blue_myriddn wrote:
saypawn wrote:
o yeah i heard golems do elemental dmg, so amp doesnt work too well for them. is that true?
99% sure that is untrue. Amp was the curse of choice for my Iron Golem.
I'll take that 1% as a valid resource to begin my argument
-Clay golem freezes enemies when it lands a hit
-Take a look at force golem animation when it lands a hit: you will see and hear that "little fire explosion", the same one as when you wear a charm with added fire dmg and you hit.
-Same happens with the blood golem: you hear and see the "little spark animation", as when you have added lightning dmg on your weapons
-And although its difficult to check if iron golem deals psn damage coz it psns every thing non-immune around, I did a test myself minutes ago:
Enemy: Death Berserker from act5 Hits from IG needed to kill it ( tested 5 times ):
with no curse: 3
with amp: 2
with LR: 2
.....
I also checked clay and blood's rating... I desisted to do force golem test, because its a pain to distinguish how much frenzy charges is he using atm, so I cant fix the real dmg he's dealing >.<
Enemy: Death berserker from act5 Hits from BloodG needed to kill it ( tested 6 times ):
with no curse: 8 - 9 ( varies, due to the healing rate )
with amp: 4 - 5 ( varies, due to the healing rate )
with LR: 6 -7 ( varies, due to the healing rate )
.....
Enemy: Slayer from act5Hits from ClayG needed to kill it ( tested
w/ no curse: 8 - 9 hits ( varies, due to the healing rate )
with amp 4 - 6 hits ( varies, due to the healing rate )
with LR: 6 - 7 ( varies, due to the healing rate )
My own conclusion: Each golem adds some dmg of his own element to its melee attack, I dont know the rate, though I suppose its something like "converts 33% dmg into elemental damage"
Brevan should know that
♥