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Fire damage of hydras from Council?

Discussion in 'Theorycrafting and Statistics' started by squall78, Oct 9, 2010.

  1. squall78

    squall78 IncGamers Member

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    Fire damage of hydras from Council?

    Does anyone know the damage of each fireball shot out by the hydras from the council members in act 3? Curious to see if there is anything I can do to remedy my merc always dying from the volley of fire shots.
     
  2. Ghoulz

    Ghoulz IncGamers Member

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    Re: Fire damage of hydras from Council?

    That's because they do bonus damage to hirelings and minions. Not much you can do about that.
     
  3. onderduiker

    onderduiker IncGamers Member

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    Re: Fire damage of hydras from Council?

    Only Act bosses (in all their incarnations) apply 200% damage to hirelings and 400% damage to pets: damage from all other boss, Super Unique, Unique and Champion monsters isn't increased, so Council Member Hydra damage isn't increased. However, for some reason it is decreased against players because the PvP penalty (*0.17) is applied to their damage.

    Super Unique Council Members and any minions use the following level Hydra in each difficulty level:

    Code:
    COUNCIL MEMBER         NORMAL      NIGHTMARE   HELL
    --------------------------------------------------------
    1 Ismail Vilehand              2           5           9
    1 Toorc Icefist                2           5           9
    --------------------------------------------------------
    2 Geleb Flamefinger            3           6          10
    2 Wyand Voidbringer            3           6          10
    --------------------------------------------------------
    3 Maffer Dragonhand            4           7          11
    3 Bremm Sparkfist              4           7          11
    --------------------------------------------------------
      Bartuc the Bloody            4           7          11
    
    Hydra used is the Sorceress skill, so the following base fire damage is applied per fire bolt:

    Code:
    COUNCIL MEMBER         NORMAL      NIGHTMARE   HELL
    ----------------------------------------------------------
    1 Ismail Vilehand      19.5-26     36  -45.5    60  - 73.5
    1 Toorc Icefist        19.5-26     36  -45.5    60  - 73.5
    ----------------------------------------------------------
    2 Geleb Flamefinger    25  -32.5   41.5-52      67.5- 82
    2 Wyand Voidbringer    25  -32.5   41.5-52      67.5- 82
    ----------------------------------------------------------
    3 Maffer Dragonhand    30.5-39     47  -58.5    75  - 90.5
    3 Bremm Sparkfist      30.5-39     47  -58.5    75  - 90.5
    
    Council Members also get +% Fire Skill Damage in Nightmare and Hell as a hidden bonus:

    Code:
    COUNCIL MEMBER         NORMAL      NIGHTMARE   HELL
    ----------------------------------------------------------
    Act 3                          0          40           100
    Act 5                          0          60           120
    
    This results in the following approximate fire damage being applied to hirelings and pets by each fire bolt:

    Code:
    COUNCIL MEMBER         NORMAL      NIGHTMARE   HELL
    ----------------------------------------------------------
    1 Ismail Vilehand      19.5-26     50.4-45.5   120  -147
    1 Toorc Icefist        19.5-26     50.4-45.5   120  -147
    ----------------------------------------------------------
    2 Geleb Flamefinger    25  -32.5   58.1-72.8   135  -164
    2 Wyand Voidbringer    25  -32.5   58.1-72.8   135  -164
    ----------------------------------------------------------
    3 Maffer Dragonhand    30.5-39     65.8-81.9   150  -181
    3 Bremm Sparkfist      30.5-39     65.8-81.9   150  -181
    ----------------------------------------------------------
      Bartuc the Bloody    30.5-39     75.2-93.6   165  -199.1
    
    Critical hits don't apply to this damage.
     
    Last edited: Oct 9, 2010
  4. squall78

    squall78 IncGamers Member

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    Re: Fire damage of hydras from Council?

    onderduiker: very nice table. so in hell hydras would do about 159.5 dmg average taking the lowest and highest range. My merc has 71 resist for fire, this would mean about 46 damage per shot?

