If you can try and get a hellforge hammer to use at lvl 1-15. Also grab any orbs or staves be greedy here people cause you are going to need it more so then any other builds while leveling.

Level 1-10

Levels 1-5 will be done in one game by going into a baal game clearing blood more till you find the den and then clearing the den. Save this 1 point till later I will tell you when to use it. After Level 5 join a Trist run game and party up and just follow the group and help kill what you can. All stat points go in Strength. This helps to build up your ability to wear armor and not get hit as easily. All Skill points go in Warmth. This will seem hurtful at first but you should use the starting staff and hit enemies with it.

Level 11

Stat points go into Strength. This will set you at 65 strength which is enough to get you through normal to baal runs. Skill Point Goes into Frost Nova. This allows you to slow enemies so they don't hit you and so party members can kill them. It also has a wide radius allowing you to keep them spaced out enough to escape from death.

Level 12

Stat points go into Vitality. Gives you the little more health you need for Tombs.
Skill point goes into Frozen Armor. This allows you to up your defense and get away from a guy cause he will freeze when he hits you.

Level 13

Stat points go into Energy. Now that you have started using spells you need mana.

Skill Point goes into Static. This gives you the ability to help drop gris and uniques life point helping out your party.

Level 14

Stat points go into Energy. Now that you have started using spells you need mana.

Skill point goes into Ice Bolt. We need to work our way to Shiver Armor.

Level 15

You are now don trist runs. Good for you, you now need to Kill Andy and Duriel. The best way to do this is make a game asking for help ex: Plz Help Act1-2. Most of the Time people are willing to help and if not join one where a bunch of people your level are doing it together. You are not going to be strong enough to kill them without help. Once you have done this join a tomb run game.

Stat points go into Vitality. You are going to need more health in tombs because of poison.

Skill point goes into Ice Blast. This will allow you to freeze the uniques and stronger monsters so the melee people don’t receive as much damage in tombs.

Level 16

Stat points go into Vitality. You are going to need more health in tombs because of poison.

Skill point goes into Shiver Armor. This will greatly beef up your defense allowing you not to get hit as much.

Level 17

Stat points go into Vitality. You are going to need more health in tombs because of poison.

Skill point goes into telekinesis. This is so you can get teleport.

Level 18

Stat points go into Vitality. You are going to need more health in tombs because of poison.

Skill point goes into teleport. This is so you can get away from enemies and so you don't have to deal with running out of stamina.

Level 19

Stat points go into Vitality. You are going to need more health in tombs because of poison.

Skill point goes into glacial spike. This is on the way up the tree to frozen orb.

Level 20

Stat points go into Vitality. You are going to need more health in tombs because of poison.

Skill point goes into charged bolt. This is a prereq for Energy Shield and Thunderstorm.

Level 21

Stat points go into Vitality. You are going to need more health in tombs because of poison.

Skill point goes into lightning. This is a prereq for Energy Shield and Thunderstorm.

Level 22

Stat points go into Energy. You are going to need this for baal runs.

Skill point goes into chain lightning. This is a prereq for Energy Shield and Thunderstorm.

Level 23

Stat points go into Energy. You are going to need this for baal runs.

Skill point goes into nova. This is a prereq for Thunderstorm.

Level 24

Stat points go into Energy. You are going to need this for baal runs.

Skill point goes into Energy Shield. The skill point that we have been saving from den goes into Blizzard. This allows you to get an awesome damage spell for tombs/ancients/baal and a defensive spell for less damage to character and lowering your chances to die at ancients.

Level 25

You now need to do ancients. Once again you will need to make a game asking for help or join a game of similar level people trying to complete the quest.

Stat points go into Energy. You are going to need this for baal runs.

Skill point goes into Thunderstorm. This is an awesome spell that will help stun even lightning immune creatures before they can get to you adding to your protection for ancients.

Level 26

You now need to do baal runs until you hit level 45. You will need to join a game of similar level people trying to kill baal's minions. Remember always check quest log so that you do not kill baal in a game and get the quest before you are level 45 or you will have a really rough time trying to level.

Stat points go into Dexterity. You are going to need this for blocking with a shield and also for possibly wiz spike.

Skill point goes into fire bolt. It is a prereq for Meteor.

