Nomad_oWn,Dec 3 2003, 03:01 AM Wrote:2) No resistances Now bear with me because I'm not an expert when it comes to reading the text files
Its possible that they bult in resistances in 1.10 similiar to the way they handle merc resistance- by level.
In skills.txt for each type is reads
aurastat1 = fireresist = "min(In78,85)"
similarly for cold, lightning and poison
Param7 = resist = 0
Param8 = resists per level = 5
Think that means 5% resist per level you have in that particular skill, capped at 85%. (ie skill level 17). (Originally spotted by Tiamat over at the Basin)
Now that's interesting because a traditional tactic has been to use a Grizzly bolstered by points in Dire Wolf. Looks like in this version you'd want points in Grizzly so that it gets the resists
Skills items should count so 12 in Grizzly with +5 skills should hit the max
Another interesting thing is that they get the itemarmour_percent bonus to defence from points in Spirit Wolf. Zath said elsewhere that this bonus multiplies the skill_ defence bonus given by Shout and Defiance. So maxxed Spirit Wolf plus a Defiance merc might lead to some pretty durable minions, especially if you party with a Barb and give them 85% resists too
Edit: afterthought: I'm not sure how their poison resist works. Maybe it works like monsters or maybe like players
Eg 1000 poison over 10 secs
1) resist works likes players => 150 poison over 10 secs
2) resist works likes monsters => 22.5 poison over 1.5 secs
Has anyone noticed if the poison length seems short for a well-developed Summons?