    If this is the case the only way to nullify damage as much as possible would be is to use reduce magic damage, as well as fire absorb. Not too many things I can throw on to help the merc in this case.
     
  5. stephan

    stephan IncGamers Member

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    Re: Fire damage of hydras from Council?

    Guardian Angel + Kira's work very well on a merc. If you put a Ral in both of them he even can take on the hydras while under conviction.
     
  6. onderduiker

    onderduiker IncGamers Member

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    Re: Fire damage of hydras from Council?

    I listed the Hydra damage of all Council Members in Acts 3 and 5: if you're running the Council in Travincal, then you only deal with the Hydra of Ismail Vilehand and Toorc Icefist (120-147, 133.5 average), and Geleb Flamefinger (135-164, 149.5 average) and any minions.

    Magic damage reduction is applied before Fire Resist %, so it's normally not the most effective way to reduce damage. FR 75% would reduce Geleb's Hydra damage to 33.75-41 (37.375 average): to achieve a similar reduction with MDR and FR 50%, MDR 75 would be required. MDR 75 and FR 75% would have a similar effect to FR **%, so as stephan has pointed out equipping Guardian Angel Templar Coat (+15% Maximum Fire Resist) and enough FR % to take full advantage of it is a much better option: FR 90% would reduce Geleb's Hydra damage to approximately 13.5-16.4 (14.95 average).

    Integer Fire Absorb is applied after FR % and has the potential to negate fire damage entirely or even result in healing. However, the only FA items that come to mind which can be equipped by a hireling are Steel Shade Armet (+5-11 FA) and a Phoenix Ladder rune word weapon (+15-21 FA). Steel Shade is more common, but there's really no other reason to equip it: with FR 75% reducing Geleb's Hydra damage to 33.75-41 (37.375 average) and +5-11 FA healing 5-11 lost life and then absorbing 5-11 damage, net life loss could be reduced to somewhere between 11.75-19 (15.375 average) with 11 FA, and 23.75-31 (27.375 average) with +5 FA.

    Phoenix would be better, but it's also much rarer: FR 75% and +15-21 FA could result in net life difference being somewhere between + 1-8.25 (+4.625 average) with +21 FA, and - 3.75-11 (-7.375 average) with +15 FA.
     
  7. krischan

    krischan Europe Trade Moderator

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    Re: Fire damage of hydras from Council?

    I would rather let LL counter the loss by fire. A Crown of Thieves adds fire res and has lots of leech, it's the perfect helm for the job and useful anywhere else, too. Just take care that the stupid merc doesn't get stuck while being under attack of hydras. If necessary, throw your character into hydra fields to prevent merc death, he can stand them far easier.
     
  8. squall78

    squall78 IncGamers Member

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    Re: Fire damage of hydras from Council?

    He's rocking a 9LL Andy's face (Ral'ed), Duress, and a Colossus Voulge Insight. When he doesn't get facemobbed by 10 hydras he's doing fine. The best solution would be to slap on an Engima on the necro so I can tele.

    I do throw myself in the way of the hydras but the merc likes to jam himself right in the middle of the action. I'm less likely to die from a hydra mob as I can potion and stand.

    I can definitely switch out Duress though only for bosses for the CB. I use CE to clear so I wont be missing it too much.
     
  9. krischan

    krischan Europe Trade Moderator

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    Re: Fire damage of hydras from Council?

    A strategical teleportation will reposition the merc at a more convenient place. If teleport isn't available, you can use a TP in that manner, but it's more awkward.
     
  10. IncubatorJones

    IncubatorJones IncGamers Member

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    Re: Fire damage of hydras from Council?

    I've said this somewhere before, but you can always pop in the Durance lvl 1 if your merc is being stupid and stuck. Though I've seen them cast a couple of hydras there too occasionally :rolleyes:
     

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