Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

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RhodosGuard Jul 25, 2022 @ 4:15am
-Vitality Resist/All Resist Against Undead
I had an ancient post here from 2016, but I kinda cringed at myself there, so to disconnect the two, I'll ask again in a fresh thread:

Will -Vitality Resist/All Resist affect the Vitality Resistance of Undead?
Or do they have hardcoded immunity?

Because it seems to me, that it's rather unfortunate to play a Diviner on Vitality Damage, with a Vitality Damage staff if undead just go "haha no" and then kick me around a bit before pissing off.
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Showing 1-15 of 27 comments
From my understanding undead have ~1000 vitality resist or so. I'd assume you'd need an alternative damage stave to swap to then.
Elemental is good against undead/ghosts.
Ultimatum Jul 25, 2022 @ 4:40am 
It will affect them yes, but considering theyre undead not by a big margin. I played with the Diviner with the vitality staff, and I didnt have a big problem with the undead packs, Life Drain worked against them as well as long as I was close to them so the Deathchill Aura affects them. But ultimately you want to have an Elemental Damage staff on your weaponswitch, it will make your life a lot easier. Their Elemental Resistance is not that BIG as vitality.
JewelryStar Jul 25, 2022 @ 4:41am 
/trxhuy /icefrzzy
- Yes, it does. Undead, Ghost and Construct have high vitality dmg res, but Vitality dmg still can hurt them if you using Necrosis (Deathchill Aura) and other RR source to reduced their Vitality res. Devices has base passive 1000% Vitality dmg res, so you can't deal vitality dmg to them if just using normally RR sources.
- If your character is Int base one, just using any staff that deal any type of Elemental dmgs do killed those type of enemies easier. For Str or Dex base character, can using weapon with any elemental dmg types at low level, or using reduced resistances sources + flat/% dmg to undead sources will work well enough.
- If you still want to killed those enemies by Vitality dmg, this is the method to do it:
https://www.youtube.com/watch?v=uo04jq9dqrs
Last edited by JewelryStar; Jul 25, 2022 @ 5:45am
RhodosGuard Jul 25, 2022 @ 4:46am 
I will never understand why they, almost intentionally so, screwed this one damage type up so much.

There is not one other damage type that is 1000% resisted against by whole enemy categories, especially not once found in large parts of every act.

I mean, I guess there's a workaround, it just feels entirely unfair that this damage type in particular even needs a workaround.

Edit:
I guess I'm gonna put a few points in Distortion-Wave and it's first mod and hope that spirit wards is enough to clear waves without too much of a need to constantly switch weapons throughout large parts of every act.
Last edited by RhodosGuard; Jul 25, 2022 @ 4:48am
Ultimatum Jul 25, 2022 @ 4:49am 
Theyre skeletons, theres no "vital" part to them, it makes sense that theyre immune. Zombies are not "immune" i think, their vit ress is not like it is with the skeletons if im not mistaken.
RhodosGuard Jul 25, 2022 @ 5:18am 
Originally posted by Пробудитель:
Theyre skeletons, theres no "vital" part to them, it makes sense that theyre immune. Zombies are not "immune" i think, their vit ress is not like it is with the skeletons if im not mistaken.
It's fantasy. Who cares. Whatever reanimated them imbued them with a new essence of life that I can suck out of them again. There. Lore Explanation done.

In the end, the explanation doesnt matter, when it disproportionally punishes a single damage type throughout the entire game, so you have to play with unoptimized elemental damage whenever they decide to plop undead infront of you.
Ultimatum Jul 25, 2022 @ 5:20am 
Hmmm, I dont know if I can agree with you. Which class are you playing if i may ask ?
RhodosGuard Jul 25, 2022 @ 5:24am 
Originally posted by Пробудитель:
Hmmm, I dont know if I can agree with you. Which class are you playing if i may ask ?
Why does it matter?
Name one other enemy type used in each act that is completely immune against a certain damage type.

It's only construct and undead and both are completely immune to Bleeds and Vitality.
There is no other enemy that can completely disable a damage type from working that is also encountered in each Act of the game.

You can argue against that with "logic" as much as you want, in the end it just means that Vitality based casters are significantly less powerful than other classes that dont need to keep multiple damage types on hold all the time.
Asturaetus Jul 25, 2022 @ 5:32am 
Don't know why they don't just do the same as with poison. Give them a 70 percent absorb. That would give them a significant defense that is in line with the lore or whatever but allows players that want to play that damage type to still overcome it with stacking more dakka.