Level 27-29

You now need to do baal runs until you hit level 45. You will need to join a game of similar level people trying to kill baal's minions. Remember always check quest log so that you do not kill baal in a game and get the quest before you are level 45 or you will have a really rough time trying to level.

Stat points go into Dexterity. You are going to need this for blocking with a shield and also for possibly wiz spike.

Skill point leave unused.

Level 30

Stat points go into Dexterity. You are going to need this for blocking with a shield and also for possibly wiz spike.

Skill points that have been saved up now get put into frozen orb/cold mastery/light mastery.


Level 30-37

Stat points go into Dexterity. You are going to need this for blocking with a shield and also for possibly wiz spike.

Skill points go into frozen orb.

Level 37-44

Stat points go into Strength. This will help you wear heavier armor from nm.

Skill points go into frozen orb.

Level 45

You now need to find a baal for quest game. Kill baal for the quest. From there go into nm and join a baal game and ask for the wp and complete the quest in your own game and repeat until you have beaten nm. You can also look for games with like level players who are doing the same or you can make the plz help games although in nm you are less likely to get help as no one stays in nm very long.

Stat points go into Strength. This will help you wear heavier armor from nm.

Skill points go into frozen orb.


Level 46-50

You should have beaten ancients by now or you leveled up on your way to beat them. Once you have beaten ancients do baal runs until 65-75.

Stat points go into Energy. This will help you with your mana woes.

Skill points go into frozen orb.

Level 51

Stat points go into Energy. This will help you with your mana woes.

Skill points go into Fire Mastery. This will help your fire spells you are now acquiring.

Level 52

Stat points go into Energy. This will help you with your mana woes.

Skill points go into Inferno. It is a prereq for Meteor.


Level 52

Stat points go into Energy. This will help you with your mana woes.

Skill points go into Blaze. It is a prereq for Meteor.


Level 53

Stat points go into Energy. This will help you with your mana woes.

Skill points go into Firewall. It is a prereq for Meteor and a decent spell for fire damage for the time being.


Level 54

Stat points go into Energy. This will help you with your mana woes.

Skill points go into Fireball. It is a prereq for Meteor.

Level 53-57

Stat points go into Energy. This will help you with your mana woes.

Skill points go into Meteor.

Level 57-67

Stat points go into Strength. This will help get you ready for the spirit monarch.

Skill points go into Meteor.

Level 67

1 stat point into Strength and 4 stat points into health. This will complete the monarch strength requirement and start you on your health.

Skill points go into Meteor.


Level 68-73

Stat points go into Health. This will help you with your mana woes.

Skill points go into Meteor.

Level 74-83

Stat points go into Health. This will help you with your mana woes.

Skill points go into Fire Mastery.

Level 83-87

Acquire the rest of the skill quests.

Stat points go into Health. This will help you with your mana woes.

Add skills in this order 3 Energy Shield, 4 Thunderstorm, 9 Light Mastery.

Level 87-99

Focus on your weaknesses such as through fire mastery and light mastery. Stats use as you see fit. Light Mastery and Warmth are the 2 that help out the most at this point. Light mastery will help both chain lightning and thunderstorm.


Ubers

I have not done this yet where as the rest has been done multiple times. I am still working on this section. Last ladder season I attempted ubers 4-5 times the issues found were that my merc would die extremely fast and thus not allow me to have conviction which is a necesacity to deal proper damage to kill ubers. The fact that I have to switch between 3 different Items Lower Res wand, Harmony, and Doom also created some varied issues. I tried both Act 2 NM and Act 2 Hell mercs to no avail. If anyone is willing to help give me some insight on making a merc that will live in ubers that would be great. I am also thinking about going in a completely different direction for gear. The Idea I have is that I can go for increase damage and subtracting resists from the ubers so long as my merc can tank successfully. Update: I have tried several times and I was unable to get this current build in it's entirety to work for Ubers themselves. Though it does work well for getting organs.

