At level 65-ish, fancy killing Hell Andariel by spamming Holy Bolt while watching videos, and then unable to kill Dung Soldiers in the Rocky Wastes in Act 2.
The simulation shows that even with Conviction and +skills etc, I am doing around 500 DPS on those mobs, they have 3.4K HP, so about 7 seconds to kill each and every one… I can respec those early points away from Zeal, so that will get me 3 more points in Conviction and 570 DPS… Not a great improvement.
I can respec some points away from Holy Shock to add to Conviction, best DPS I can simulate is 736 DPS, about 5 seconds per mob. Not good.
Just thinking aloud.
PS: Actually, this is a 74 level area and I am still 70, so even the Slingers destroy my merc and I have to run away… I need a few more levels and gear I think…
thats not how sunders work. the -res on the sunder applies to your own character’s res, not to enemies. sunder only sets immune monster’s resistances to 95.
but… why? foh is holy bolt but better… except when theres only 1 target in front of you.
Lol you just said “That’s not how sunder works” like what I said was wrong. lmfao…
That is how sunder works. It applies negative resist to immune monsters. When they are no longer immune it doesn’t give more negative resist.
It also applies before other skills such as conviction and lower resist. You can sunder an immune and then your conviction aura and lower resist will lower even more.
Unless you are saying it sets any resist from a monster that is above 100% to 95%… Fair, I didn’t know that or don’t know if that is true.
I don’t know if anyone has actually looked at the values and shown what you’re saying is true.
For finish solo with this build, i think you need runeword Crescent Moon. Is possible farm runes in countess in hell mode. She have chance for drop “um” rune, the higher rune you need for this.
Conviction broke imunity and ths runeword add -35 %
I think the point he was making though, is you said
which is implying that a Sunder with -88% roll will reduce monster lightning resistance by 88%. That is indeed not how Sunder charms work. A Crack of the Heavens sets all Lightning Immune monsters to 95% Lightning resistance, “Sundering” their lightning immunity. Then as a trade-off, it applies the -res to the character wearing it. The range is 70-90. So a 70% sunder is the best roll, because it “only” reduces your character lightning res by 70%, vs. a 90% roll which would reduce it by 90. You specified 88 specifically, which is odd since it’s neither the highest or lowest roll, suggesting you think a higher number is more effective against monsters.
You are correct in that it is applied first though, so once you break the immunity, Conviction or LR will reduce resistances even further than 95 (at 1/5 function, so if Conviction from say, Infinity at lvl 12 normally reduces monster resistance by 85%, it only does so by 17). So immune monsters would then have 95-17=78% resistance to that element. Facets and other gear can further reduce it.
The patch notes directly state it is true when they explain how they work, and it’s pretty easy to verify the player de-buff by checking the stat screen to see that equipping a sunder causes your character to lose the indicated resistance. You can also observe that no monsters show up as Immune when you have the appropriate Sunder equipped, and you are able to to damage them, so no reason to doubt that the 95 number the devs have stated is true.
Yeah, I don’t like hammers too. However they work well even on P8 without full synergies and Concentration, and both against either groups of beast invulnerable to FoH or single targets - I spotted Diablo dies faster to hammers, even those not maxed in my build, than to Holy Bolt.
Why not going fully Hammerdin? Simple, quality of life and easiness of play Fist of Heavens offers - well, until facing beast-type enemies at least.
Well, in that case the only available option left is Blessed Hammer.
It’s really irrelevant how they work, just that they do work to remove immunity, which is the discussion.
The answer is: Use a sunder charm and if you still have a problem use a lower resist wand as well.
The comment was irrelevant and unnecessary. I don’t really care how they work and the comment was only to start an argument as if to win internet points from some feud with me.
“i gave wrong information and was proven wrong but i don’t care because its not the point i was making, you guys are just arguing to argue”
clown lmao. its okay to be wrong. i was just clarifying inaccurate information. they could indeed use a light sunder to give them an extra -5-20 enemy res so that FoH is better capable of killing animal monsters
For many people trying to optimize their builds, it IS relevant how they work. This thread is about someone asking for advice to optimize their build.
You suggested a 88% Sunder charm, specifically, due to not understanding how they work, which is 2 points off the worst.
So yes, it is relevant how they work, since the advice you are giving can confuse other players who DO care, and if the OP blindly followed it, could cause them to make their character worse, since they would be going for a Sunder charm which needlessly reduced his lightning res farther than necessary. It also implies other Sunders they may have the ability to trade for or find in the future are insufficient, when they may in fact be superior.
Yes, at a high level, your suggestion of a Sunder charm is reasonable, but when Kabryxis tried to point out the mechanics, you were defensive and doubled down when I mentioned he was correct.
If you don’t care about how the game works or optimizing your character, cool, but some of us do, and the Sunder mechanic is often misunderstood, so clarifying how it works is helpful for others who may find this in a Google search later, or other posters who do enjoy theorycrafting using the games mechanics, or the OP who is asking to improve their build.
Once you get to TZ they are semi-common. I did address that later in my post when I said:
Mostly just trying to point out that if you do get a lightning sunder, get one with as low of a resistance number as possible - since that’s the number the reduces resistances on your character. All Sunder charms have the same effect for the immunity they work against, setting monster resistance at 95%, thus breaking the immunity.
just for some clarification into how FoH is suppose to work, its a shotgun mechanic based on holy bolt. most people don’t build around the lightning damage, and conviction is rarely the dominant FoH aura. FoH releases holy bolts that spread out in an AoE and shotguns on the monster that was FoH’d. of course, holy bolt does “holy” damage (which is just magic damage that only harms undead/demon), so the shotgun mechanic doesn’t work on animal type monsters. and then animal type monsters that are lightning immune can be hard to deal with. the general suggestion is to ignore them or let merc deal with them. act 2 is the hardest part of a FoHdin’s playthrough because of the beetles and snakes. there are some monsters in act 3 that are animals too, but they arent as plentiful as they are in act 2, and much fewer of them are lightning immune, and none of them are as dangerous as beetles can be for underpowered builds. so the general suggestion is just try to get through act 2 as fast as possible ignoring all the monsters you can’t kill. then you farm areas that your build specializes in, like chaos. FoHdin is the best chaos killer in the game when undergeared.
Yeah, Acts 2 and 3 are pretty rough for a pure FoH without being carried.
To Evan’s credit, I have thought that could be an interesting alternate version of Sunders, where the user’s AND the enemy’s res is lowered by the same amount. That would blur the lines between “good” and “bad” rolls, more of a give-and-take than better-or-worse.