Order of activation qs

ricrestoni

Diabloii.Net Member
Order of activation qs

Monster delivers elemental damage -> ??? -> You take the rest of it

In which order take effect in the ???
- resists
- % absorb
- absolute (numerical) absorb
- absotute magical damage reduction
- Cyclone Armor
- Energy Shield

Likewise, for physical damage:
- % DR
- Absolute DR
- Bone Armor
- Energy shield

Also, did I forget anything? Maybe the curses?
 

Nathanjk

Diabloii.Net Member
ricrestoni said:
Monster delivers elemental damage -> ??? -> You take the rest of it

In which order take effect in the ???
- resists
- % absorb
- absolute (numerical) absorb
- absotute magical damage reduction
- Cyclone Armor
- Energy Shield

Likewise, for physical damage:
- % DR
- Absolute DR
- Bone Armor
- Energy shield

Also, did I forget anything? Maybe the curses?
I was also wondering this. I was also wondering if there was a cap on absolute DR. This makes a huge difference.

The only question I think I can answer is I heard that energy shield gets hit first with elemental damage then resistances.
 

Shade

Diabloii.Net Member
A little digging turned up this on the LL. I've altered a couple of bits (this is the first post in the thread, some corrections were made later), but I don't guarantee that this is the whole story, of course...

Jarulf said:
1. Apply PvP modifications. Damage is reduced to:
17% for
Player v Player
Hireling v Player
Minion v Player (player minion that is)
25% for:
Hireling v Hireling
50%/35%/25% (normal/night/hell) for:
Hireling v some kinds of bosses (not sure exactly which ones).
+200% for
Some kind of bosses (not sure exactly which ones) v hirelings
+400% for
Some kind of bosses (not sure exactly which ones) v minions

2. Handle target effects (I think). I would assume, this is where stuff like Bone/Cyclone Armor goes since I have not found it in other places

3. If target has "can't be frozen stat", set chill and freeze duration to zero

4. If target has "half freeze duration", set chill and freeze duration to half the value

5. If target has a poison shrine state, set poison duration to zero

6. If target has a fire shrine state, set burning duration to zero

7. Apply -damage to physical damage and -magicdamage to fire, lightning, cold and magic damage (there seem to be some cases, or some special monsters for which this step is skiped and also its resistance later will never go below 0, not sure exactly though)

8. Apply resistance
Take base resistance of target. Base resistance include the total of all resistance from items and skills the target
has plus any modification from outside skills such as AmpDamage and LowerResistance.

Subtract any "lower resistance" or "pierce" the attacker might have. This include Cold Mastery. Again, any cold resistance
lowering/piercing will also lower the cold resistance applied to chill and freeze duration. If there exists any poison pierce,
it applies to both the damage per frame and duration.

For a player target, apply the difficulty penalty (-40/-100 in night/hell). The penalty is reduced by 10% for every time the Anya quest has been completed. The penalty is applied to all resistances (including poison duration reduction)
except physical and magic resistance.

Cap the resistance at -100% or at the upper cap. The upper cap base is 75% (except for phsyical were it is 50%). This
upper cap base can be increased to 95% through +max resistance items for all resistances except physical and poison
length duration (this includes when cold resistance is applied to chill and freeze duration where the +max cold resistance
would be applied).

If the target is Undead and the attacker is under the influence of a Sanctuary aura, the resistance is set to 0% if it is
above 0%.

As note above, for some special cases/monsters, the resistance might be increased to 0% if below 0%. I don't know
anything more about this at the moment though.

Finally the dammage is modified according to the final modified resistance value. Note that cold resistance is applied
to chill duration and freeze duration.

9. Apply absorbtion%. The absorbtion% is caped at 40%.

10. Apply absorbtion. The absorbtion is caped at whatever ammout of damage still remain. That is, you can't absorb more
damage than there still remain at this step.
The modification (only one for now) is in bold, so if Jarulf happens by he can see exactly where I've defaced his post :)
 

Zarhrezz

Diabloii.Net Member
ricrestoni said:
Monster delivers elemental damage -> ??? -> You take the rest of it

In which order take effect in the ???
- resists
- % absorb
- absolute (numerical) absorb
- absotute magical damage reduction
- Cyclone Armor
- Energy Shield

Likewise, for physical damage:
- % DR
- Absolute DR
- Bone Armor
- Energy shield

Also, did I forget anything? Maybe the curses?
The order in 1.10 is (as far as I know):

- Energy Shield
- Bone Armor/Cyclone Armor
- PDR/MDR i.e. (magic) damage reduced by X
- % Resistance (fire/cold/lightning/poison/magic/physical)
Lower Resist, Decrepify, Amplify Damage, Conviction and Cold Mastery as well as -%resist from certain items (like Ormus' Robes) are applied here also...they simply lower your % resistance
- % Absorb i.e. 20% cold absorb etc.
- +Absorb i.e. +20 lightning absorb etc.
- Damage goes to Mana

Some notes:
- Damage goes to Mana is kinda worthless, it works on the actually applied damage and Mana Burn is applied after this phase, so Damage goes to Mana won't leave you any mana after being mana burned.
- % Resistance is capped at -100% for each type. Maximum resists are basically 75% fire/cold/lightning/poison (and I guess magical...but I don't think there's a way to get more than 10% and in 1.10 there's no skills that lower it), 50% physical.
- Bone Armor/Cyclone Armor now take damage before any reductions and resistances, so they'll go down faster than in 1.09, so they did devaluate somewhat.
- Energy Shield takes alot more damage than in 1.09 now (which is why some people considered it bugged in 1.10 beta). Now for the good news: the reduction is the first in the stack and followed by PDR/MDR which means their effect gets amplified by the Energy Shield. High level Energy Shield in combination with DR can negate 100s of damage to life (you'll still take alot of mana damage). This is before the resistance phase...if no damage comes through the Shield/DR, Amplify Damage and the likes won't affect you.

Edit: Got beaten to it, oh well...I'll blame Durf for the forum being down when I wanted to post (so I went to actually play some) before hitting 'post' again.
 

ricrestoni

Diabloii.Net Member
Thanks a lot, Shade and Zarhrezz. I guess I was trying to compare and evaluate possible mods, maybe even find a loophole. Well, none for me, except maybe the ES/DR Zarhrezz explained.
 
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