What type of damage are shadows of Pit Bosses considered?

I understand normal contention from the content creators is that things that damage reduction distant/close/vulnerable enemies does not work because the shadows are not considered enemies. But I wonder if this not true.

For context, I was running a bleed bash build barbarian but with a Revenge Gylph doing Pit 102 speed runs. (For barb mains I used the Decimator board) I switched to undaunted glpyh. The damage felt better during the pre boss run, but then I started suddenly getting 1-shot in boss fights by the shadows.

Re-reading the paragon board, this is what I can figure: With Undaunted I got 10% DR fortified, but I noticed the fortified was rarely up due to full health making foritfy hard to sustain.

With revenge glpyh bonus on rare glyphs, I got 15% DR from Vulnerable enemies. So it would seem then the ONLY difference in being able to tank the one shots from the shadows was because of 15% DR vulnerable vs 10% DR fortified.

Does anyone know the answer? Has anyone else tested the conventional wisdom?

Additional question, does anyone know what resistance is applied to these shadows? physical/shadow/fire etc? What are the shadow damages considered? Is there a chance they are derived from the pit boss damage type?

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ITs considered OTK damage and bypasses resistance, armor, and damage resist. This is what it feels like anyways!

:rofl: :man_shrugging: :rofl:

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I’d imagine it would be Shadow, but it feels like it’s ā€˜Environmental’ and dose not fall under a normal resist.

As barbarian try stacking as much ā€œMartial Vigorā€ as you can on your defensive gear. DR vs Elite. If you stack enough you can hit DR cap (85?) with just this Passive. I’ve hit 60% personally and the difference is unreal (good). Lets me worry less about DR Glyphs and get more Damage Glyphs.

That and Movement speed, to straight avoid the shadows. I also switched to the season 2 vampire evade dash for boots, also helps with 3 evade charges and unstoppable (no damage taken when unstoppable).

Just my 2 cents of course.

if only there was combat log to check xD

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Yes, if only there was a combat log to check.

Shoklen, I re-ran a few more pits to compare the two. Indeed with 15% DR vulnerable vs 10% DR while fortified I was able to just tank through the echo shadow attacks without bothering to dodge. All other gear stats defensively remain the same. Now of course the glyph swap is Revenge vs Undaunted, but the real change from Revenge defensively is the rare node bonus it provides which in this case is the DR vulnerable enemies.

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It’s generally shadow, but because the ā€˜shade’ is doing the damage to you and not the boss, all your damage modifiers like reduced damage from poisoned/CC’d/vulnerable etc are completely ignored.

I’m sure most of them are shadow, with some are poison

Advocate, this is what I am questioning through. IF DR Vulnerable does NOT work, then why am I able to tank the shadow attacks with higher DR Vulnerable? Is there something else I’m missing that is making me tankier?

Re-reading the stat sheet, the only difference are the offensive modierfs. The defensive comes down to 15% DR vulnerable vs 10% DR fortified.

Basically unless its the lilith shadow that does the whole screen smash in a big circle, all the other echos I can ignore with Revenge glpyh boosting the DR vulnerable rare node. even with Undaunted bonus effect of DR fortified I can not tank any random echo.

By the way, my shadow resistence is only something like 25%. I still don’t know what type of element the echo is considered but with the above and 25% shadow resistance no 1 shot happens until about Pit 105.

Hang on are you saying pit boss shadow effects will not damage you if you’re unstoppable?

The trick is, how to keep unstoppable up. The vampire dash is the only way I know of at the moment. Last season I ran 100% up-time Charge that granted Unstoppable and never took damage, from pretty much anything (groups anyway). (note difficult to keep 100% change on a single target)