Can someone explain this logic to me

All resists are capped at 75% so you will always take damage and never be immune.
IGN: Zahreen
"
Moonfalcon wrote:
All resists are capped at 75% so you will always take damage and never be immune.


Purity and Elemental Adaptation can raise the cap. As can several uniques.

EDIT: And flasks.
Last edited by andybmcc#3970 on Apr 3, 2013, 4:44:50 PM
"
andybmcc wrote:
It does help. The chill duration is based off of the cold damage as a % of your HP. In the case of CI, it is what your HP would have been, if you didn't have CI. Cold resist will lower the damage, meaning that it reduces the chill duration. In your case, you probably have very low HP ( calculated without CI ). So that means that even with CI, HP is not a completely worthless stat.


Cold resist lowers the damage, which reduces the chill duration, but still helps very little since CI players will have such a small base HP pool that cold damage taken will chill them FAR more than it would chill a player who has moderate resists and a lot of HP.

If HP still has so much value even with CI, then the functionality of CI is quite broken, because no one is going to stack both ES and HP. It's just not practical. If you were to stack HP just to deal with status effects, then you might as well pass up on CI and just play a standard HP build, which includes so many other benefits which far outweigh chaos immunity.

The issue of status effects and CI was brought up so many times before in other threads, and GGG's response was to "buff CI" by adding the the 20% more maximum ES node behind CI -- which does absolutely nothing to address the real problem with the keystone.

If a CI player can have a massive ES pool and capped resists but still be chain frozen, and a regular player can have mediocre resists and a lot of HP and NOT suffer the same effects (to say nothing of stun, which no resistance can help with), then there is no reason to play CI other than pure novelty. It offers very little that isn't superseded by a standard HP build in every way.
Last edited by realatomicpanda#4303 on Apr 3, 2013, 4:48:58 PM
"
andybmcc wrote:
"
Moonfalcon wrote:
All resists are capped at 75% so you will always take damage and never be immune.


Purity and Elemental Adaptation can raise the cap. As can several uniques.

EDIT: And flasks.


Well, I really doubt that the devs made the player immune to certain types of damage when that would be way too much overpowering.
IGN: Zahreen
"
Moonfalcon wrote:
"
andybmcc wrote:
"
Moonfalcon wrote:
All resists are capped at 75% so you will always take damage and never be immune.


Purity and Elemental Adaptation can raise the cap. As can several uniques.

EDIT: And flasks.


Well, I really doubt that the devs made the player immune to certain types of damage when that would be way too much overpowering.


I don't think you can have 100% resists, except for Chaos with CI.
I think the dude just wanted to know the 'motivation' behind separating the Status Effects from their specific Element and tying them instead to HP levels.

Sort of as a conversation piece, as a means to better understand the universe he's playing in in a wider sense.

Ie: was the decision technical-based, lore-based, chaos-based, or any other-based etc etc etc.

Report Forum Post

Report Account:

Report Type

Additional Info