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 Post subject: res piercing cap ?
PostPosted: Sat Nov 16, 2013 7:04 am 

Joined: Sat Oct 26, 2013 1:57 pm
Posts: 8
Hey there...

Now way i can find that info :
Is there a cap for resistance piercing ?
If yes, how much is that ?
I'm more particularly interested in magic piercing...

Thx in advance =]


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 Post subject: Re: res piercing cap ?
PostPosted: Sat Nov 16, 2013 12:30 pm 
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Joined: Wed Sep 09, 2009 10:06 am
Posts: 1206
fire/cold/lit/psn you can reduce to -100

magic you can only reduce to 0

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 Post subject: Re: res piercing cap ?
PostPosted: Sat Nov 16, 2013 12:54 pm 

Joined: Sat Oct 26, 2013 1:57 pm
Posts: 8
Couldn't have been more clear.
Thx a lot !


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 Post subject: Re: res piercing cap ?
PostPosted: Sat Nov 16, 2013 5:19 pm 

Joined: Sat Nov 16, 2013 5:14 pm
Posts: 33
Hi, all passive pierce can reduce res to -100. The only thing that sets res to 0 minimum is the bypass used by hammers/old FoH. Passive pierce is passive pierce, there are no special limits for any 1 element.


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 Post subject: Re: res piercing cap ?
PostPosted: Sat Nov 16, 2013 5:38 pm 
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There is a limit for magic. You can test it. Edit a SP char with -255 magic pierce and -50 pierce and go shoot some siege beasts. You will notice similar damage.

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 Post subject: Re: res piercing cap ?
PostPosted: Sat Nov 16, 2013 5:55 pm 

Joined: Sat Nov 16, 2013 5:14 pm
Posts: 33
Hi, I did.

Method:
A) Create a horadric cube recipe that adds 100% magic pierce to any weapon.
B) Look for a monster that has 0 magic resist. Fallen work perfectly for this.
C) Enter a game on a necromancer and put 1 point into teeth.
D) Use the cube recipe on the wand to give it 100% magic pierce.
E) Set /players 8 so we don't kill the fallen.
F) Pull 1 fallen and hit it with teeth using no wand. (note damage done).
G) Allow the same fallen to recover to eliminate any potential variables.
H) equip the 100% pierce wand and use teeth again. (note damage done).

This was not really needed as I believe it has already been tested and shown that all pierce is ran through the same internal routine. Nefarius of the phrozen keep was responsible for the resistance table discovery many years ago and all subsequent "new" pierce in any mod was based on those findings. As it runs through the same process, there can be no special conditions for 1 pierce or another, they either all cap at -100 or they all cap at 0.

Bypass (holy column) used by hammers for example skips the entire resistance routine I believe, and the damage is simply subtracted from the monsters remaining health pool. For more information regarding pierce and absorbs, I would suggest taking a look at his findings from 2007:
http://forum.arimyth.com/posting.php?mode=reply&f=8&t=7388&sid=bcbb35508b9622400839cb07bfe1974f

Actually, if you scroll to the bottom of that very thread, you will notice the poster "Ghaleon". This is actually Soulmancer.

I'm not sure what you mixed up during your own testing.
Proof of -100% cap:

1: Before casting (0 pierce, 0 mag res mob)
http://postimg.org/image/4f5r1cg8n/

2: After casting (0 pierce, 0 mag res mob)
http://postimg.org/image/cyp4z3ol3/

3: Before casting (100 pierce, 0 mag res mob)
http://postimg.org/image/yvbnzh1rr/

4: After casting (100 pierce, 0 mag res mob)
http://postimg.org/image/s3l8wmcs7/


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 Post subject: Re: res piercing cap ?
PostPosted: Sat Nov 16, 2013 8:06 pm 
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Joined: Wed Sep 09, 2009 10:06 am
Posts: 1206
Ah I see where my mistake was. Awesome. Thanks for clarifying that for me! :D

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 Post subject: Re: res piercing cap ?
PostPosted: Sat Nov 16, 2013 10:24 pm 

Joined: Sat Oct 26, 2013 1:57 pm
Posts: 8
Thx for the clarification =]


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 Post subject: Re: res piercing cap ?
PostPosted: Sun Nov 17, 2013 2:11 pm 

Joined: Sat Jan 02, 2010 1:36 am
Posts: 969
lol, I knew it was bullshit when you told me that in another thread, my necro from ages ago always did absurd damage with mass pierce and reducing to zero wouldn't of yielded such high damage.


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