Chaos Sanc. Q: Venom Lords

Jerrett

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Chaos Sanc. Q: Venom Lords

I am looking for information on how much damage the Megademons in the Chaos Sanc do when they use their Inferno attack. I currently have a non-Enigma hammerdin (SP) running the Chaos Sanc and I'm trying to see how much MDR I would need (after maxed resistances) to tank it. That's the only thing that truly has been damaging me and I've recently swapped out my Seraph's Hymn (no Mara's because I haven't found one) for The Rising Sun. I am now healed by Diablo's lightning attack and the megademons, but I'd like to cut back since I would like to get my +2 skills back from my amulet.
 
Re: Chaos Sanc. Q: Venom Lords

MDR comes before resistances. You can't really get enough of it to make a significant dent.
 
Re: Chaos Sanc. Q: Venom Lords

Rather check this one, it's more thorough: http://diablo2.diablowiki.net/Megademon
More thorough, perhaps, but not more accurate: for starters, the Venom Lords that spawn in the Chaos Sanctuary are Immune to Fire (Fire Resist 130%) in Hell, not Immune to Poison (Poison Resist 120%). It looks like they've been at least partially confused with the Venom Lords that spawn in the Throne of Destruction (Ventar the Unholy and his minions), which are Immune to Poison (PR 120%) with FR 95%... but which have Damage Resist 0%, not 50%.

However, after looking at some files and running some tests, I found that it is accurate for inferno damage: Venom Lords spawning in the Chaos Sanctuary in Hell use level 15 MegademonInferno, which applies 45-62 base fire damage three times to a stationary target, for a total of 135-186. Crit applies, so 5% of the time 45-62 base fire damage will be doubled to 90-124, for a maximum total of 270-372 if Crit applies all three times (although the chance of that happening is only 0.0125%).

I did some tests with magic damage reduction and the results confirmed what I'd heard: its effectiveness is greatly reduced against skills like MegademonInferno (or more specifically, its missiles). To be more precise, MDR is only 8% effective against MegademonInferno: even if you equipped MDR 100, you'd only reduce each application of 45-62 base fire damage to 37-54 (-8), or 135-186 total base fire damage to 111-162 (-24). :(

You'd be much better off with Fire Resist % or Fire Absorb (%), which are fully effective.


 
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Re: Chaos Sanc. Q: Venom Lords

I didn't know MDR was nerfed against some attacks, that's interesting. Is it just with the Megademon's Inferno, or is that also for some others (Flayer Shaman's Inferno comes to mind, for example)? I just linked to the wiki because it had the Inferno's damage, which I didn't see in the Arreat Summit, but you're right about the resistances being wrong. :scratchchin:
 
Re: Chaos Sanc. Q: Venom Lords

Magic damage reduction's effectiveness is reduced when applied to a variety of missiles used by skills to apply their damage: various fire walls, meteor and armageddon fires, firestorms, infernos and arctic blasts, as well as Immolation Arrow's fires, Molten Boulder's fire path, Wake of Fire and Diablo's lightning. I've compiled a complete list of the affected missiles, but I'd have to look through Missiles.txt and Skills.txt to be sure to find all the skills that use them.

MDR is actually multiplied by 82/1,024 when being applied to MegademonInferno, which reduces it to approximately 8% effectiveness.

I just linked to the wiki because it had the Inferno's damage, which I didn't see in the Arreat Summit, but you're right about the resistances being wrong. :scratchchin:
Unfortunately, since base monster level is determined by area level in Nightmare and Hell (excluding bosses) and this level is used to determine Defense, Attack Rating, life, damage and experience, it's not just Resist % that's wrong, and it's not just Venom Lords that are affected... :(

Incidentally, the only level 84 Venom Lords in Hell are Champions that spawn in the Outer Steppes (level 82): Venom Lords also spawn in the Plains of Despair (level 83), the Chaos Sanctuary (level 85) and the Throne of Destruction (level 85... although since these are only Ventar the Unholy and his minions, they're level 88... and a different kind of Venom Lord).


 
Re: Chaos Sanc. Q: Venom Lords

So does that mean an ES Sorc who has 20 MDR is prety screwed against these guys?
 
Re: Chaos Sanc. Q: Venom Lords

Energy Shield can reduce damage by up to 95%, so three applications of 45-62 base fire damage could be reduced to as little as approximately 2.25-3.1 each (6.75-9.3 total) before Magic Damage Reduced by 20 is even applied: MDR 20 would only reduce damage by approximately 1.6, but this would still reduce this already meagre damage by more than half.

With lower level ES the reduced effect of MDR would be more noticeable and potentially dangerous but, as Jerrett observed in his opening post, Fire Absorb can result in MegademonInferno damage actually healing you: even with as little as level 7 ES (reducing damage by 50%) and Fire Resist -100%, 31 FA would result in no damage 95% of the time... and The Rising Sun Amulet applies 48(.75) FA when it can be equipped at level 65 (and at level 83+, you won't even take any damage when Crit doubles damage the other 5% of the time). :)
 
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