Old Items

Nightwing +15% Cold skill damage (Um'd)
Chains of Honor
Marrow Walks
Magefists
Arachnids
2x SOJs
Maras
STorch - High Resistances
Anni - High Resistances
15x 5% All Resist Small Charms
2x Fire Skill GC
2x Cold Skill GC
2x Poison Small CHarms
Level 3 Lower Resist Charges Wand
Harmony Bow
Angelic Amulet and 2x Angelic Rings
Medusas Gaze (-15% Req Jewel)

Merc
Up'd Eth Guardian Angel or Eth Chains of Honor
Eth Andy Visage or Eth Kiras
Treachery to proc fade
Infinity Eth Thresher - higher dps

How this Setup works

This setup is very item intensive the math that will follow is enough to make most peoples heads spin. You will also need to put a point into enchant You need to use cube on char to hold bow arrows and angelic lower resist wand should fit in normal inventory and medusas can be placed where bow is in cube for switch. Using Enchanted harmony and angelic you will want to revive any monste your merc has killed that are not pit lords. Then use bow to hit ubers to stop regen and switch secondary back to lower resist wand, medusas gaze, dual sojs, and maras. Then use them plus lower resist to take down the ubers leading up too uber trist. For uber trist you want to have ur merc proc fade then go revive those pit lords. Using Enchanted Harmony and angelic hit meph wiht bow to stop regen. Switch back to lower resist wand medusas gaze, sojs and maras. Use lower resist wand on meph then meteor him to death. Next stop is baal. Repeat Same process. If you lose pit lords tele away and have merc kill pit lords that diablo spawns if you cannot do this get urdars whcih will be explained locations later. Remeber you can always trap diablo in a building. Once you have enough pit lords or urdars attack baal in same fashion. For diablo things get a little bit trickier instead of using meteor u need to use frozen orb. The revives should be able to hold him in one spot you will need to repeat same process like others but instead of meteor u have to manage to land FO 20 spike shots which are not easy.

How long will all this take.

Stacking damage good sirs is how I intend to do this. The meteor patches contain enough fir damage when combined with the explosions to deal 660000. I did this by taking this number and dividing it by 66536.64 which equals 9.91 round that up to 10. So thats 10 meteors to deal enough damage. Then we take 10 and multiply it by the casting dealy which is 1.2 and that gives you 12 seconds. Then you add the 12 seconds onto the length of the meteor patch burn which is 24 add them makes 36 seconds. For Diablo you do the same thing only with frozen orb. Frozen Orb is 1263.85 the thing that must be remembered about frozen orb is thats the damage per spike and you can hit something with all 20 of the last part of the orb. So we take 20 times 1263.85 and that equals 25277. Take the 660000 and divide it by We then take the casting time for that which is 26.11 then times it by the casting delay which is 1 second meaning it will be the same 26.11 seconds.

The Uber Math - Based off of v1.12

CoH + Ngihtwing + Occy + perf spirit + magefist + aldurs + maras + double soj + anni + torch + arach gives:
+15 to all skills
+3 to sorceress skills
+1 to fire skills
Reaches the 8 frame breakpoint
+15% cold skill damage.

That makes it +18 Total

Full tals + perf spirit + magefist + aldurs + double soj + anni + torch gives:
+8 to all skills
+6 to sorceress skills
+1 to fire skills
+2 to fire mastery, lightning mastery and cold mastery
Reaches the 8 frame breakpoint
-15% to enemy fire resistance
-15% to enemy lightning resistance
+15% cold skill damage

To rule out Tals Set we must do math.

I am going to be using marrowalks instead of aldurs no notable change. Also the Andy's Visage and CoH if changed with guardian angel or kiras will result in no noticeable change for this specific math.

So with lvl 12 conviction -85 F/C/L and lvl 3 lower resist -41 F/C/L/P you are looking at -126 resists with the exception of poison only lower resists works on that. Both work at 1/5 when breaking an immunity. Here is the Ubers resists according to arreatt summit. Reistances are abbreviated Fire-F, Cold-C, Lightning-L, Poison-P. Spells Conviction-Cv and Lower Resist-LR. All the original resistances are taken from Arreat Summit. The results are still the same Tals is only better vs immunes. This does make me understand why I hate math. I corrected the Tables too and added 7LR for Medusa's Gaze.

