purplelocust
New member
Re: The 12 Labors Tournament
All this happy MFing has been living in willful ignorance of the looming next task- /players 8 Ancients. I did some SC experiments earlier and computations to come to the following conclusions:
1) There is no case in which a dual immune Ancient will have either of their immunities removed by a skill level 3 Lower Resist charge except the LI on Madawc, unless Madawc has any mod which boosts his LR, making him unbreakable LI. (And level 3 LR takes an ilvl 99 item, not so easy to shop! level 2 is more likely at that point.)
2) It still may be worth using switch for LR charges, as speed of killing is quite important.
3) There is a non-zero chance of getting one or more dual-immune Ancients with 90% resist to the third element (with Spectral Hit or Magic Resistant.) Or Talic with only fire immuinity but 90% resists to cold and lightning.
More specifically, keeping track of various Ancients immunities as I rerolled them:
Korli the leaper, always cold immune (150 CR, forget breaking that)
cold only 55 times
CIFI 35 times
CILI 11 times
Madawc the thrower: always lightning immune (100 LR, always breakable with LR charges unless boosted by LE or spectral hit mods)
light only 22 times
FILI 10 times
CILI 18 times
Talic the whirler: always FI (110 FR, not breakable by LR charges):
fire only 33 times
FILI 14 times
FICI 3 times
With bad rolls (all three are dual-immune, have boosted resists, manaburn thrower or LE, nasty auras, etc.) , I think Megara is simply dead. But it doesn't seem to happen too often that there is a terrible combo. Usually, I'm happy to wimp out and reroll via TP multiple times to get something nonthreatening but that will not be an option in this deathmatch scenario.
LI is quite important at /players 8, because if they aren't LI, static will get them down to /players 4-ish levels quite quickly, and that is a huge help. The survivability of the merc will be crucial, and at this point he's noticably more fragile on /players 3 Meph runs versus /players 1 ones, so he's got a long way to have a chance of holding up to /players 8 Ancients. Life Tap charges may be helpful there but I think LR will be a better use of switch.
And LR charges will be very important if there are high resists but not immune. A 90% resist will be reduced to 49%, basically speeding up the kill by a factor of 5, which would be huge. The 70% to 29% reduction is still a factor of 2.5, and 50% (if I'm fortunate enough to see that!) will go down to 9% which is not quite doubling of speed. These are for non-cold elemental damage, of course, as cold mastery means the main thing is broken or not. And the LR won't have any effect on that.
All this happy MFing has been living in willful ignorance of the looming next task- /players 8 Ancients. I did some SC experiments earlier and computations to come to the following conclusions:
1) There is no case in which a dual immune Ancient will have either of their immunities removed by a skill level 3 Lower Resist charge except the LI on Madawc, unless Madawc has any mod which boosts his LR, making him unbreakable LI. (And level 3 LR takes an ilvl 99 item, not so easy to shop! level 2 is more likely at that point.)
2) It still may be worth using switch for LR charges, as speed of killing is quite important.
3) There is a non-zero chance of getting one or more dual-immune Ancients with 90% resist to the third element (with Spectral Hit or Magic Resistant.) Or Talic with only fire immuinity but 90% resists to cold and lightning.
More specifically, keeping track of various Ancients immunities as I rerolled them:
Korli the leaper, always cold immune (150 CR, forget breaking that)
cold only 55 times
CIFI 35 times
CILI 11 times
Madawc the thrower: always lightning immune (100 LR, always breakable with LR charges unless boosted by LE or spectral hit mods)
light only 22 times
FILI 10 times
CILI 18 times
Talic the whirler: always FI (110 FR, not breakable by LR charges):
fire only 33 times
FILI 14 times
FICI 3 times
With bad rolls (all three are dual-immune, have boosted resists, manaburn thrower or LE, nasty auras, etc.) , I think Megara is simply dead. But it doesn't seem to happen too often that there is a terrible combo. Usually, I'm happy to wimp out and reroll via TP multiple times to get something nonthreatening but that will not be an option in this deathmatch scenario.
LI is quite important at /players 8, because if they aren't LI, static will get them down to /players 4-ish levels quite quickly, and that is a huge help. The survivability of the merc will be crucial, and at this point he's noticably more fragile on /players 3 Meph runs versus /players 1 ones, so he's got a long way to have a chance of holding up to /players 8 Ancients. Life Tap charges may be helpful there but I think LR will be a better use of switch.
And LR charges will be very important if there are high resists but not immune. A 90% resist will be reduced to 49%, basically speeding up the kill by a factor of 5, which would be huge. The 70% to 29% reduction is still a factor of 2.5, and 50% (if I'm fortunate enough to see that!) will go down to 9% which is not quite doubling of speed. These are for non-cold elemental damage, of course, as cold mastery means the main thing is broken or not. And the LR won't have any effect on that.