I would like to add a correction and even more confusing thing. I wrote magic resistance for the unique boss modifier, but I meant magic resistant. Magic Resistance (%) is actually something that can be crafted onto safety shields and reduces % of magic damage taken (the magic damage source type). This is similar to Damage Reduced % which only reduces physical damage...because the name so CLEARLY states that... So ya... Damage Reduced % = physical dmg Magic Resistant = Cold/Fire/Light Magic Resistance % = Magic dmg Got it?
I would love to see you do a tier list of items for trading. Maybe separate it into three videos of normal, exceptional and elite. Perhaps its already been done by you or someone else but I didnt find anything.
And don't forget "all resistances", which covers F/C/L/P and *not* physical or magical damage. Except for Salvation, which doesn't work for poison damage either.
I can tell you exactly how magic works in Diablo 2. You start up the game, you create a character, you hear the rogue encampment music, you speak to the characters in the camp, you kill your first few mobs, you level up... congratulations, you have been enchanted by the magic of Diablo 2 =)
Great video. To add to the hilarity of MDR, it can ALSO reduce physical damage; if you couple it with any amount of PDR and the source of damage deals both types, MDR will apply to the physical damage as well. Strange game lol
Yeah been playing the game for years and I feel like players really underestimate PDR and MDR. if you get even just like 10 of each you end up taking SOOO much less damage. Really good on sorcs for example.
I hope they are brave enough to rewrite some of the spell descriptions to make the differences between these more clear in-game for D2:R. Conviction should specify elemental damage for example. Lower Res should list it's damage types. Magic damage should probably just be renamed entirely but maybe that's a step too far
Agreed, it seems like specifying between "Elemental", "Poison" and "Magic" would cover all bases. Some effects might get wordy but they can either do something clever with advanced tooltips, or just commit to have some wordiness for clarity.
@@Phaxey "magic" is magic, "sorcery" is the fire/cold/lightning, "elemental" is the all natural things (fire, cold, lightning, poison). So renaming the chart: magic immune, sorcery resistance, conv, elemental resistance, arcane (all the stuff sorcerers can do) dmg reduced, magic absorb. This is the best I got.
@@Phaxey The name of the skill is fine, basically, since it lowers the resistance of everything, almost. The description when you mouse over is a bit weird. I think nobelphoenix gave a good option for that. However, I could very well be wrong in remembering but I do remember even Blizzard talking about physical resistance, which might be the phys dmg red % but is as unclear as everything else, and is not lowered by lower res, as far as I know.
I think pre patch 1.10 (I think it was) it was easier because there were no "magic immune" monsters. So we got in the habit of knowing magical sources and resistance monsters are resistant to Cold/Fire/Light. Blessed Hammer and Bone skills were pure damage called "magic damage". So then later they added "magic immune" which made the whole thing more complicated.
@@Danlovar It is actually pretty good honestly. The later patches were really aggressive about nerfing the top builds and drops rates around duping etc, so in SP the game can feel a little unfair.
something not discussed by llama, magic resistance (safety shields) (not to be confused with magic resistant, the monster enchantment, which is what llama wrote as "magic resistance") also only applies to the magic damage type
Ah yes good point. A very rare thing to ever see but technically magic resistance from safety shields is different from magic resistant lol. So ridiculous
5:30 I think this would work better if magic resistance is renamed to something like elemental resistance. You're left with a magic damage-type resist and an elemental damage-type resist. It is also better to say magic damage-type (and physical) pierces "lower resistance" types and spells. Finally with magic damage resistance, rename it to elemental (or non-physical? lol) reduced since it is the (literal) physical damage-types that pierce this reduction.
This is why Fire/Wind Druid are so nice, they have a large Phys component to their spells so you can deal with most immunes without needing to do anything weird
I think you should add for completeness that bosses which are fire/lightning/cold enchanted gain additional resistance (50% I believe) to that element; which is why some bosses have up to two immunities where they normally have only one. Conviction can possibly break these "secondary" immunities (and possibly even the "primary" ones) but it will work at only 20% of its efficiency in that case (it's the same story with AD and physical damage; which is why you can't break Korlic's PI with AD if he is stone skin since his base damage resist is 70: 70 + 50 - 20 is 100).
alot of the old terms the devs did never really were properly explained. Like “damage reduction%” that are found on stormshield, shako, coa, ber runes... is actually “physical” damage reduction %. And then funny thing... in a VERRRY old classic patch, lower res actually used to lower “magic resistance” too. So your bone spears/spirits would get buffed with that curse. And they really needed to change “magic damage and magic immune” to “non elemental magic damage/immune” cause thats what it technically is.
There's also crafted Monarchs which give 5-10% magic damage resistance, which is the only source of percentage resistance against magic, e.g. BH and BS kind of damage.
Complete sidebar but it just hit me based on the title, ever think about doing lore videos on Diablo? I’ve been a supporter for a long time, I know how much you love these games, it just hit me funny- oh wait why not some lore too?, Anyway, I’m sure you’ve already thought of it and I respect your focus for whatever it is you want to do. It just seemed like a great fit. Out of side bar: Jesus this one was extremely helpful and detailed. Such a great resource for this game man, I swear.
are you nuts? Llama already has all this knowledge worked out of strategies for pounding dudes and killing bosses and maps and items and runewords and leveling. if you add lore to that his head will explode. lore on Izual? well he thinks Tyreal was a fool, i dont know why....the horodrim ancients? some group of old dudes...
@@dominrael8658 Haha I figured as much myself, trust me. I just can’t think of anyone else who I would go to for anything and everything Diablo related.
Diablo Math... not even once. I remember deep diving into it back in the day and I must've looked like those 'before and after drugs scenarios' because my parents asked if I would need tutoring for the lessons I was stuck on. I still have close to no understanding of how attack rating works to determine if you hit, or how exactly those enhanced damage, + damage, add damage, damage from skills, damage from items on different pieces of equipment weigh in its equation. Honestly, the attack speed calculations seem childplay compared to those things, at least we have calculators for it.
Maybe you can call Elemental Magic to Cold/Light/Fire. Just an idea that came to my mind while watching. It is nice to see these kind of explanation on yt. Nice vid as always!
!!WARNING!! Opinionated comment incoming... As a Barbarian I always had to worry about physical immunes. Once I switched to a sorceress, I still have to worry about monsters immune to the damage I am dealing, but at least my mercenary can handle them... or I can teleport around those monsters. I also believe that magic damage can be stacked up easier than physical, making it great for situations where you need a lot of damage/a higher kill speed.
But at the same time ED is very easy to stack and acquire (ohm/max jewel grinding though...) compared to magic where you usually want skillers and facets (again, pretty tough for the latter). And to break immunities you just use amplify which works almost every time. While for elemental you need to get Infinity&Lower resist, and that still doesn't penetrate a lot of stuff. Well, and PD2 really did spoil me with the ease of phys immune breaking where a single Battle Cry (built-in in CTA) can do the job. And of course Whirlwind applying % to cast skills.
They should've just called the "magic" damage type "spirit" or "arcane" or something, that would've made it a little clearer. Also treat Poison & Spirit/Arcane the same as the other magical damage types for buffs and debuffs.
I really wish there was a curse or aura that reduces actual magic dmg resistances so bone spear would hit harder. Even lvl 30 curse Lower Resist doesnt actually reduce the necro's main damage source - magic... So unfair for the necro like idk what they were thinking. :((
@@kevinstefanov2841 Ok, you are right, even the knights have 25%. I confused it with there being no "default" mdr in hell as compared to the default 50% pdr in hell.
Yeah it is unfortunately side effect of the last few patches nerfing magic damage for a meta shift. If they kept working on the game they probably would have adjusted it to more like the other damage types and feel a bit better. I actually fine bone necros a bit sub par because you need to go REALLY hard into syngeries to get good feeling damage. you are extremely safe though with bone wall, and CE is amazing so it has its advantages.
It has to do with resistances, there are just alot more high poison res/poison immunes in the game. (Even if you break an immunity with say lower res, they can still have like 98% resistance so it still isnt worth powering through) and it is PROBABLY good balance. Magic damage is the one that is op and probably a mistake.
So, how does magic damage work in pvp? Hammers, for example do over 10k min dmg easily which is higher than any amount of HP you could realistic get in the game. Yet for some reason, it almost never one hit kos in pvp. What reduces the damage so much in PVP?
You actually are wrong about magic resistance. It only gives resistance to actual "magic" type. Gear wise there is only 1 piece with magic resistance - Safety Shield. But a lot of monsters have Magic Resistance (which is what makes Magic Immunity) What you are confusing it with is the Magic ResistANT mod on monsters, which does in fact give resistance to cold\fire\lighting.
So poison is technically the best source of damage in the game? But I’m guessing since it’s DOT based that magic and physical are actually superior and easier to negate/bypass enemies resistances? I would like to see a list like this for both offense and defense (a set up similar to Pokémon type/element charts).
Most melee speed running strategies involve socketing an item with tal runes (75 pdamage over 5 sec) and using hit n' run tactics or using a poison related ability, but late game hell tends to have more specifically poison immunes and physical damage scales better due to interaction with conviction, except for poison nova Necro (lower res ability). Poison is the best source of damage but only particularly in the early game (normal-nightmare).
@@WestWrestling06 Given the best items in the game, physical damage is better, but magic damage builds require less items to get going for late hell and ubers.
Sooooo, is damage reduced % counted as physical resistance? And when is dmg and magic dmg reduction applied, before or after resistances? How does any of that work with energy shield? Does it share the resistances you have or does it ignore them completely? Is dmg reduced calculated before or after the shield and resistance modifiers and is that the same for dmg reduced %? When energyshield or boneshield or that windy shield _absorb_ dmg, which types of damage do they absorb and does the absorbed dmg increase the life or mana of the shields or the character like other absorb does?
If doesnt specify the damage type it JUST applies to phys. This is true for everything in the game "Enhanced damage", "Damage reduced by" etc. Reduction is applied after resistances, so it is actually pretty nice. ES does use resistances and reduced damage the same way as health but there is another complicated component to it with the telekinesis synergy. Bone armour ONLY applies to phys and Wind Armour ONLY applies to fire/cold/lightning, both are a flat reduction after everything else. For the weird ES thing with telekinesis. ES treats Phys and Elemental damage differently. Phys works EXACTLY like health. For Elemental damage it removes WAY more mana than you would take health, and each hard point into TK improves that ratio. Example (with made up numbers) ES with no synergy: You would take 100 fire damage, instead you loose 300 mana. ES with max synergy: You would take 100 fire damage, instead you lose 100 mana. Overall ES is very hard to make work well so most sorcs dont bother with it, it can also lead to lots of deaths while teleporting (because you can take a stray hit and loose all your mana, stopping you from teleporting away) with the right gear and playstyle it is viable though.
The real question is are things like not % based phy or mag reduction stats worth anything. Like mag dmg reduce on spirit shield. Or do you take 1000 dmg and reduce it by 12 ?
All the flat damge reduction happens after everything else (like resistances) and you often take multiple sources of smaller damage rather than 1 big hit, so it can be extremely effective. (there is a bit of screwing math that makes it better too but this is all you need to know) getting 30 + flat reduction is very noticable, and getting a little early on is also extremely noticeable.
@@alanhersch4617 All flat damage reduction comes first (well, after energy shield and bone armor, but those are exceptions), before resistances. What comes last is flat absorb. Both can be situationally very powerful, but different. The full sequence is PDR/MDR -> %absorb -> resistances/%dr -> flat absorb
So maybe I'm weird but it totally makes sense to so there is damage that comes from pure magic and damage that comes from magic types pure magic is your unique magic that damages and magic types is your cold fire light ECT. Unique magic IE blessed hammer, bone spear. Magic resistance would be resistance to magic types but not pure magic because pure magic is a unique spell not bound by a class of magic. It also make sense that lower res would or could lower poison as well because it does not specify that that lowering of red is confined to magic so it is not that low res is lower res because of magic damage but lower res to all forms of damage that is not physical and poison is not physical magical. Magic absorb makes sense too that it is referring to absorbing pure magic damage when you think of it in terms of pure magic IE spells not bound by a class or type of magic unique in its application of damage apposed to the thousands of ways to create damage through a spell utilizing fire. Than it makes sense.
So the most effective kind of damage is Poison damage, because not only does it become more powerful from Lower Resistance, but it also has no weaknesses. Poison Necro = most powerful character in the game! Gotcha.
Not quite, more things in the game have higher poison res so it can be a bit annoying. Hammderdin (which deals pure magic) is the best in terms of damage type. The only relavant magic immunes in the game are undead (and paladin has holy bolt which that can kill them because of other weird mechanical reasons) Poison necro is a pretty clean second though. Here is a list of the resistances in the game (and thus the immune ones as well) diablo-archive.fandom.com/wiki/Immune_Monsters_(Diablo_II)
I believe so yes, but AFAIK there isnt any source of Magic Resistant for players, just magic damage reduction. Mobs can have an affix that gives magic resistance though and yes, that stacks like this.
It stack pretty well. You dont want to go out of your way for MDR or PDR, but anything else that is good anyways and has that tacked on is great! Also Gladiators Bane actually has a pretty high number there. Think of this way, when you get hit by say 10 things quickly, you are taking 150 less damage total for them, it is pretty good actually. (and the math is actually a little weirdier than that making it even better but not worth delving into that here)
Yeah, my questions was pointed at if the values displayed on items with regard to absolute DR are true for hell difficulty. In Diablo 1, there was one armor that had -6 damage taken from attacks and afair in D1, that value referred to normal difficulty while the actual DR in hell difficulty was higher than indicated in the item stats, making said armor more useful than the item stats suggested.
Can you explain how Magic Damage reduced works ? f.e. Magic Damage Reduced By 9 on viper. Does it mean that if somebody hits you for 1000 dmg you get 991 dmg ?