Medusa's Gaze lvl 7 LR 10% when struck

Resistances

Litlith / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 075 / -61 / -51 / -47 / -41 / -10 / 044
C 075 / -61 / -51 / -47 / -41 / -10 / 044
L 075 / -61 / -51 / -47 / -41 / -10 / 044
P 110 / 100 / 102 / 103 / 104 / 110 / 104


Trist Diablo / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 110 / 083 / 085 / 086 / 087 / 093 / 104
C 075 / -61 / -51 / -47 / -41 / -10 / 044
L 075 / -61 / -51 / -47 / -41 / -10 / 044
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Trist Baal / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 075 / -61 / -51 / -47 / -41 / -10 / 044
C 110 / 083 / 085 / 086 / 087 / 093 / 104
L 075 / -61 / -51 / -47 / -41 / -10 / 044
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Trist Meph / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 075 / -61 / -51 / -47 / -41 / -10 / 044
C 075 / -61 / -51 / -47 / -41 / -10 / 044
L 110 / 083 / 085 / 086 / 087 / 093 / 104
P 110 / 100 / 102 / 103 / 104 / 110 / 104

Über Duriel / 16Cv 2LR/ 16Cv 3LR/ 16Cv 3LR/ 12Cv/ 1LR
F 075 / -61 / -51 / -47 / -41 / -10 / 044
C 075 / -61 / -51 / -47 / -41 / -10 / 044
L 075 / -61 / -51 / -47 / -41 / -10 / 044
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Über Izual / 16Cv 2LR/ 16Cv 3LR/ 16Cv 3L0R/ 12Cv/ 1LR
F 075 / -61 / -51 / -47 / -41 / -10 / 044
C 110 / 083 / 085 / 086 / 087 / 093 / 104
L 075 / -61 / -51 / -47 / -41 / -10 / 044
P 075 / 024 / 034 / 038 / 044 / 075 / 044


With Tals Set Orb Resistances -15 F/L

Litlith / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 060 / -76 / -66 / -62 / -56 / -25 / 029
C 075 / -61 / -51 / -47 / -41 / -10 / 044
L 060 / -76 / -66 / -62 / -56 / -25 / 029
P 110 / 100 / 102 / 103 / 104 / 110 / 104


Trist Diablo / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 095 / 068 / 070 / 071 / 072 / 078 / 089
C 075 / -61 / -51 / -47 / -41 / -10 / 044
L 060 / -76 / -66 / -62 / -56 / -25 / 029
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Trist Baal / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 060 / -76 / -66 / -62 / -56 / -25 / 029
C 110 / 083 / 085 / 086 / 087 / 093 / 104
L 060 / -76 / -66 / -62 / -56 / -25 / 029
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Trist Meph / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 060 / -76 / -66 / -62 / -56 / -25 / 029
C 075 / -61 / -51 / -47 / -41 / -10 / 044
L 095 / 068 / 070 / 071 / 072 / 078 / 089
P 110 / 100 / 102 / 103 / 104 / 110 / 104

Über Duriel / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 060 / -76 / -66 / -62 / -56 / -25 / 029
C 075 / -61 / -51 / -47 / -41 / -10 / 044
L 060 / -76 / -66 / -62 / -56 / -25 / 029
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Über Izual / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 060 / -76 / -66 / -62 / -56 / -25 / 029
C 110 / 083 / 085 / 086 / 087 / 093 / 104
L 060 / -76 / -66 / -62 / -56 / -25 / 029
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Now that we have done this we have to take into account the Cold mastery levels from the 2 proposed setups.

Max negative resistances are capped at -100%

Resistances Counting lvl 19 Cold Mastery -110

Litlith / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 075 / -61 / -51 / -47 / -41 / -10 / 044
C -35 / -100 / -100 / -100 / -100 / -100 / -66
L 075 / -61 / -51 / -47 / -41 / -10 / 044
P 110 / 100 / 102 / 103 / 104 / 110 / 104


Trist Diablo / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 110 / 083 / 085 / 086 / 087 / 093 / 104
C -35 / -100 / -100 / -100 / -100 / -100 / -66
L 075 / -61 / -51 / -47 / -41 / -10 / 044
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Trist Baal / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 075 / -61 / -51 / -47 / -41 / -10 / 044
C 000 / -27 / -25 / -24 / -23 / -17 / -06
L 075 / -61 / -51 / -47 / -41 / -10 / 044
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Trist Meph / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 075 / -61 / -51 / -47 / -41 / -10 / 044
C -35 / -100 / -100 / -100 / -100 / -100 / -66
L 110 / 083 / 085 / 086 / 087 / 093 / 104
P 110 / 100 / 102 / 103 / 104 / 110 / 104

