01-17-2004, 03:53 AM
(This post was last modified: 01-17-2004, 03:56 AM by Crystalion.)
Quote:I am pretty sure summon resist applies to poison as well.A quick mod test, making slvl 1 summon resist start at 100% shows poison is included (pvp poison nova, before summon resist known, after summon resist known but before new summon, after known and new summon... no/no/yes, confirming summon resist is applied at time of summoning and that poison is included).
Quote:Summon Resist is handled separately from normal resistances, this is why you MUST have slvl 12 salvation to make them fully triple immuneWell, you can't rely on the LCS⢠(e.g. my immune to poison golem above did not cursor as such). I've not done a Iron Golem from paly resist or diamond shield lately, but my recollection is that those indeed factor in the summon resist (i.e. it does add, unlike what you're saying here).
However this is easy to test, so I've done so. v1.10 3 player lan, -act 5 clvl 33 paly, necro, sorc, unmodded. necro with 39% summon resist partied with 60% salvation paly produces a blood golem that does freeze to slvl 20 ice blast, but only briefly, taking very little damage. 44% summon resist and the BG does not even blink blue or pause and takes no damage.
So a more likely theory as to the 50% poison resist for the base BG in monstats.txt not adding to summon resist for immunity would either be that I make a mistake, or that, perhaps, summon resist sets the initial resist, overwriting the base 50 stat from monstats completely. An obvious way to test this would be to make blood golems, like andarial, have -50% resist, and summon resist 100% and test for non-SR extra vulnerability and SR immunity (i.e. the expected result if monstats.txt is used, but SR overwrites it).
Unfortunately I've been doing overmuch testing today, so I don't feel like doing this simple test, atm.
Quote:I believe Jarulf has said that the fire absorb on a fire golem is not like player fire absorb either-- it is not related to the golem actually taking damage. I am pretty sure he is right, as I have seen my fire golem get healed nearly instantly from big fire damage sources.Interesting. I'll have to tack this onto the end of my testing "to do" list. Not what I'd have expected from reading numerous posts about the v1.10 FG nerf.
Quote:What is this about Fade on an iron golem? What level is it? When is it active? Where did you learn about this?I played during v1.10 beta, when it was obvious, because the IGs were ethereal. The fade ref. is still in the mpq, but I'm not sure it is still active (i.e. not sure if they disabled it completely, or just the appearance of ethereality). It should be easy to test, as I can set the power of the fade to make the IG immune if he is indeed getting it (just not the appearance).
But I'm afraid, despite doing hours of testing today, that my "to do" list for testing is longer than when I started the day. I'd kinda like to play a bit instead. :D
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"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits