So Immortal Call still gives 100% physical mitigation at lvl 1 with 5 endurance charges consumed?

From the patch notes

Immortal Call
No longer makes you immune to physical damage for a duration.
Base duration is now 1 second at all gem levels (from 0.4 seconds).
Now has an instant cast time (from 0.85 seconds).
Now causes you to take 25% less elemental damage and 25% less physical damage at gem level 1, with the values growing based on the gem level, up to 34% less elemental damage and 35% less physical damage at gem level 20.
Now consumes endurance charges up to a maximum of 5, causing you to take 15% less physical damage per endurance charge consumed for the buff's duration.
Increases the duration of the buff by 20% for each endurance charge consumed.
Now has a 3 second cooldown, which does not recover during its effect.
Shares its cooldown with other guard skills (Steelskin and Molten Shell).


25% less baseline + (15% x 5 endurance charges consumed) = 100% less physical damage taken for 2 seconds duration, with 3s cooldown and 25% less elemental damage on top.

is this how it works? if so it still seems pretty good for CWDT setups if you can get 5 endurance charges, and pretty solid for 3x endurance charges, perhaps with a higher gem level giving roughly 70% phys mitigation.

Last edited by dookleeto#7813 on Jun 5, 2019, 1:54:36 PM
Last bumped on Jun 5, 2019, 2:25:15 PM
I'm pretty sure they meant to say each Endurance Charge grants 10% less physical damage, not 15. This is a change they mentioned earlier, and they mad a big deal about IC not granting full physical immunity anymore.
IC level 1 gives 25% less dmg taken. 5 endurance charges give 75% less dmg taken. 2 separate modifiers.

0.75 * 0.25 = 0.1875 ... 81.25% phys dmg mitigation

Also cooldown starts after this effect finishes, so no phys dmg immunity anymore.
"
s4ndwitch wrote:
IC level 1 gives 25% less dmg taken. 5 endurance charges give 75% less dmg taken. 2 separate modifiers.

0.75 * 0.25 = 0.1875 ... 81.25% phys dmg mitigation

Also cooldown starts after this effect finishes, so no phys dmg immunity anymore.


Ah I see thanks for clarification, the long cooldown could be pretty brutal then.
In this case it doesn't seem that levelling it up and self casting it is any significant benefit for mechanics like porcupines, although you can pre-cast for singular large physical hits, which was always the case but not many people used it for that.

lvl 1 with 5 end charges: 81.25% phys mitigation

lvl 20 with 5 end charges: 83.75% phys mitigation


[was writing bullshit]
Last edited by The_Human_Tornado#7752 on Jun 5, 2019, 2:30:37 PM

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