Über Duriel / 16Cv 2LR/ 16Cv 3LR/ 16Cv 3LR/ 12Cv/ 1LR
F 075 / -61 / -51 / -47 / -41 / -10 / 044
C -35 / -100 / -100 / -100 / -100 / -100 / -66
L 075 / -61 / -51 / -47 / -41 / -10 / 044
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Über Izual / 16Cv 2LR/ 16Cv 3LR/ 16Cv 3L0R/ 12Cv/ 1LR
F 075 / -61 / -51 / -47 / -41 / -10 / 044
C 000 / -27 / -25 / -24 / -23 / -17 / -06
L 075 / -61 / -51 / -47 / -41 / -10 / 044
P 075 / 024 / 034 / 038 / 044 / 075 / 044


Tals Orb Resistances -15 F/L counting lvl 17 Cold Mastery -100

Litlith / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 060 / -76 / -66 / -62 / -56 / -25 / 029
C -25 / -100 / -100 / -100 / -100 / -100 / -56
L 060 / -76 / -66 / -62 / -56 / -25 / 029
P 110 / 100 / 102 / 103 / 104 / 110 / 104


Trist Diablo / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 095 / 068 / 070 / 071 / 072 / 078 / 089
C -25 / -100 / -100 / -100 / -100 / -100 / -56
L 060 / -76 / -66 / -62 / -56 / -25 / 029
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Trist Baal / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 060 / -76 / -66 / -62 / -56 / -25 / 029
C 000 / -17 / -15 / -14 / -13 / -07 / 004
L 060 / -76 / -66 / -62 / -56 / -25 / 029
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Trist Meph / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 060 / -76 / -66 / -62 / -56 / -25 / 029
C -25 / -100 / -100 / -100 / -100 / -100 / -56
L 095 / 068 / 070 / 071 / 072 / 078 / 089
P 110 / 100 / 102 / 103 / 104 / 110 / 104

Über Duriel / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 060 / -76 / -66 / -62 / -56 / -25 / 029
C -25 / -100 / -100 / -100 / -100 / -100 / -56
L 060 / -76 / -66 / -62 / -56 / -25 / 029
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Über Izual / 12Cv 7LR / 12Cv 3LR/ 12Cv 2LR/ 12Cv 1LR/ 12Cv/ 1LR
F 060 / -76 / -66 / -62 / -56 / -25 / 029
C 000 / -17 / -15 / -14 / -13 / -07 / 004
L 060 / -76 / -66 / -62 / -56 / -25 / 029
P 075 / 024 / 034 / 038 / 044 / 075 / 044

Now That We have the uber resistance information we calculate the actual math yay! I will be using the average damages for spells and level 12 conviction and level 3 lower resist.The calculation Information I am using is take from The Truth about Tal's Set. An example calculation is 10000 damage + 15% = 11500 damage, 50% monster resist -0% enemy resistance (net -50% damage) = 5750 net damage.

Occy + Nightwing + CoH + perf spirit + magefist + aldurs boots + maras + double soj + anni + torch + arach. Merc= Infinity + CoH + Andy's Visage

Lillith

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1263.85 avg net damage.

Meteor Explosion
8871.5 avg damage = 8871.5 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 13395.965 avg net damage.

Meteor Burn
1836 damage per sec = 1836 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 2772.36 avg net damage
1836 damage for 24 secs = 44064 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 66536.64 avg net damage.

Thunder Storm
1315 damage per 1.5 secs = 1315 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1985.65 avg net damage

Chain Lightning
708 damage per hit = 708 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1069.08 avg net damage
708 damage for 4 hits = 2832 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 4276.32 avg net damage for 4 hits.


Trist Diablo

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1263.85 avg net damage.

Meteor Explosion
8871.5 avg damage = 8871.5 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 1330.65 avg net damage.

Meteor Burn
1836 damage per sec = 1836 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 275.4 avg net damage
1836 damage for 24 secs = 44064 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 6609.6 avg net damage.

Thunder Storm
1315 damage per 1.5 secs = 1315 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1985.65 avg net damage

Chain Lightning
708 damage per hit = 708 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1069.08 avg net damage
708 damage for 4 hits = 2832 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 4276.32 avg net damage for 4 hits.


Trist Baal

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 110% monster resist, -135% enemy resistance (Net +25%) = 789.90625 avg net damage.

Meteor Explosion
8871.5 avg damage = 8871.5 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 13395.965 avg net damage.

Meteor Burn
1836 damage per sec = 1836 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 2772.36 avg net damage
1836 damage for 24 secs = 44064 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 66536.64 avg net damage.

Thunder Storm
1315 damage per 1.5 secs = 1315 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1985.65 avg net damage

Chain Lightning
708 damage per hit = 708 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1069.08 avg net damage
708 damage for 4 hits = 2832 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 4276.32 avg net damage for 4 hits.

Trist Meph

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1263.85 avg net damage.

Meteor Explosion
8871.5 avg damage = 8871.5 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 13395.965 avg net damage.

Meteor Burn
1836 damage per sec = 1836 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 2772.36 avg net damage
1836 damage for 24 secs = 44064 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 66536.64 avg net damage.

Thunder Storm
1315 damage per 1.5 secs = 1315 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 197.25 avg net damage

Chain Lightning
708 damage per hit = 708 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 106.2 avg net damage
708 damage for 4 hits = 2832 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 424.8 avg net damage for 4 hits.

Über Duriel

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1263.85 avg net damage.

Meteor Explosion
8871.5 avg damage = 8871.5 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 13395.965 avg net damage.

Meteor Burn
1836 damage per sec = 1836 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 2772.36 avg net damage
1836 damage for 24 secs = 44064 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 66536.64 avg net damage.

Thunder Storm
1315 damage per 1.5 secs = 1315 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1985.65 avg net damage

Chain Lightning
708 damage per hit = 708 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1069.08 avg net damage
708 damage for 4 hits = 2832 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 4276.32 avg net damage for 4 hits.

Über Izual

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 110% monster resist, -135% enemy resistance (Net +25%) = 789.90625 avg net damage.

Meteor Explosion
8871.5 avg damage = 8871.5 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 13395.965 avg net damage.

Meteor Burn
1836 damage per sec = 1836 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 2772.36 avg net damage
1836 damage for 24 secs = 44064 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 66536.64 avg net damage.

Thunder Storm
1315 damage per 1.5 secs = 1315 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1985.65 avg net damage

Chain Lightning
708 damage per hit = 708 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1069.08 avg net damage
708 damage for 4 hits = 2832 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 4276.32 avg net damage for 4 hits.


Full tals + perf spirit + magefist + aldurs + double soj + anni + torch gives. Merc= Infinity + CoH + Andy's Visage


Lillith

Frozen Orb
487 avg damage +15% Cold Damage = 560.05 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1120.1 avg net damage.

Meteor Explosion
7337.5 avg damage = 7337.5 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 12180.25 avg net damage.

Meteor Burn
1570 damage per sec = 1570 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 2606.2 avg net damage
1570 damage for 21.5 secs = 33755 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 56033.3 avg net damage.

Thunder Storm
1050 damage per 1.6 secs = 1050 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 1743 avg net damage

Chain Lightning
526 damage per hit = 526 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 873.16 avg net damage
526 damage for 4 hits = 2104 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 3492.64 avg net damage for 4 hits.


Trist Diablo

Frozen Orb
487 avg damage +15% Cold Damage = 560.05 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1120.1 avg net damage.

Meteor Explosion
7337.5 avg damage = 7337.5 damage, 110% monster resist -40% enemy resistance (net -70% damage) = 2201.25 avg net damage.

Meteor Burn
1570 damage per sec = 1570 damage, 110% monster resist -40% enemy resistance (net -70% damage) = 471 avg net damage
1570 damage for 21.5 secs = 33755 damage, 110% monster resist -40% enemy resistance (net -70% damage) = 10126.5 avg net damage.

Thunder Storm
1050 damage per 1.6 secs = 1050 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 1743 avg net damage

Chain Lightning
526 damage per hit = 526 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 873.16 avg net damage
526 damage for 4 hits = 2104 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 3492.64 avg net damage for 4 hits.



Trist Baal

Frozen Orb
487 avg damage +15% Cold Damage = 560.05 damage, 110% monster resist, -125% enemy resistance (Net +15%) = 644.575 avg net damage.

Meteor Explosion
7337.5 avg damage = 7337.5 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 12180.25 avg net damage.

Meteor Burn
1570 damage per sec = 1570 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 2606.2 avg net damage
1570 damage for 21.5 secs = 33755 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 56033.3 avg net damage.

Thunder Storm
1050 damage per 1.6 secs = 1050 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 1743 avg net damage

Chain Lightning
526 damage per hit = 526 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 873.16 avg net damage
526 damage for 4 hits = 2104 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 3492.64 avg net damage for 4 hits.

Trist Meph

Frozen Orb
487 avg damage +15% Cold Damage = 560.05 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1120.1 avg net damage.

Meteor Explosion
7337.5 avg damage = 7337.5 damage, 75% monster resist -161% enemy resistance (net 86% damage) = 13647.75 avg net damage.

Meteor Burn
1570 damage per sec = 1570 damage, 75% monster resist -161% enemy resistance (net 86% damage) = 2920.2 avg net damage
1570 damage for 21.5 secs = 33755 damage, 75% monster resist -161% enemy resistance (net 86% damage) = 62784.3 avg net damage.

Thunder Storm
1050 damage per 1.6 secs = 1050 damage, 110% monster resist -40% enemy resistance (net -70% damage) = 315 avg net damage

Chain Lightning
526 damage per hit = 526 damage, 110% monster resist -40% enemy resistance (net -70% damage) = 157.8 avg net damage
526 damage for 4 hits = 2104 damage, 110% monster resist -40% enemy resistance (net -70% damage) = 631.2 avg net damage for 4 hits.

Über Duriel

Frozen Orb
487 avg damage +15% Cold Damage = 560.05 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1120.1 avg net damage.

Meteor Explosion
7337.5 avg damage = 7337.5 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 12180.25 avg net damage.

Meteor Burn
1570 damage per sec = 1570 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 2606.2 avg net damage
1570 damage for 21.5 secs = 33755 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 56033.3 avg net damage.

Thunder Storm
1050 damage per 1.6 secs = 1050 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 1743 avg net damage

Chain Lightning
526 damage per hit = 526 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 873.16 avg net damage
526 damage for 4 hits = 2104 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 3492.64 avg net damage for 4 hits.

Über Izual

Frozen Orb
487 avg damage +15% Cold Damage = 560.05 damage, 110% monster resist, -125% enemy resistance (Net +15%) = 644.575 avg net damage.

Meteor Explosion
7337.5 avg damage = 7337.5 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 12180.25 avg net damage.

Meteor Burn
1570 damage per sec = 1570 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 2606.2 avg net damage
1570 damage for 21.5 secs = 33755 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 56033.3 avg net damage.

Thunder Storm
1050 damage per 1.6 secs = 1050 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 1743 avg net damage

Chain Lightning
526 damage per hit = 526 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 873.16 avg net damage
526 damage for 4 hits = 2104 damage, 75% monster resist -141% enemy resistance (net 66% damage) = 3492.64 avg net damage for 4 hits.


Eschuta + Nightwing + CoH + perf spirit + magefist + aldurs boots + maras + double soj + anni + torch + arach. Merc= Infinity + CoH + Andy's Visage

Lillith

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1263.85 avg net damage.

Meteor Explosion
8871.5 avg damage +20% Fire Dmg = 10645.8 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 16075.158 avg net damage.

Meteor Burn
1836 damage per sec +20% Fire Dmg = 2203.2 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 3326.832 avg net damage
1836 damage for 24 secs +20% Fire Dmg = 52876.8 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 79843.968 avg net damage.

Thunder Storm
1315 damage per 1.5 secs +20% Light Dmg = 1578 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 2382.78 avg net damage

Chain Lightning
708 damage per hit +20% Light Dmg = 849.6 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1282.896 avg net damage
708 damage for 4 hits +20% Light Dmg = 3398.4 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 5131.584 avg net damage for 4 hits.


Trist Diablo

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1263.85 avg net damage.

Meteor Explosion
8871.5 avg damage +20% Fire Dmg = 10645.8 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 1596.87 avg net damage.

