If u have 4 fasets with -5fres, then fallen will take 8k damage from ur fireball. If ur fireball has 20k damage, then fallen will take 4k damage. For example after infinity he has 80 fire res. In conclusion, with Sundered charm your build will work as before, but you also be able to actually kill immunes, perhaps not as fast as one would like, but you can farm places without the need of respec and change your build or using another character. Lets take random fallen with fire immune. Sunder charm is mandatory just to break that immunity and Infinity will lower that resistance a nice ammount and if you also have Griffon's with a perf facet you can lower it down to 50% more or less. The 5 lower res per skill point extra on Conviction almost converts to an 1:1 scale in percentage damage increase, and on top of that, the lowered defense of the opponents far outweights the extra attack rating given by the. Highest damage output by far is the Conviction setup, though. TBH in my previous comment, I made a mistake, the lvl12 conviction aura on infinity doesn't break immunities by itself, but a maxed out pally conviction does. Conviction with Faith on Act 1 Merc or Beast on Act 5 Merc. This limitation only affects enemies with sundered immunities, so infinity will lower the other enemies resistance like before. Well, with sunder charms, devs have added a limitation to conviction aura when used together, infinity will only lower the resistances with lvl 12 conviction, by 17 or 18%(I don't remember exactly).
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