I don’t understand hype for the runeword. Tried it for my fire/lightning trapsin, but I haven’t seen any meaningful difference while playing on P7 in Upper Kurast. However, I definitely could feel mana depleting, so I went back to Insight Giant Thresher.
While my merc was using Infinity I also spotted an issue - it was harder to choose right trap type to fight enemies once their immunity has been broken, as broken immunity leaves the monster very resistant to the damage type, but now there is no label to clearly indicate what damage type it is. Without Infinity I just alternate between Lightning Sentry/Wake of Fire as situation requires. I have to mention though with Infinity even “wrong” trap type(ex. Wake of Fire against vultures with broken fire immunity) did the job done well.
However, I can confirm that merc’s damage is really solid (rolled max %enhanced damage), I suppose both thanks to damage amount and lowering defense of enemies provided by Conviction.
All in all though, I am unimpressed. At least for Trapsin, might change my mind if I’ll build say pure lightning sorceress.
Understandable… Perhaps they can make “immune” change to “resistant” if the immunity is broken, and the label disappears entirely if the resistance is reduced below 50%.
However, the number of runs needed to either get two Ber runes or other goods to trade for them in order to create Infinity should have gotten you used to which enemies are immune to what element.
When you use Infinity, you have to build your character for mana or resort to guzzling potions like a madman. One of the reasons I don’t care to bother with Infinity myself, you get spoiled on Insight merc. This means mana charms are godly, Magefist, Spirit Shield, Torch, Anni, SoJs are very important, and Warmth becomes more important and convincing to put more than 1 pt in (for Sorcs).
To eager to promote your own material to actually try to understand whats being said?
It’s not changing immunity to resistant, just seeing when immunity is broken by it showing as resistant.
It works best when combining it with other lower resistance effects like facets, but this doesn’t work with a trapper because the traps are “minions” and the effect of -5 res after immunity breaking does not function.
When I finally got one on my Nova Sorc I definitely noticed, although I did also notice my mana draining fast , as a Manashield build I did have lots of mana so was pretty acceptable, though a bit more dangerous at first when I kept forgetting my blue health orb depleted a lot faster.
Err… I’m not going to be that guy to come in your thread and rant at you why mathematically your inability to see a difference means nothing next to the actual damage increase that Infinity yields vs Insight.
Well, ran into more durable enemies, Urdars in Durance of Hate, and preformed a test(without a stopwatch though) how fast Wake of Fire will kill these with and without Infinity - and it turned out time to kill with Infinity is definitely shorter. Also, against Mephisto Infinity proven to be helpful. All that in Players7.
Mmkey, now I just need to solve mana issues, and I think I might stick to it longer…
Don’t be too proud of this restorative runeword you’ve constructed, the ability to replenish mana is insignificant next to the power of immunity breaking.
Try it with a javazon. It’s night and day. I slaughter everything with ease with my infinity merc. infinity is by far one of the top 3 runewords in this game. Be proud you got this reply too, because I’m about to get this account banned again. (no hair don’t care)
Would not worry about mana. Pots a plenty in this game. Kill, pots drop, learn to pick them up. My javazon is terrible with mana, no hair dont care. Pots a plenty.
The Conviction aura lowers the resistance of all enemies affected so that works for every attack on those enemies, no matter what the source.
The -45/55 lightning resistance reduces the enemy resistance further for the attacks from the one wielding the Infinity (so usually the merc).
Any facets on the character lower the resistance to enemies from direct attacks from the character (so for example Fire Blast).
Traps are seperate entities so only benefit from things that directly lower the resistance of enemies, like Conviction and Lower Resist curse.
Well that’s enlightening. So If I have a Griffons eye and facet and fire blasting a minion neither would lower the lightning resist for my traps if I’m understanding, similar to how I wouldn’t benefit from the merc infinity -res. It’s like an attack rating mechanism then not a Debuff like I’m used to. What about the +lightning skill damage? Is that still worth going after for trapsin?
Yeah, but most of us normal folk don’t got the dough for both at once in a season. When I get a few HRs, I look at what I can make and prioritize what I want to build. Infinity Sorc is usually never on that list, especially since there are other classes I want to play beyond dumping every bit of time on her. While Infinity is good for other elemental characters, so it isn’t a waste, I usually like to roll with physical damage dealers. But all in all, yes, you are right, it is an option.
Look some of this stuff up man.
You are correct to conclude +to lit dmg or -to enemy fire res ON YOUR GEAR has no effect on traps.
Just a reminder the CONVICTION aura does help the traps.
You might have better luck doing a traditional trapsin build with lit sentry and death sentry, with fire blast as a source of backup fire damage.
Say you have a Griffons, a Lightning Facet -5/5 and a Fire Facet -5/5.
The Fire Blast would gain damage from the +1 Skills and +5 Fire Damage and the enemies fire resistance would count as 5 less than they have (if not immune or already at -100) increasing fire damage further.
After that you place a Lightning Sentry, it would gain damage from being 1 skill higher but nothing else.
The bonus to elemental damage affects your attacks and the penalty to resistance only affects the resistance of monster you hit with direct attacks and only for that attack.
The Fire Blast did not debuf any resistances, you could say it did damage as if the targets resistance was lower, but never actually lowered it.
A second Fire Blast would not reduce the resistance to -10 either, it and all subsequent attacks deal damage at a -5 resistance.
So if for calculations sake Fire Blast and Lightning Sentry deals 10 damage per rank, you have both at rank 9 and enemy resistance is 0.
Fire Blast deals 90 damage per hit.
Lightning Sentry deals 90 damage per hit.
You put on Griffon with -5/5 facet and white armor with a -5/5 facet.
Now each Fire Blast deals 110.25 damage (rank 10 from Griffon makes 100 damage, the facet increases your fire damage by 5% to 105 and the monster would take damage as if its resistance was -5% thus dealing 1.05 times damage for a total of 110.25).
This damage would stay 110.25 no matter how often you attack, though not sure how it’s rounded.
Lightning Sentry will deal 100 damage each hit (rank 10 from +1 Skills Griffon is the only thing that will affect it).
Conviction Aura and Lower Resist will actually lower the resistance of an enemy, not just against attacks from a certain character.
So if a Paladin enter the field with a 25 or higher Conviction (-150% Fire/Cold/Light) this would affect trap damage as well as direct damage.
Now each Fire Blast deals 210 damage (rank 10 from Griffon makes 100 damage, the facet increases your fire damage by 5% to 105 and the monster would become -100% at which it is capped so the monster takes 2 times damage for a total of 210, if it hadn’t reached the -100 cap the Facet would have stacked with the Conviction lowering the resistance even further).
This damage would stay 210 no matter how often you attack.
Lightning Sentry will deal 200 damage each hit (rank 10 from +1 Skills Griffon makes it 100 damage, this becomes doubled due to the -100% resistance of the enemy).