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- 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
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.
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.
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.
Also it would make sense to not have so many different approaches, to resistances and immunities of enemy types.
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.
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.
- 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.
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.