Yes that is how it work! (For the elemental damage sources and Rare magic Damage) Keep in mind for the elementals this applies AFTER your resistance. So lets say you would take 1000 fire damage, but have 75 fire res. You would take only 250 fire damage - your MDR, and that is why it ends up pretty effective to have MDR, (and most things in the game deal much less than 1000 damage)
Using Paint for a spreadsheet... Llama's kind of magic.
If it ain't broke
I would like to add a correction and even more confusing thing.
I wrote magic resistance for the unique boss modifier, but I meant magic resistant. Magic Resistance (%) is actually something that can be crafted onto safety shields and reduces % of magic damage taken (the magic damage source type).
This is similar to Damage Reduced % which only reduces physical damage...because the name so CLEARLY states that...
So ya...
Damage Reduced % = physical dmg
Magic Resistant = Cold/Fire/Light
Magic Resistance % = Magic dmg
Got it?
No... can i kick a Diablo creator?
Really "Magic Resistant" should be called "Elemental Resistant"
I would love to see you do a tier list of items for trading. Maybe separate it into three videos of normal, exceptional and elite. Perhaps its already been done by you or someone else but I didnt find anything.
*raises hand* So... when is the test for this going to be?
And don't forget "all resistances", which covers F/C/L/P and *not* physical or magical damage. Except for Salvation, which doesn't work for poison damage either.
Llama's proficiency in MS Paint is just impressive.
Iys all the plus to level gear :)
Maybe he's never heard of Softmaker Office? (i.e. the free clone version of MS_Office).
Shame hes too stupid to understand the term Elemental resistance.
@@forestcityfishing4749 lmao
I can tell you exactly how magic works in Diablo 2.
You start up the game, you create a character, you hear the rogue encampment music, you speak to the characters in the camp,
you kill your first few mobs, you level up... congratulations, you have been enchanted by the magic of Diablo 2 =)
Wholesome!!
I petition we induct this graph into the library of congress
Alternative title: How the term "arcane damage" came into prominence in the early 2000's
Great video. To add to the hilarity of MDR, it can ALSO reduce physical damage; if you couple it with any amount of PDR and the source of damage deals both types, MDR will apply to the physical damage as well. Strange game lol
Yes but I love it and wouldn’t change a thing 😂
Do you have to couple it on the same item to make this work? or just 1 PDR on a piece is enought to get full MDR elsewhere
@@daalyberjah8364 Doesn't have to be on the same item!
Yeah been playing the game for years and I feel like players really underestimate PDR and MDR. if you get even just like 10 of each you end up taking SOOO much less damage. Really good on sorcs for example.
I hope they are brave enough to rewrite some of the spell descriptions to make the differences between these more clear in-game for D2:R. Conviction should specify elemental damage for example. Lower Res should list it's damage types. Magic damage should probably just be renamed entirely but maybe that's a step too far
I agree. I feel it's wrong to remake an old game for a completely new generation of people and to mislead them with such poor descriptions.
Call it Arcane damage and done like WoW did
Agreed, it seems like specifying between "Elemental", "Poison" and "Magic" would cover all bases. Some effects might get wordy but they can either do something clever with advanced tooltips, or just commit to have some wordiness for clarity.
So Magic Resist should be called Elemental resist.
true, no more "" when he talks about magic res xD
I thought the same, but it still doesn't provide at solution for poison in "Lower res"
@@Phaxey "magic" is magic, "sorcery" is the fire/cold/lightning, "elemental" is the all natural things (fire, cold, lightning, poison). So renaming the chart: magic immune, sorcery resistance, conv, elemental resistance, arcane (all the stuff sorcerers can do) dmg reduced, magic absorb. This is the best I got.
Was gonna say the exact same thing
@@Phaxey The name of the skill is fine, basically, since it lowers the resistance of everything, almost. The description when you mouse over is a bit weird. I think nobelphoenix gave a good option for that.
However, I could very well be wrong in remembering but I do remember even Blizzard talking about physical resistance, which might be the phys dmg red % but is as unclear as everything else, and is not lowered by lower res, as far as I know.
I think pre patch 1.10 (I think it was) it was easier because there were no "magic immune" monsters. So we got in the habit of knowing magical sources and resistance monsters are resistant to Cold/Fire/Light. Blessed Hammer and Bone skills were pure damage called "magic damage". So then later they added "magic immune" which made the whole thing more complicated.
Pre 1.10 must be a warm experience.
@@Danlovar It is actually pretty good honestly. The later patches were really aggressive about nerfing the top builds and drops rates around duping etc, so in SP the game can feel a little unfair.
Been playing this game on and off for like 15 years and yet I'm still learning new things. Way to go teacher Llama!
something not discussed by llama, magic resistance (safety shields) (not to be confused with magic resistant, the monster enchantment, which is what llama wrote as "magic resistance") also only applies to the magic damage type
Ah yes good point. A very rare thing to ever see but technically magic resistance from safety shields is different from magic resistant lol. So ridiculous
5:30 I think this would work better if magic resistance is renamed to something like elemental resistance.
You're left with a magic damage-type resist and an elemental damage-type resist. It is also better to say magic damage-type (and physical) pierces "lower resistance" types and spells. Finally with magic damage resistance, rename it to elemental (or non-physical? lol) reduced since it is the (literal) physical damage-types that pierce this reduction.
Forgot to mention Corpse Explosion, which is half fire based, and half physical, so both amp damage/decrep and/or anything lowering fire res helps :)
Druid: Molten Boulder same thing
he covered how fire damage and physical damage gets affected.
@@kipz true, but it's worth mentioning instances of both mechanics where either debuff type would help.
This is why Fire/Wind Druid are so nice, they have a large Phys component to their spells so you can deal with most immunes without needing to do anything weird
Fun fact, magic immune monsters also can't be fooled by card tricks.
The game's history is reflected in its mechanics, ideas built upon ideas sometimes contradicting each other. Its a beautiful patchwork.
wtf... they should have just called the first 3 elemental dmg (maybe with poison as a separate thing)
I think you should add for completeness that bosses which are fire/lightning/cold enchanted gain additional resistance (50% I believe) to that element; which is why some bosses have up to two immunities where they normally have only one.
Conviction can possibly break these "secondary" immunities (and possibly even the "primary" ones) but it will work at only 20% of its efficiency in that case (it's the same story with AD and physical damage; which is why you can't break Korlic's PI with AD if he is stone skin since his base damage resist is 70: 70 + 50 - 20 is 100).
That is a nice "paint chart" I particularly like the little x outside the box 🙃
Just when I thought I had fully understood D2 MrLlama decides to give me a migraine 😓
I feel they need a board meeting just to discuss this.
Diablo 2 stand up comedy should be a thing. This was so good!
Cold elemental magic, Fire elemental magic, Lightning elemental magic, Poison magic, Force magic.
MI -> "Force magic immune"
MRes -> "Elemental resistance"
LowRes -> (1st entry) "Elemental resistance" + (2nd entry) "Poison resistance" as two separate lines
MDR -> (1) "Elemental resistance" + (2) "Force resistance"
Problem solved. But Lucas Arts/Star Wars might get uppity lol
if you substitute magic(fir/ice/light) to elemental, then it will make way more sense
alot of the old terms the devs did never really were properly explained.
Like “damage reduction%” that are found on stormshield, shako, coa, ber runes... is actually “physical” damage reduction %.
And then funny thing... in a VERRRY old classic patch, lower res actually used to lower “magic resistance” too. So your bone spears/spirits would get buffed with that curse.
And they really needed to change “magic damage and magic immune” to “non elemental magic damage/immune” cause thats what it technically is.
5:13 I thought I was ready for anything. I was wrong :(
Using paint was a great subtle troll. Well done
It been a long since the last time I could get you on a stream Alex (work is killing me right now). Im glad to see you are doing good!!!!!
what it shows is that magic damage and poison damage are pretty strong types
There's also crafted Monarchs which give 5-10% magic damage resistance, which is the only source of percentage resistance against magic, e.g. BH and BS kind of damage.
Complete sidebar but it just hit me based on the title, ever think about doing lore videos on Diablo?
I’ve been a supporter for a long time, I know how much you love these games, it just hit me funny- oh wait why not some lore too?,
Anyway, I’m sure you’ve already thought of it and I respect your focus for whatever it is you want to do. It just seemed like a great fit.
Out of side bar:
Jesus this one was extremely helpful and detailed. Such a great resource for this game man, I swear.
are you nuts? Llama already has all this knowledge worked out of strategies for pounding dudes and killing bosses and maps and items and runewords and leveling. if you add lore to that his head will explode. lore on Izual? well he thinks Tyreal was a fool, i dont know why....the horodrim ancients? some group of old dudes...
@@dominrael8658
Haha I figured as much myself, trust me. I just can’t think of anyone else who I would go to for anything and everything Diablo related.
MrLlama laying down the MsPaint LAW! Gotta love the wisdom behind it!
Diablo Math... not even once.
I remember deep diving into it back in the day and I must've looked like those 'before and after drugs scenarios' because my parents asked if I would need tutoring for the lessons I was stuck on. I still have close to no understanding of how attack rating works to determine if you hit, or how exactly those enhanced damage, + damage, add damage, damage from skills, damage from items on different pieces of equipment weigh in its equation. Honestly, the attack speed calculations seem childplay compared to those things, at least we have calculators for it.
