Golem FAQ Revised

Re: Golem FAQ Revised

Id also like a counter snake.
 
Re: Golem FAQ Revised

I also think (if it works), that it would improve it's survivability against frenzytaurs, etc. by quite a bit. IIRC, point damage reduction comes into the equation really early; before amp damage, might, and so on. I wouldn't spend a JMoLE on it or anything, but any old 4s armor might work. It would only be 28...that's significant, but not invincible making. I guess then the problem would be gloams eh.:scratchchin:
 
Re: Golem FAQ Revised

IIRC, point damage reduction comes into the equation really early; before amp damage, might, and so on. I wouldn't spend a JMoLE on it or anything, but any old 4s armor might work.
Not quite. Integer damage reduction applies before %DR, but after all other calculations are done: total damage (weapon damage with skills, off-weapon mods and auras), XvX (pvp penalty), energy shield and, most probably, bone armor.
JMoLE - does that mean monarch of life everlasting? Because this suffix does not spawn on shields, or armors :)
Do iron golems benefit from "damage reduced by x" mods? Has anyone tried making one out of a 4-sol'ed gothic plate, or from similar but more expensive options? I'm trying to brainstorm some ideal tanks.
Yes, they do.
The term "tank" usually refers to something the the ability to lure, or provoke monsters into attacking self (like the attract spell, which makes any curseable monster the "ideal tank"). Fire Golem has such an ability with AoE aura damage, and is free to recast any time.

I guess the maximum integer DR you can have on magic armor/shield is 43. This may work on mid-normal, but probably won't get to Baal's minions or even Diablo (act bosses do extra damage to IG). Using percental %DR might be a better idea here (ber'ed Stormshield?).
Using "bone" runeword will make it virtually immune to elemental attacks (95% resists), +integer DR and the chance to test bone armor procs :).
Using "exile" will make it truly immune, and add 5k+ defense from base shield alone.
 
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Re: Golem FAQ Revised

Thanks for the corrections.

'Bone' actually looks like a really good idea. 15% chance to negate 160 incoming physical damage would be kind of like 24 PDR (160 * 0.15) and it already comes with 7. I guess if I'm ever sleeping on a bed of squishy Um runes and can blow two of them, it would be a good idea. That Iron Golem casting Bone Armor on itself would be wicked cool to boot.

I think 43 PDR might actually do a lot. According to the Arreat Summit, the most damaging Frenzytaurs are going to be doing 107 average damage per hit. Lowering this to 64 has to increase our golem's survivability. If you decrep the Frenzytaurs, they are now doing 32 damage. And this is just the worst case -- against, say, Horror Archer guest monsters, it lowers damage from 33-48 to 0-5. Against most monsters such PDR would reduce physical damage to effectively zero.

The problem is that such an armor/shield would be cool and valuable. Maybe it would be worth doing if the item was really heavy. Baal never kills my Iron Golem for some reason, but I don't play in the CS so I can't say what Diablo would do. Also I'm using a skeleton army which makes the "invincible golem" idea moot -- I'm not sure if/how we could use this valuable golem while questing through the game (including past Diablo) with, say, a meleemancer.
 
Re: Golem FAQ Revised

The problem is that such an armor/shield would be cool and valuable. Maybe it would be worth doing if the item was really heavy. Baal never kills my Iron Golem for some reason, but I don't play in the CS so I can't say what Diablo would do. Also I'm using a skeleton army which makes the "invincible golem" idea moot -- I'm not sure if/how we could use this valuable golem while questing through the game (including past Diablo) with, say, a meleemancer.

I haven't tested this particular IG yet, but tentatively, I'd say the biggest threat would potentially be Lister, rather than Diablo or Baal. I didn't let any of those monsters kill my golems when I did decked out Iron Golemancer testing, but I was ready for them and had my finger on my Teleport hotkey.
 
Re: Golem FAQ Revised

I think 43 PDR might actually do a lot. According to the Arreat Summit, the most damaging Frenzytaurs are going to be doing 107 average damage per hit. Lowering this to 64 has to increase our golem's survivability. If you decrep the Frenzytaurs, they are now doing 32 damage. And this is just the worst case -- against, say, Horror Archer guest monsters, it lowers damage from 33-48 to 0-5. Against most monsters such PDR would reduce physical damage to effectively zero.

Wait...

If the Frenzytaur does 107 damage, it will do 64 to your IG.

But then you say casting Decrepify will reduce that damage to 32.

That's rearranging the calculation incorrectly I believe. If you curse the Frenzytaur, its output should now be 53.5.

This means that the damage to your IG is now 10.5. A significant difference.

Anyways, my ten cents in this is and has been for a while that, especially if talking about 1.11 armor runewords, to make Iron Golems out of Treachery.

Rather than try to make IG strong against physical damage, I'd rather it get Faded and be immune to ALL elements as well as get 15% DR. This makes only Magic and Physical damage a threat, with the latter getting a pretty significant reduction.

Plus, he gets Venom and will occasionally deal that out, which is nice.
 
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