Cold Mastery breaks immunities

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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Think the biggest problem is that Blizzard was massively buffed during the time that CM did not break Immunes, now they A) break or B) fix CM and the already incredible strong build becomes outright OP.

So A) fix CM or B) leave it like this but nerf Blizzard (on possibly some other skills like Frozen Orb) to the point it no longer outshines all other sorc builds.

But Hammerdins are OP as well you say? Doesn’t mean you have to make another build OP, means you should nerf the hammerdin.
Buffing a build because you overbuffed another is D3 style balancing and got the game to the point where they they cannot make the monster strong enough for the max builds and have to sell sorry GR 150 is max because the engine can take more.

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It’s not even that crazy OP, I got -160% on CM. It takes me a good 3-4 minutes to even kill the Blood Lords around in Mephisto’s throne room. Countess HP does not even budge (But she does get slowed)

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If a mob had +200% cold immune, you would need -1000 resist to break that (immunity breaking works at -5% resist per -1% when over 100%). A monster with 130% cold resist would need FIRST -150% resist to break the immunity before it goes -1% per -1%.

Due to how CM only affects Cold spells, it wont remove the immune tag since that would imply that anyone with a cold spell would be able to damage it then, it keep the cold immune tag since your not breaking the monster’s BASE immunity. Infinity (i believe) works exactly the same way breaking lightning immune but doesn’t remove the tag.

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Didn’t they nerf hammerdins in late 1.1x in DII original? I think they can’t break magic immunity even when it’s undead/demon.

Once the +damage % to demons/undead on blessed hammer would surpass immunity, then it didn’t anymore. I tested it this year I think.

+Damage% is ENTIRELY different then resists. a monster with 100% resist should always take 0 damage even if you have MILLIONs of % damage. I dont think this is related to CM since CM affects resists, +damage does NOT affect Magic immunities (or any immunity for that matter)

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My guess would be they united the functions for modifying resistances and this was the side effect.

But yes this change is absoultely bonkers. Cold sorc is already the strongest build in the game, this just pushes it over the top.

To be fair, i think it is not necessary to remove this mechanic. It can be balanced in other way - by increasing the resistances of cold immune monsters even higher. This way, it is clear and consistent what skill do.

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it does however let you farm nihlathak with very high success rate, unlike before (where he would be cold immune 2/3 of the times)

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This is good. Inconsistent “This random thing breaks immunities but not this other, exact same ability” was bad. It’s fixed.

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