Don't even get us started on Defense...
lol fuck all that i just load my char with items with the high amount of the suffixe i want to my char to have, and pray for it to be good enough
Llama's paint skills are also magic
Maybe you can call Elemental Magic to Cold/Light/Fire. Just an idea that came to my mind while watching. It is nice to see these kind of explanation on yt. Nice vid as always!
Thank you! When D2R comes out I will be better prepared. Haven't played D2 since I was 7 years old!
Lower resist makes sense to lower poison resist, since the necro uses more poison than anyone else. Still, coulda used different terms.
!!WARNING!!
Opinionated comment incoming...
As a Barbarian I always had to worry about physical immunes. Once I switched to a sorceress, I still have to worry about monsters immune to the damage I am dealing, but at least my mercenary can handle them... or I can teleport around those monsters. I also believe that magic damage can be stacked up easier than physical, making it great for situations where you need a lot of damage/a higher kill speed.
But at the same time ED is very easy to stack and acquire (ohm/max jewel grinding though...) compared to magic where you usually want skillers and facets (again, pretty tough for the latter). And to break immunities you just use amplify which works almost every time. While for elemental you need to get Infinity&Lower resist, and that still doesn't penetrate a lot of stuff.
Well, and PD2 really did spoil me with the ease of phys immune breaking where a single Battle Cry (built-in in CTA) can do the job. And of course Whirlwind applying % to cast skills.
Well you could use the skill berserk for phy immunes
@@derfloh8986 You dont even need that many points into it, highly recommend.
@@alanhersch4617 its even kind of a one point wonder
This is literally a great video. Thanks llama
Imagine the Blizzard North meeting where this is what they thought would be the best way to do it
They should've just called the "magic" damage type "spirit" or "arcane" or something, that would've made it a little clearer. Also treat Poison & Spirit/Arcane the same as the other magical damage types for buffs and debuffs.
Can't wait for this guy to revitalise his channel with Resurrected
Jesus Christ get this man a copy of Microsoft Excel... lol
That’s a magical video 🧙♂️ Mr Lhama
Does Damaged reduced by X reduce both phys and magical damage? I have a vague memory of that being a thing.
no, only phys
I really wish there was a curse or aura that reduces actual magic dmg resistances so bone spear would hit harder. Even lvl 30 curse Lower Resist doesnt actually reduce the necro's main damage source - magic... So unfair for the necro like idk what they were thinking. :((
But I think magic damage has the advantage of monsters have no base resistance to it in hell, except the magic immunes.
@@MrPeperoni79 not true, some mobs do have base magic resistance such as the mages in chaos sanctuary
@@kevinstefanov2841 Ok, you are right, even the knights have 25%. I confused it with there being no "default" mdr in hell as compared to the default 50% pdr in hell.
Yeah it is unfortunately side effect of the last few patches nerfing magic damage for a meta shift. If they kept working on the game they probably would have adjusted it to more like the other damage types and feel a bit better. I actually fine bone necros a bit sub par because you need to go REALLY hard into syngeries to get good feeling damage. you are extremely safe though with bone wall, and CE is amazing so it has its advantages.
Thanks. Saved that grid for reference.
But what enemies deal “magic” damage though?
I am confused
Would be such easier if they named "Elemental Resistance" instead of "Magic Resistance" for uniq mobs abilities.
They should have used "elemental resistance" at some point lol.
please tell me there's no quiz after this lesson....
You forgot to mention magic resistance on PLAYERS (only found on crafted shields), that affects only magic damage (bone spear, blessed hammer etc.).
Now you know which class and to go for in D2R
Necromancer or Paladin is the way to go
How the heck did @mrllamasc figure this out in the first place?! So confusing.
I always think of the magic type damage as being force damage from D&D
On paper, Poison should be the most OP damage type, but it's not. Can't tell if that's good balance or bad balance.
It has to do with resistances, there are just alot more high poison res/poison immunes in the game. (Even if you break an immunity with say lower res, they can still have like 98% resistance so it still isnt worth powering through) and it is PROBABLY good balance. Magic damage is the one that is op and probably a mistake.
and magic find doesnt affect any of them? weird game
So, how does magic damage work in pvp? Hammers, for example do over 10k min dmg easily which is higher than any amount of HP you could realistic get in the game. Yet for some reason, it almost never one hit kos in pvp. What reduces the damage so much in PVP?
All I know is that the way MrLlama explains things is magic :)
5:00 Llama : “Is that make sense?”
Me: No but yeah I guess
Seems like they should have changed “magic resistance” to “elemental resistance.”
You actually are wrong about magic resistance. It only gives resistance to actual "magic" type. Gear wise there is only 1 piece with magic resistance - Safety Shield. But a lot of monsters have Magic Resistance (which is what makes Magic Immunity)
What you are confusing it with is the Magic ResistANT mod on monsters, which does in fact give resistance to cold\fire\lighting.