Meteor Burn
1836 damage per sec +20% Fire Dmg = 2203.2 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 330.48 avg net damage
1836 damage for 24 secs +20% Fire Dmg = 52876.8 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 7931.52 avg net damage.

Thunder Storm
1315 damage per 1.5 secs +20% Light Dmg = 1578 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 2382.78 avg net damage

Chain Lightning
708 damage per hit +20% Light Dmg = 849.6 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1282.896 avg net damage
708 damage for 4 hits +20% Light Dmg = 3398.4 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 5131.584 avg net damage for 4 hits.


Trist Baal

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 110% monster resist, -135% enemy resistance (Net +25%) = 789.90625 avg net damage.

Meteor Explosion
8871.5 avg damage +20% Fire Dmg = 10645.8 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 16075.158 avg net damage.

Meteor Burn
1836 damage per sec +20% Fire Dmg = 2203.2 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 3326.832 avg net damage
1836 damage for 24 secs +20% Fire Dmg = 52876.8 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 79843.968 avg net damage.

Thunder Storm
1315 damage per 1.5 secs +20% Light Dmg = 1578 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 2382.78 avg net damage

Chain Lightning
708 damage per hit +20% Light Dmg = 849.6 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1282.896 avg net damage
708 damage for 4 hits +20% Light Dmg = 3398.4 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 5131.584 avg net damage for 4 hits.

Trist Meph

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1263.85 avg net damage.

Meteor Explosion
8871.5 avg damage +20% Fire Dmg = 10645.8 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 16075.158 avg net damage.

Meteor Burn
1836 damage per sec +20% Fire Dmg = 2203.2 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 3326.832 avg net damage
1836 damage for 24 secs +20% Fire Dmg = 52876.8 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 79843.968 avg net damage.

Thunder Storm
1315 damage per 1.5 secs +20% Light Dmg = 1578 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 236.7 avg net damage

Chain Lightning
708 damage per hit +20% Light Dmg = 849.6 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 127.44 avg net damage
708 damage for 4 hits +20% Light Dmg = 3398.4 damage, 110% monster resist -25% enemy resistance (net -85% damage) = 509.76 avg net damage for 4 hits.

Über Duriel

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 75% monster resist, -175% enemy resistance (Net +100%) = 1263.85 avg net damage.

Meteor Explosion
8871.5 avg damage +20% Fire Dmg = 10645.8 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 16075.158 avg net damage.

Meteor Burn
1836 damage per sec +20% Fire Dmg = 2203.2 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 3326.832 avg net damage
1836 damage for 24 secs +20% Fire Dmg = 52876.8 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 79843.968 avg net damage.

Thunder Storm
1315 damage per 1.5 secs +20% Light Dmg = 1578 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 2382.78 avg net damage

Chain Lightning
708 damage per hit +20% Light Dmg = 849.6 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1282.896 avg net damage
708 damage for 4 hits +20% Light Dmg = 3398.4 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 5131.584 avg net damage for 4 hits.

Über Izual

Frozen Orb
549.5 avg damage +15% Cold Damage = 631.925 damage, 110% monster resist, -135% enemy resistance (Net +25%) = 789.90625 avg net damage.

Meteor Explosion
8871.5 avg damage +20% Fire Dmg = 10645.8 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 16075.158 avg net damage.

Meteor Burn
1836 damage per sec +20% Fire Dmg = 2203.2 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 3326.832 avg net damage
1836 damage for 24 secs +20% Fire Dmg = 52876.8 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 79843.968 avg net damage.

Thunder Storm
1315 damage per 1.5 secs +20% Light Dmg = 1578 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 2382.78 avg net damage

Chain Lightning
708 damage per hit +20% Light Dmg = 849.6 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 1282.896 avg net damage
708 damage for 4 hits +20% Light Dmg = 3398.4 damage, 75% monster resist -126% enemy resistance (net +51% damage) = 5131.584 avg net damage for 4 hits.

Edit: Removed broken links
 
Last edited:

Cranium

Diabloii.Net Member
I am currently looking to possibly make a split off of this current build to make a different skill choice for fire and maybe help redistribute lightening damage some. Any input would be respectfully taken under advisement. Try to be respectful about it though. I have been using this build and tweaking it the entire time Diablo II has been out.
 
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