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 Post subject: question about the negative magic resistance from sanctuary
PostPosted: Fri Nov 25, 2011 8:28 pm 

Joined: Fri Nov 25, 2011 7:44 pm
Posts: 16
Quote:
"Sanctuary
Level 50
Ko
Ko
Mal
Any Shields
Level 12 Sanctuary Aura When Equipped
+25% Faster Hit Recovery
+30% Faster Block Rate
20% Increased Chance of Blocking
+8 damage
+(150 to 200)% Enhanced Defense
+250 Defense vs. Missile
+30 to Dexterity
All Resistances +(30 to 50)
Magic Damage Reduced by 12"


okay question if i equip my foh+hammerdin's act3 merc with a sanctuary (giving him sanctuary aura), will the minus -magic resistance be applicable to the damage of everyone else attacking the enemy units effected by the aura? or just the merc?

edit: im a lil sleep deprived so i just realized the quote doesnt show what i want it to- when i move my curser over sanctuary in paladin skill tree is shows that sanctuary aura, among other things, gives "Enemy magic resistance minus X%" (X being 20 because i havent skill it)


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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Fri Nov 25, 2011 9:19 pm 
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its passive pierce for the user only. (cant break immunities either)

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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Fri Nov 25, 2011 9:44 pm 

Joined: Fri Nov 25, 2011 7:44 pm
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aw thats too bad =/ i was really hopeful! i mean..its an aura right?!

thanks for letting me know though =)


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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Fri Nov 25, 2011 9:49 pm 

Joined: Fri Nov 25, 2011 7:44 pm
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OH and sorry for double post but 1 more Q:

if i put Daylight
Level 70 on my lightning a3 merc with the holy shock aura stack with the one he has going naturally? or is it just a waste on him?


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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Fri Nov 25, 2011 9:55 pm 
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just a waste on him.

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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Fri Nov 25, 2011 10:06 pm 

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okay thx vmuch


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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Sat Nov 26, 2011 1:00 am 
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Related question: Since A3 Mercs used Merc Freeze instead of the actual Holy Freeze aura, can you stack Merc Freeze & Holy Freeze?

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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Sat Nov 26, 2011 11:13 am 
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While there's actually 3 different versions of holy freeze including merc freeze they all share the same state for what's given to the victim. As a result the different versions of holy freeze will never stack their slow on the target (it would be overpowered otherwise anyways to be hitting the enemy with over 85% slow)


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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Sat Nov 26, 2011 5:52 pm 

Joined: Fri Nov 25, 2011 7:44 pm
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heyy one more Q this one is about facets

so like, if i put 2 10% chance to cast lvl 40 stun facets in a weapon, does it become 20% chance?? or stay at 10%? or become 10% + 10% of 10% or some other random number?? what will it says in the item just so i know it worked like supposed to.. O_o

thank you so much!!


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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Sat Nov 26, 2011 6:19 pm 
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if its in the same item then it adds up. If they are on diff items, it's treated as a seperate chance.

Ie.
50% on weapon
50% on armor

both have a 50% chance of proccing, so you could have both proc's occuring at the same time, only 1 of them or none of them.

If you added another 50% onto the weapon/armor, you wuld have a 100% chance of 1 occuring, and a 50% chance of a double proc

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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Sat Nov 26, 2011 6:22 pm 
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That isn't quite right Purerage... different items are not necessarily treated as a seperate chance.

All procs of the same skill at the same skill level have their chances stacked into one proc. Since stun facets always use lvl 40 stun you just simply sum up all the chances into one sum. If you use more than 10 stun facets it would result in over 100% chance to cast lvl 40 stun. Of course any chance above 100% just simply gets treated as 100%.



If you have procs of the same skill but differing skill levels they are all rolled individually at each trigger chance.

Theoretical Example: You have 50% CTC lvl 20 blizzard when struck and 50% CYC lvl 25 blizzard when struck. Whenever you get hit with a hit that can trigger when struck there's 4 possibilities. Neither proc triggers (25%), lvl 20 blizzard triggers (25%), lvl 25 blizzard blizzard triggers (25%), both blizzards trigger simultaneously in seemingly a single blizzard resulting in the when struck target taking damage from both the lvl 20 and lvl 25 blizzards (25%).


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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Sat Nov 26, 2011 6:41 pm 
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Hmm, my sp tester with 100%ctc lvl 1 fireball on strike boots + 100% ctc lvl 1 fireball gloves produces 2 fireballs. (dealing twice as much damage per impact)

Second Sp char with 50% ctc lvl 1 stun on strike weap, + 50% ctc lvl 1 stun on strike armor produces no crash
100% ctc stun on strike on weapon produces crash (because 100% ctc on strike stun creates a crash like old gris caddy).

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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Sat Nov 26, 2011 6:50 pm 
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Not sure what to make of the results of that 2nd paragraph. First paragraph, however, busts what was circulating on the MXL forums since when the thorn jewelword had a rediculous amount of CTC arrow on striking and it was discovered that having over 100% CTC on striking was brutally powerful.


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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Sat Nov 26, 2011 6:56 pm 
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There was a problem a while ago (1.21 before "z") whare gris caddy had 100% ctc on strike. Everyone who used that weapon dropped the game instantly. I think ranged skills are treated differently so 100% on strike works there (because it takes time for the missile to hit the target possibly).

Doing some testing with novas on striking (and other skills with nexthit set). 2 sources of 100% ctc produce the same damage as 1 source. The nexthit is preventing both from occuring it looks like.

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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Sat Nov 26, 2011 8:01 pm 
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Actually more than 100% on strike could still create infinite expanding missile chains on MXL (it's just without a shield aura present enemies would simply croak before the missile load built up too high).

No surprise on the 2nd paragraph though. Just next delay working as it should.


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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Wed Nov 30, 2011 9:25 am 

Joined: Fri Nov 25, 2011 7:44 pm
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hey NEW QUESTION GUYS ! !

so if i make heaven's will for my foh pally and it gives him lvl 20 meditation aura on equip, will that lvl 20 medi aura incorporate points i have in synergies like prayer and clensing??


i mean- i havent put more thn 1 point in praryer but its lvl 20 from my items so it gives my medi aura about 90 regen, so if i am wearing heavens will, will the lvl 20 medi aura GRANTED BY THE ITEM include that 90 regeneration for me and everyone around me?? someone told me it would and im thinking about remaking my lvl 95 and maxing prayer last instead of holy shield O_o


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 Post subject: Re: question about the negative magic resistance from sanctu
PostPosted: Wed Nov 30, 2011 10:27 am 

Joined: Mon Feb 21, 2011 11:47 am
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Location: Stockholm, Sweden
yes it would

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