Immunes

mephiztophelez

Diabloii.Net Member
Re: Immunes

no. only the pally aura Conviction and the necro curse Lower Resist can break elemental immunities while Amplify Damage and Decrepify can break some physical immunities. there is no known way of removing Magic Immunity (note that Blessed Hammer ignores magic immunity of Demons and Undead)

Ernir's TYSKAD2

2. Can immunities be removed?

Yes, they can. Monsters immune to a damage type are classified as monsters with 100 or more percentage resistance to the damage type in question. If you lower the monster's resistance below 100%, you can damage the monster.
There are only two things that can remove elemental immunities: The Paladin's Conviction aura, and the Necromancer's Lower Resist curse. Conviction Aura also doesn't affect Poison resistance. The Necromancer curses Amplify damage and Decrepify can remove physical immunity.
All other types of -resist (Facets, Cold Mastery, Griffon's Eye) do NOT have an effect on immune monsters.
Also, all the spells mentioned above work at 20% efficiency when dealing with immune monsters. Example: A hell Doom Knight has 110% Fire resist, meaning it is immune to fire. That Doom Knight is hit by a level 3 Conviction Aura, which under normal circumstances would lower the monster's fire resistance by 40%. However, since the monster is immune, the Conviction aura only works at 20% efficiency, making those 40% in effect only 8%. The calculation is: 110 - 40*0.2 = 102 fire res, making the monster still immune.
This fact makes it much harder to break immunities. There are monsters whose immunities are simply impossible to break. Hell Oblivion Knights, for example, have 180% cold resist. Doesn't matter what you throw at it, it is impossible to break.
Even though you can combine Lower Resist and Conviction (the resist reduction percentages are simply lumped together and the combined number reduced to 20%), any resist >= 145 can not be broken, even with a Level 25 Conviction (-150% Resist All) and a Level 60 Lower Resist (-70% Resist All). Thanks to Technomage-C01 and BIGeyedBUG for pointing that out, and Tommi and Adeyke for the information.
-res from items and other skills are not completely useless when dealing with immune monsters, though, because once the immunity has been broken, these items take effect.
Physical immune monsters are monsters with a physical resistance of 100 or more. This immunity can (as mentioned above) be removed using the curses Amplify damage (which gives -100% physical resist) or Decrepify (which gives -50% physical resist). Again, the same penalties apply to Amplify Damage and Decrepify as to the elemental immunities.

You can look up monsters' resistances here:
http://www.battle.net/diablo2exp/monsters/
 

LastZodiac

Diabloii.Net Member
Re: Immunes

Thanks for the info. But the arreat's site doesn't seem to include the monster's resist %.

Got another link for that?
 

omgwtfbbqpwned

Diabloii.Net Member
Re: Immunes

[edit] Yah, that's what I get for typing it out. The above paragraph pretty much sums it up. :p And Arreat's does show Monster Resist %.
 

Raskah

Diabloii.Net Member
Re: Immunes

Thanks for the info. But the arreat's site doesn't seem to include the monster's resist %.
Note that Arreat Summit list the base resists of normal monsters. Unique monsters may have much higher resists because some stats like fire enchanted, spectral hit, magic resists add some amount of resists on top of natural resists of the monsters.

An example a Oblivion Knight from Hell Act IV has 60% Fire Resist, 180%(!) Cold Resist, 60% Light Resist and 75% Poison Resist and 33% Physical Resist .

If a unique oblivion knight spawn with Magic Resist (+40 % Resist All), Spectral Hit (+20% Fire, Cold and Lightning Resist) and Stone Skin (+50% Physical Resist), this very friendly OK end up with 120% Fire Resist, 240 %(!!!) Cold Resist, 120% Light Resist and 115% Poison Resist and 83% Physical Resist. Luckily monsters can be only dual immune so this OK will be (super mega hyper) Cold Immune, the natural immunity, and another one which I think it's picked randomly from the list of resist higher or equal than 100%… (or it’s the higher non natural resist??)

This make a question pop up in my head: Burning Souls are naturally dual immune in Hell, lightning and poison. But I think I already saw FI/LI or CI/LI Burning Souls… So the mechanism of picking the second immunity it’s different from what I thought… :scratchchin:



 
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