I think he meant this but forgot about/didnt mention the magic resist gear (it is a very uncommon mod)
@@alanhersch4617 that's exactly what i am saying but by not being specific and accurate people might get confused even more
Gj llama.... now i am more confused than before
So poison is technically the best source of damage in the game? But I’m guessing since it’s DOT based that magic and physical are actually superior and easier to negate/bypass enemies resistances?
I would like to see a list like this for both offense and defense (a set up similar to Pokémon type/element charts).
Most melee speed running strategies involve socketing an item with tal runes (75 pdamage over 5 sec) and using hit n' run tactics or using a poison related ability, but late game hell tends to have more specifically poison immunes and physical damage scales better due to interaction with conviction, except for poison nova Necro (lower res ability). Poison is the best source of damage but only particularly in the early game (normal-nightmare).
@@liberphilosophus7481 oh ok, thanks for the explanation. So over all what would come out on top, physical or magic damage?
@@WestWrestling06 Given the best items in the game, physical damage is better, but magic damage builds require less items to get going for late hell and ubers.
@@liberphilosophus7481 thats good to know, thanks for responding. Used to play this game when I was 10. There is so much to learn lol.
Should've called fire cold and light elemental damage and everything except phys spell damage.
so how the magic sunder charm works actually, is there a video that explains it, bot for monsters, and the player whos carrying it?
Sooooo, is damage reduced % counted as physical resistance? And when is dmg and magic dmg reduction applied, before or after resistances? How does any of that work with energy shield? Does it share the resistances you have or does it ignore them completely? Is dmg reduced calculated before or after the shield and resistance modifiers and is that the same for dmg reduced %? When energyshield or boneshield or that windy shield _absorb_ dmg, which types of damage do they absorb and does the absorbed dmg increase the life or mana of the shields or the character like other absorb does?
If doesnt specify the damage type it JUST applies to phys. This is true for everything in the game "Enhanced damage", "Damage reduced by" etc. Reduction is applied after resistances, so it is actually pretty nice. ES does use resistances and reduced damage the same way as health but there is another complicated component to it with the telekinesis synergy. Bone armour ONLY applies to phys and Wind Armour ONLY applies to fire/cold/lightning, both are a flat reduction after everything else.
For the weird ES thing with telekinesis. ES treats Phys and Elemental damage differently. Phys works EXACTLY like health. For Elemental damage it removes WAY more mana than you would take health, and each hard point into TK improves that ratio. Example (with made up numbers) ES with no synergy: You would take 100 fire damage, instead you loose 300 mana. ES with max synergy: You would take 100 fire damage, instead you lose 100 mana. Overall ES is very hard to make work well so most sorcs dont bother with it, it can also lead to lots of deaths while teleporting (because you can take a stray hit and loose all your mana, stopping you from teleporting away) with the right gear and playstyle it is viable though.
So does a Sorceress gain anything from a Black Cleft Sunder Charm?
This explanation was “magical”
mr lama you should found a science called diablology!! you are the best
I doubt Brevik passed this to the Mother test :)
So if you had MDR and have Conviction used against you, does it lower the reduction granted by MDR?
It seems like they could have made this a lot easier by just referring to non elemental magic as non elemental magic.
Wait. But stone skin also affects magic damage.
Conviction also reduces monster defense. Does that also impact physical damage? Or is that negligible?
Defense is ONLY used for hit chance from attacks, not damage. (Yes this make no sense, Defense is just Evasion Rating not Armour)
never had i problem with it playing d2 years ago, was 'logical'
I agree that Excel is overused in the world, but I think for this application it would have been fine...
so 'magic resistance' should be called 'elemental resistance' and then we're good?
eh, I hoped it would be a video about the lore explanation of all the magic
They should call "Elemental" the group of Cold, Fire and Light damage types.
Or call it Sorceress Damage. Name the school she went to. And refer to the damage by the school name. That makes it clear.
But there is an item that you can craft that has 10% magic resistance, which I think is for magic dmg like hammers and bone spear.
Ya forgot to add that from safety shields lol.
Conviction also reduces physical res, does not it?
no, it does not.
no but it does have a -def%
The real question is are things like not % based phy or mag reduction stats worth anything. Like mag dmg reduce on spirit shield. Or do you take 1000 dmg and reduce it by 12 ?
PDR builds can be amazing thanks, and can make you nearly immune to physical damage. It isn't too hard to stack over 100 PDR.
All the flat damge reduction happens after everything else (like resistances) and you often take multiple sources of smaller damage rather than 1 big hit, so it can be extremely effective. (there is a bit of screwing math that makes it better too but this is all you need to know) getting 30 + flat reduction is very noticable, and getting a little early on is also extremely noticeable.
