PSA: You need 112% uncapped elemental resistances to do Ele Weakness maps now + ailment immune maps!
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EDIT:- Correction - apparently the Awakening level affects the curse level used, not the actual -resistance number. So it bumps up the Ele Weakness curse level from 15 to 18 instead, resulting in a 37% resistance penalty, not 42% as mentioned below. So the total resistance you need to be Ele Weakness capped is only 112%, just 3% higher than before. Sorry about the mistake.
EDIT 2:- Also note that the '90% chance to avoid ailments' map mod gets boosted to 100% as well, meaning monsters in those maps will be fully ailment immune. Yes, even from Skitterbots. ________________________________________________________________________________ ...at Awakener Level 8. For years now, common wisdom has been that one should shoot for 109% all res ('cept chaos, although chaos damage is more common - and dangerous! - nowadays too) in order to stay at capped resistances even in red tier Elemental Weakness maps (since the curse cuts your resists by 34%). However endgame now involves getting your Awakener Level to 8, and one of the effects of that is a 24% multiplier on the strength of all map mods, which means those Ele Weakness curses on red maps should now cut your resists by 42%. So to stay at 75% resists, you'll now have to get all your resists up to 117% (obviously higher if you've got some added max resists, or if you also want to counteract any elemental curses from monsters in the map). Just a PSA for those who might not have realized and were relying on the old figure (being down 8% on your resists can be deadly!). Last edited by Exile009#1139 on Dec 31, 2019, 11:20:28 PM Last bumped on Dec 31, 2019, 11:19:13 PM
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Or you use a flask.
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" this is all i do. if i have 80% resistances im like, im good |
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If you were building to overcap resists then you're not really optimizing or really really lazy. It's better to just re roll over ele weakness than gimp your build like that.
The larger issue is that this is a horrible awful mod that forces unoptimized builds or carpel tunnel flasking and that's bad game design. IGN: Arlianth Check out my LA build: 1782214 Last edited by Nephalim#2731 on Dec 31, 2019, 3:38:16 AM
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Apparently my initial hypothesis was wrong. The effect is there, but what it works on is different than what I thought. Updated the post with a correction, and changed the title to show the true number.
Last edited by Exile009#1139 on Dec 31, 2019, 12:43:34 PM
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it will be nice in 4.0 when ull probably have an aura meta gem with 5 slots, and most of ur chars will have an enlighten with maybe 2 or 3 auras in there, which will leave room for an excess purity of elements perm socketed in it so you can just turn off a damage aura and turn on purity without having socket colour issues, having to actually get out the gem and faff around etc.
right now = am i running a blue damage aura gem? no? reroll map or put it aside for a char who is. sometimes u can drop a 50% and actually just swap it for ur enlighten because its a 35% aura so instead of 2x 50%s with enlighten to edge enough mana to attack u just get 50% + 35% unsupported. lets be honest, u take off a damage aura, run a map and u dont notice any difference. theres been times when ive played in standard with some kind of abomination mirrored dagger like honour etcher or loath bane, and u think i wonder what this is like with a 1 chaos binos on this build? u put on a binos and still 1 shot the entire map but the boss takes 4 seconds rather than 2... 200 exalts well spent obviously. then mathil posts a vid on youtube and hes actually using a binos but hes got double the damage u have with the mirrored dagger. considering most people are probably using his builds i think they will get along with 1 aura down. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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Added a note about the Awakener level also bumping the ailment avoidance mod up to full immunity.
Last edited by Exile009#1139 on Dec 31, 2019, 11:19:31 PM
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