So Act Bosses aren't slowed by HF? And is there a list anywhere about specifically what enemies cannot be frozen?riplix said:they freeze cold immunes but do not freeze anything that can't be frozen.
this excludes act bosses and (not so sure) frenzytaurs and some other monsters.
Thanks alot dekarclad, this is a useful thing to know. :thumbsup:dekarclad said:I'm sure you'll get a reply to your question on Act bosses, actually I could go on NL and check it out right now.
Ok tested, I ran normal Mephisto with my Frost zealot. Holy Freeze didn't affect him when I was 2 feet away, nor was he slowed. The cold damage was added to the attack though.
Whats the weapon/item with the highest slow % also +freezes target equip would probably be a bonus for that build ya? heh. Also does slow stack or do you not know? I was wondering if slow on "the generals tan do li ga" flail (since I can't think of any other weapon ATM with slow on it) and something like cleglaws gloves might stack? Also whats the penalty to slow in NM and hell, since that would probably be the first thing you want to find out.Kronos said:Thanks alot dekarclad, this is a useful thing to know. :thumbsup:
I'm planning a somewhat unusual Frost Zealot oriented around slow effects, with the aim to writing a guide to it afterwards if it turns out successful, so i'm making sure i do my research :lol:
read above:xts3 said:Whats the weapon/item with the highest slow % also +freezes target equip would probably be a bonus for that build ya? heh. Also does slow stack or do you not know? I was wondering if slow on "the generals tan do li ga" flail (since I can't think of any other weapon ATM with slow on it) and something like cleglaws gloves might stack? Also whats the penalty to slow in NM and hell, since that would probably be the first thing you want to find out.
Slow effects are capped at 85% to enemies' attack rate and 75% to their walk/run speed. Also, against bosses you're capped at a maximum of 50% per source of slow - so if you use Kelpie Snare against Mephisto and don't have any other source of slow, he'll be slowed by 50% and not 75%.riplix said:read above:
kelpie snare with 70% +
blackthorns face 20% iirc
afaik it stacks but prolly capped at some spot and there should be no penalty in nm/hell but freezes target mod won't have much effect in hell.
there is a mod on mosters called chill effectiveness. don't know if it effects slow target but this should affect HF aura effectiveness.
The thing is, i intend to max Sacrifice and use a Might merc so i have physical damage as well as cold. I'll probably keep a Demon Limb on switch and enchant myself for fire damage as well.riplix said:no need to upgrade generals imo. it won't improve your speed and speed is all that matters to deliver max cold damage.
I've heard it lasts about 20 seconds, which seems to be right compared to my fights with Baal.riplix said:it depends on how long slow lasts. you might want to switch to another weapon after you've slowed em to do more damage.
You've worked wonders already RTB, i've got enough solid info now to progress with my build - i'll give everyone reports on my progress in the Daily at the Single Player Forum, and once i've Pat'ed him i'll write up a guide.RTB said:I've heard it lasts about 20 seconds, which seems to be right compared to my fights with Baal.
Lately, I've been thinking about how slow works. It could be negative IAS, and slow% from skills would be negative EIAS. This would explain the caps on monster attack rates and walk/run speeds. But since I have little experience with disassembling the .dlls I can't look it up. But until someone who knows the answer appears, I can only guess.
fire dmage from enchant will be minimal, it's only usefull if you got ar problems. in that case: enchant lasts 11 minutes so you could use another weapon on switch.Kronos said:The thing is, i intend to max Sacrifice and use a Might merc so i have physical damage as well as cold. I'll probably keep a Demon Limb on switch and enchant myself for fire damage as well.