@@alanhersch4617 All flat damage reduction comes first (well, after energy shield and bone armor, but those are exceptions), before resistances. What comes last is flat absorb. Both can be situationally very powerful, but different. The full sequence is PDR/MDR -> %absorb -> resistances/%dr -> flat absorb
Ever noticed how the sorceress intro description spells "magick" ?
So is there magick resistance too? Or just magic resistance?
Conviction also lowers defense/physical res doesn't ist?
You could have just said "Magic Resistance = Element Resistance, Poison is not an Element"
Except it is considered one for Lower Resistance, which is kind of his point, the tooltipping is just bad. XD
wait, did you actually use your twitch voice in this video?
So maybe I'm weird but it totally makes sense to so there is damage that comes from pure magic and damage that comes from magic types pure magic is your unique magic that damages and magic types is your cold fire light ECT. Unique magic IE blessed hammer, bone spear. Magic resistance would be resistance to magic types but not pure magic because pure magic is a unique spell not bound by a class of magic. It also make sense that lower res would or could lower poison as well because it does not specify that that lowering of red is confined to magic so it is not that low res is lower res because of magic damage but lower res to all forms of damage that is not physical and poison is not physical magical. Magic absorb makes sense too that it is referring to absorbing pure magic damage when you think of it in terms of pure magic IE spells not bound by a class or type of magic unique in its application of damage apposed to the thousands of ways to create damage through a spell utilizing fire. Than it makes sense.
So the most effective kind of damage is Poison damage, because not only does it become more powerful from Lower Resistance, but it also has no weaknesses. Poison Necro = most powerful character in the game! Gotcha.
Not quite, more things in the game have higher poison res so it can be a bit annoying. Hammderdin (which deals pure magic) is the best in terms of damage type. The only relavant magic immunes in the game are undead (and paladin has holy bolt which that can kill them because of other weird mechanical reasons)
Poison necro is a pretty clean second though. Here is a list of the resistances in the game (and thus the immune ones as well) diablo-archive.fandom.com/wiki/Immune_Monsters_(Diablo_II)
Can you increase bone spear magic damage with charms or gear? Does that exist?
Best spreadsheet ever :P
The fact that people still talk about this game and its trolling mistakes 20 years later amazes me.
That s because d2 is a masterpiece
I thought it was because some people do not want to grow.
@@Danlovar nah
so 10% resist all plus 10% magic resist will result in 20% resist all elements???
I believe so yes, but AFAIK there isnt any source of Magic Resistant for players, just magic damage reduction. Mobs can have an affix that gives magic resistance though and yes, that stacks like this.
What does items with "magic damage reduce by X number" mean?
Becouse the number seems to be really low, or is a % of damage?
that'd MDR, it is the flat take off. The numbers are low but they can actually add up and be pretty nice, especially against tick damage
Are "Magic damage reduced by xx damage" like Gladiators Bane any good in hell, as that is an absolute an fairly low number instead of a percentage?
It stack pretty well. You dont want to go out of your way for MDR or PDR, but anything else that is good anyways and has that tacked on is great! Also Gladiators Bane actually has a pretty high number there. Think of this way, when you get hit by say 10 things quickly, you are taking 150 less damage total for them, it is pretty good actually. (and the math is actually a little weirdier than that making it even better but not worth delving into that here)
Yeah, my questions was pointed at if the values displayed on items with regard to absolute DR are true for hell difficulty. In Diablo 1, there was one armor that had -6 damage taken from attacks and afair in D1, that value referred to normal difficulty while the actual DR in hell difficulty was higher than indicated in the item stats, making said armor more useful than the item stats suggested.
@@MrPeperoni79 AFAIK that is not the case in d2 but I know flat DR is actually really good so that might be a factor.... hmm I will look into it.
What about fire/cold/lightning absorb on Dwarf Star/Ravenfrost/Wisp Projector compared to the say, The Rising Sun Amulet, Nightwings, Blackhorns face?
Those ones are straightforward. It is just flat damage reduced from the element it says. No shenanigans.
How much does it cost for Llama mspaint coaching session?
Can you explain how Magic Damage reduced works ? f.e. Magic Damage Reduced By 9 on viper. Does it mean that if somebody hits you for 1000 dmg you get 991 dmg ?
Yes that is how it work! (For the elemental damage sources and Rare magic Damage) Keep in mind for the elementals this applies AFTER your resistance. So lets say you would take 1000 fire damage, but have 75 fire res. You would take only 250 fire damage - your MDR, and that is why it ends up pretty effective to have MDR, (and most things in the game deal much less than 1000 damage)
Oh ohh ohhhh its magic .... whooooaaaa !
this is what ive learned today: poison OP
What does "OP" mean?
@@Danlovar overpowered
How is this Painting not hanging in the Louvre?