Cold Mastery breaks immunities

I think this is a bugfix not a bug. All -res is actually lowering res now.

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This bug needs to be addressed urgently, as it throws the game’s balance completely. Cold Mastery breaking immunity would be severely overpowered.

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LOL cold mastery is actually lowering resistance now. This is a good change. There are too many discrepancies in this game in regards to things that state the exact same thing and their function. Lower resist and conviction lowering resists on immunes by 1/5 effectiveness should be emulated by anything else that states lower resist. I believe that this is quite intentional. They probably need a balance pass on the game. Paladins and sorcs are going to rule every ladder otherwise. This doesn’t change that much as sorcs could just run pindle or AT and be super efficient regardless with teleport. I don’t think that after breaking cold immunes chaos running with a blizz sorc will be as good as AT or pindle with cold sorc. Teleport is a broken spell that will make the sorc the best starter pick regardless unless there is a change and smite will always be the best for ubers unless there are changes LOLOL. A hdin with a tele staff I am sure would clear chaos faster than a cold sorc breaking immunes with high resistances remaining LOL. Making game logic stupid to balance something is stupid. Balance is already not the same as D2 and that is good as the trapsin received a buff and a slight change to NHAM.

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I know about breaking Cold Immunes… Did you even read my post? There are monsters you cannot break, now you can. Read FallenOsiris’s post he as least has a grasp on the subject. CM doesn’t take a 1/5 effectiveness hit. I think that makes Cold immunes non-existent. Let’s use a Frozen Abyss with 210 Cold resist, the strongest Cold resist I could find on a basic monster, as an example. With CV and LR you lower the resist to around 170, still immune. With CM level 20 you lower it 115% bringing it down to 95%, now no longer immune. You can still run into cold enchanted monsters with natural resists that make they immune but as far as mobs go, nope. I think with Death’s Fathom, Cold faces, LR and CV you might be able to break every cold immune in the game, if not at least 95-99% of them.
Edit: Actually I’m an idiot, you can boost CM to high enough level that you can break everything.

i hope they fix this. blizz sorc is already the single most effective mf char early on. and now that CM is capable of breaking cold immunity by itself, the blizz sorc has received a massive buff.

we shouldn’t be buffing the character that is already the single most effective char early on. everyone already plays blizz sorc at the start anyway.

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I hope it stays… It is not like you can do MASSIVE damage to cold immunes. I was able to kill shenk with a merc in Hell, but i still had chip away at him with merc help.

100% is max… If your cold mastery does -120%, then it SHOULD break their immunity… This sounds more like a fix than anything. A light and fire sorc can break immunity with infinty, then why can’t a cold sorc?

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100% is not the max resist for monsters. for example, the Oblivion knight in hell difficulty has 180% cold res.

LR and conviction work as stated for monsters that are resistant to a given element, but they work at 1/5 of their value for monsters that are immune to a given element. this is intentional.

Cold mastery was also subject to the 1/5 penalty for immune monsters in D2. i don’t think it’s a good change. why make the best build (for early game) even better?

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100% should stay in the game. This game punishes you from every angle in hell, in no way is this game breaking when you see hammerdins deleting every mob in seconds.

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i suspect this may only be happening because the game is set to non-ladder where monsters have lower health, defenses and reaction/movement/attack speed. will be interesting if it persists when ladder is launched.

in og it was more like removed 50 resist instead of actually removing half the total resist % so instead of a monster 50 resist now having 0 resist, it has 25 instead because it’s now a %. seems fine to me. I’d say keep it this way. having to skip a bunch of monsters or not being able to kill anything in that area sucks. this could mean fire facets will be a big help for fire sorcs and once you get infinity any element should at least be able to do some damage now. that’s a good QoL change if you ask me. leave that immunity crap for D1 where you had to constantly switch skills because 4 monsters all with different immunities are coming at you. unbreakable immunities just makes it near impossible for anyone to enjoy a sorc on sp.

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This is probably acutal a bug FIX as CM SHOULD of been breaking immunities from the start. Did testing and it works just like other resist breakers (needs 5 per 1 over 100% and any remainder is 1 to 1). It also ONLY applies to the sorc that has CM, not to ANY other part members. It also will not remove teh “cold Immune” from the monster tag as its not affecting the monsters actual resist value (thus why it doesn’t affect party members).

I dont think this is a bug as CM SHOULDA worked this way. And there are still Cold Immune Monsters even with CM (those with like 130%+ since you need -150 to break it). And the game has more cold immune enemies then any other type of immunity if i recall.

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its not running in the background this is total BS , if you played original d2 you can clearly see its not even the same game graphic

I think it should break immunities. Have consistent rules. This is actually a welcome change because Hell sucks for a starter sorc. By “fixing” this, you just force sorcs into limited areas or you tell players to make a hammerdin. Fun.

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Good job, honestly. I was waaaay to lazy for that. I’m more on board with it knowing it takes the 1/5 hit as well. It’s still crazy good, maybe a little too good, we’ll see.

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Reason I think it should (and thus was bugged in d2) is that no where in the description does it say it “can’t” break immunities. If im not mistaken it states “Pierces the resistance of the enemies” or something like that. Thus it SHOULD pierce cold immune if it can.

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Hammerdins, cough… cough…

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this was actually one skill that was broken in OG. cold mastery was ment to break immunity but not all. it didnt work right in the OG. so say a mob is 200% immun you would then need to have -101% res to even do any dmg even then not much. in D2R this is working as it was ment to.

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yes it is running under the graphics overlay thats on top that runs the new graphics you are seeing. game is still running the OG engine all timing of attacks are still based on 25fps. new overlay lets you run its engine at a higher fps 60+. where the game under this graphics overlay is still running at 25fps. this is also why many players have issues getting attacked/killed during loading screens the OG underneath is loaded in and running before the graphics layer even shows you the zone on screen.

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It is because the guy complaining is the guy that sits in a basement and presses G every new mf farm game.

imun monster a bad designe? lol?

that’s what prevent a type of char to be overpowered and we have way around it

any char has that (phys imun for a barb and so on) (exept the hammerdin pretty much xD)

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