Also it would make sense to not have so many different approaches, to resistances and immunities of enemy types.
RhodosGuard Jul 25, 2022 @ 5:33am 
I mean, the solution doesnt even have to be "reduce their vitality resistance to 100%"
It could be to add cold or physical damage to spells like Life Drain, and to split the damage of vitality staffs into 80/20 Vit/Phys or something like that. Basically give each source of vitality damage a secondary damage type, so they can be used against undead without being utterly useless for large parts of each act.
Ultimatum Jul 25, 2022 @ 5:35am 
Originally posted by RhodosGuard:
Originally posted by Пробудитель:
Hmmm, I dont know if I can agree with you. Which class are you playing if i may ask ?
Why does it matter?
Name one other enemy type used in each act that is completely immune against a certain damage type.

It's only construct and undead and both are completely immune to Bleeds and Vitality.
There is no other enemy that can completely disable a damage type from working that is also encountered in each Act of the game.

You can argue against that with "logic" as much as you want, in the end it just means that Vitality based casters are significantly less powerful than other classes that dont need to keep multiple damage types on hold all the time.
You got it wrong unfortunately. Since you cant be reasoned with, ill let myself out of the discussion. As you play more video games you will understand certain things.
RhodosGuard Jul 25, 2022 @ 5:46am 
Originally posted by Пробудитель:
Originally posted by RhodosGuard:
Why does it matter?
Name one other enemy type used in each act that is completely immune against a certain damage type.

It's only construct and undead and both are completely immune to Bleeds and Vitality.
There is no other enemy that can completely disable a damage type from working that is also encountered in each Act of the game.

You can argue against that with "logic" as much as you want, in the end it just means that Vitality based casters are significantly less powerful than other classes that dont need to keep multiple damage types on hold all the time.
You got it wrong unfortunately. Since you cant be reasoned with, ill let myself out of the discussion. As you play more video games you will understand certain things.
What did I get wrong? Why can't I be reasoned with?
I play Video games for >18 years now, and you try to tell me that it's okay to use lore to justify certain classes being at completely disproportional disadvantages?

I understand how Immunities work.
God of War has Enemies immune to Frost, because they are from a Dimension of pure cold.
Cool. But God of War also hands me Tools that are capable of dealing with these enemies, that scale off of universal stats, instead of needing me to build towards them completely out of scope of my original build.

If you could have named ANY other damage type that is completely disable against a certain enemy type, if you had done that, I'd have gone "okay, so it's at least a pattern" but there isn't.
JewelryStar Jul 25, 2022 @ 5:52am 
/trxhuy /icefrzzy

Originally posted by RhodosGuard:
...
Name one other enemy type used in each act that is completely immune against a certain damage type.

It's only construct and undead and both are completely immune to Bleeds and Vitality.
There is no other enemy that can completely disable a damage type from working that is also encountered in each Act of the game.

You can argue against that with "logic" as much as you want, in the end it just means that Vitality based casters are significantly less powerful than other classes that dont need to keep multiple damage types on hold all the time.
- Ghosts, Construct, Device (Trap) have passive 1000% of Poison/Bleed/Life Leech resistances base.
Device (Trap) has passive 1000% of Vitality dmg res too.
Undead has 1000% Bleed/Life Leech res base.
Incarnate Surtr (2nd phase of Surtr) has 1000% Fire res.

- Vitality Ternion Attacker characters are powerful enough to "nerfed" them by some enemies that has high to immune to vitality dmg.

- You can get flat elemental dmg from gears, charms, artifacts to deal with those "immunity" enemies without swap to other main weapons.
Last edited by JewelryStar; Jul 25, 2022 @ 5:55am
Originally posted by RhodosGuard:
If you could have named ANY other damage type that is completely disable against a certain enemy type, if you had done that, I'd have gone "okay, so it's at least a pattern" but there isn't.

FYI, Bleeding has the same restrictions as vitality I believe. Undead, constructs and devices should both have ~1000% resist to both vitality and bleeding.

Poison isn't as restrictive, 70% absorption so some damage can go through so cannot be reduced via resistance reduction so alternative damage type would still be a recommended approach if using poison as main damage. Devices/constructs might be immune.

Generally I feel like it's a good idea to have multiple damage types available when possible.
Last edited by chris.ferrantegerard; Jul 25, 2022 @ 5:55am
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Date Posted: Jul 25, 2022 @ 4:15am
Posts: 27