Nothing is holy in HUv1.7. For kicks, I balanced Magic damage around the theme that it does roughly 20% less damage than everything else, but monsters have nearly no Magic resistance. In Hell monsters have a base Magic res of about 20%, while their resistance to everything else is base 50%. Once you factor in the -%EnemyRes gear available to elemental builds, I'm pretty sure the difference between magic damage and elemental damage is minor, but if there's an imbalance, I think it's probably in Magic's favour (it's hard to have magic-pierce mod available but never use it).
In Normal, the base monster res is 0%, but it can go up to 49% vs one not-Magic element, or 24% for 2 elements, 18% for 3 elements, etc. For NM I simply added +33%ResAll (+15% for MagicRes), and in Hell it was +50% (+20%MagicRes). That means that in Hell, a 49%ResCold creature has 99%ResCold (e.g. Zombies in BMoor). This means it's trivial for a unique monster to have an immunity (occasionally two) in Hell, and I've even seen MagicImmunity (unique mage-themed monster (+10-20%MagicRes above base) with MagicRes (+33%NonPhysRes) and maybe ManaBurn(+33%?MagRes) or SpectralHit (20%?MagRes) would do it). Between a multi-element builds and Mercs, there shouldn't be a problem with Immunities.
The theme for HolyBolts is that rather than doing 80% of normal damage, they do about twice the normal Magic damage (i.e about 1.6 times elemental spell damage), but they only affect Undead (there are 167 Undead in the game currently, I'd vaguely guess that's 20% to 30% of the monster population). FoH HBolts were balanced as normal AoE Magic Damage (4/25th monHP), while the main FoH hit counts as single-target Magic Damage (12/25th monHP).
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