Miscellaneous Information
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Amplify Damage would also increase the amount of life leeched since it reduces physical resistance. Physical resistance and drain effectiveness are factors that reduce life leeched. Mana Leech also seems to not work vs. 0% drain effectiveness enemies.
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Necromancer Curses do not apply to immobile units: technically this is because they have no walk mode, although there is no reason that this should mean that Curses aren't applied.
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Weaken seems to reduce damage and work on the exploding potions Spear / Night Cats throw at your hero. Does not reduce damage from elemental sources
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The item that you make IG of has the effect on the IG as if the IG equipped that item. Since only barbarians can hold two handed weapons in one hand, IG must be holding the weapon in two hands and therefore the damage is the one listed for two-handed combat.
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Concentration is an aura, whenever it is active, any form of attack benefits from it. The game calculates whenever you release Blessed Hammer, the skill has it's own damage + any aura is on. It will benefit only if Concentration is active at that time of impact.
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Integral Damage reduction is taken before Percentages.
If % comes first, you actually take (D * (1 - P)) - I = D - DP - I
If integer comes first, you actually take (D - I) * (1 - P) = D - DP - I + IP -
-% Cold Resistances will help the damage of the Act I Cold Rogue Mercenary. Ormus Robe, Nightwing's Veil, Wizendraw, and Ice Bow all increase the cold damage of the Rogue.
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If there are two Auras on screen, say Holy Fire from Fire Golem (believe the Holy Fire is capped at Level 30) and Holy Fire from Dragon (Level 14) or Hand of Justice (Level 16), in the same area, then both Auras will take effect.
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Carrying a +5 Poison Nova White on Primary and a Perfect -50% Poison Resistance Death's Web on Secondary, it is possible to first cast Poison Nova with White then suddenly switch to Death's Web for increased poison damage from the -Poison Resistance, although highly impractical.
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Damage Reduction, like Defense, is factored in after Bone Armor is deducted. The correct order is Bone Armor, Integral Damage Reduction, % Damage Reduction.
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Based upon observation, Unique, Possessed, and Champion class monsters will not yield more damage when their bodies are exploded.
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Act III Fire Mercenaries will not benefit from the +2 Sorceress Skills on Enlightenment, because they are not Sorcerers.
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Combining Dragon Armor (Level 14 Holy Fire), Dragon Shield (Level 14 Holy Fire), and a Hand of Justice weapon (Level 16 Holy Fire) will give a sum of 14 + 14 + 16 = Level 44 Holy Fire Aura. A variation of the Auradin uses all three items.
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The amount of HP for Revives do not scale with the number of players in the game.
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Lower Resist and Conviction will only work at 1/5 effectiveness when breaking an Immunity. The same applies to Amplify Damage and Decrepify when breaking Physical Immunity, They will be at -20% and -10% respectively.
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Lower Resist will stack with Conviction, so use both for maximum results.
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Act III Fire Mercenaries will not benefit from the +2 Sorceress Skills on Enlightenment, because they are not Sorcerers.
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Necroskeletons and Necromages, do not have 50% resistance to physical.
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Deadly Strike applies equally to Max / Min damage. And neither having more Max or Min damage would be more effective for Deadly Strike. Having a higher Average damage would be most effective.
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Half Freeze Duration does not stack with multiple items carrying such mod.
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Poison Mages are useless because although they have the highest damage of the four elemental mages, the higher the Slvl of the mages, the higher the poison duration. So their overall damage over time drops dramatically.
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All Monsters and Minions have an inherent 5% chance for Critical Strike.
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Bonuses are gained from reviving the minions of a unique monster with bonuses as opposed to reviving the normal variants of that type of monster.
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Elemental revives do not benefit from the Monsters do 300% of their normal damage (at Slvl 20+). The additional bonus only works for physical damage.