Difference between revisions of "Cold Resist"

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{{Mb|=Cold Resist}} modifies cold damage and cold or [[freeze length]] (including [[Freezes Target]]) by a percentage, after Magic Damage Reduced has been applied; CR -100% is the floor, while CR > 99% makes a unit [[Immune to Cold]] and prevents it from being chilled or frozen.  
 
{{Mb|=Cold Resist}} modifies cold damage and cold or [[freeze length]] (including [[Freezes Target]]) by a percentage, after Magic Damage Reduced has been applied; CR -100% is the floor, while CR > 99% makes a unit [[Immune to Cold]] and prevents it from being chilled or frozen.  
 
*Player and [[mercenary]] normally have a ceiling of CR 75%, but this can be increased to CR 95% by applying +% [[Maximum Cold Resist]] (although any excess can offset penalties that might otherwise reduce it below this ceiling). [[Difficulty]] level penalties of CR -40% in Nightmare and CR -100% in Hell (-20% and -50% respectively in [[Classic]] games) also apply to them.
 
*Player and [[mercenary]] normally have a ceiling of CR 75%, but this can be increased to CR 95% by applying +% [[Maximum Cold Resist]] (although any excess can offset penalties that might otherwise reduce it below this ceiling). [[Difficulty]] level penalties of CR -40% in Nightmare and CR -100% in Hell (-20% and -50% respectively in [[Classic]] games) also apply to them.
*It is only applied whenever a new source of cold or freeze length is applied, so removing it afterwards will have no effect on current length; adding it after a target is chilled or frozen will have no effect either.
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*It is only applied whenever a new source of cold damage or cold or freeze length is applied, so removing it afterwards will have no effect on current length; adding it after a target is chilled or frozen will have no effect either.
 
*Drinking a [[Thawing Potion]] after cold or freeze length has been applied will remove it.
 
*Drinking a [[Thawing Potion]] after cold or freeze length has been applied will remove it.
 
*Cold damage tends to be more moderate than lightning or fire, but in the absence of [[Cannot be Frozen]], resistance becomes more important to counter cold length or freeze length and its slowing of [[attack rate]] and [[movement speed]] (particularly for [[melee]] attackers).
 
*Cold damage tends to be more moderate than lightning or fire, but in the absence of [[Cannot be Frozen]], resistance becomes more important to counter cold length or freeze length and its slowing of [[attack rate]] and [[movement speed]] (particularly for [[melee]] attackers).
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<span style=font-size:90%><sup>1</sup> Each potion adds 30 seconds to the duration for which the bonuses apply (+10% [[Maximum Cold Resist]] is also applied)</span>
 
<span style=font-size:90%><sup>1</sup> Each potion adds 30 seconds to the duration for which the bonuses apply (+10% [[Maximum Cold Resist]] is also applied)</span>
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===Charm===
 
===Charm===
  
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|40
 
|40
 
|}
 
|}
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====Large Charm====
 
====Large Charm====
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|35
 
|35
 
|}
 
|}
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====Grand Charm====
 
====Grand Charm====
 +
{{Skill bonus}}
 +
|-
 +
|{{Warn|=-(70-90)%}}
 +
!align=left|[[Cold Rupture|{{U|=Cold Rupture Grand Charm}}]]
 +
|75
 +
|No (D2R only)
 +
|}
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{{Affix bonus}}
 
{{Affix bonus}}
 
|-
 
|-
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|30  
 
|30  
 
|}
 
|}
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===Any socket===
 
===Any socket===
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|}
 
|}
 
<span style=font-size:90%><sup>1</sup> Both prefixes are in the same [[affix]] group as [[Fire Resist]], [[Lightning Resist]] and [[Poison Resist]] prefixes</span>
 
<span style=font-size:90%><sup>1</sup> Both prefixes are in the same [[affix]] group as [[Fire Resist]], [[Lightning Resist]] and [[Poison Resist]] prefixes</span>
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===Helm===
 
===Helm===
 
{{Affix bonus}}
 
{{Affix bonus}}
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|17
 
|17
 
|No
 
|No
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|-
 +
| +(40-60)%
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|align=left|[[Hearth|{{Ub|=Hearth}}]] helm
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|35
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!{{Warn|=Yes}} (D2R only)
 
|}
 
|}
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====Circlet====
 
====Circlet====
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|25
 
|25
 
|}
 
|}
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====Pelt====
 
====Pelt====
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|No
 
|No
 
|}
 
|}
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===Amulet===
 
===Amulet===
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|No
 
|No
 
|}
 
|}
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===Body armor===
 
===Body armor===
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|}
 
|}
 
<span style=font-size:90%><sup>1</sup> Cold Resist 45% displayed due to +15% [[All Resistances]]</span>
 
<span style=font-size:90%><sup>1</sup> Cold Resist 45% displayed due to +15% [[All Resistances]]</span>
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===Weapon===
 
===Weapon===
 
{{Affix bonus}}
 
{{Affix bonus}}
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|}
 
|}
 
<span style=font-size:90%><sup>1</sup> Excluding [[orb]]s</span>
 
<span style=font-size:90%><sup>1</sup> Excluding [[orb]]s</span>
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====Axe====
 
====Axe====
 
{{Skill bonus}}
 
{{Skill bonus}}
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|No
 
|No
 
|}
 
|}
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====Bow====
 
====Bow====
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|No
 
|No
 
|}
 
|}
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====Dagger====
 
====Dagger====
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|No
 
|No
 
|}
 
|}
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====Hammer====
 
====Hammer====
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|No
 
|No
 
|}
 
|}
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====Orb====
 
====Orb====
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|25
 
|25
 
|}
 
|}
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====Rod====
 
====Rod====
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|25
 
|25
 
|}
 
|}
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=====Staff=====
 
=====Staff=====
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|No
 
|No
 
|}
 
|}
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====Sword====
 
====Sword====
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|No
 
|No
 
|}
 
|}
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===Shield===
 
===Shield===
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|align=left|[[Spirit|{{Ub|=Spirit}}]] shield
 
|align=left|[[Spirit|{{Ub|=Spirit}}]] shield
 
|25
 
|25
|{{Warn|=Yes}}
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!{{Warn|=Yes}} (LoD only)
 
|-
 
|-
 
| +60%
 
| +60%
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|}
 
|}
 
<span style=font-size:90%><sup>1</sup> Cold Resist 43% displayed due to +13% [[All Resistances]]</span>
 
<span style=font-size:90%><sup>1</sup> Cold Resist 43% displayed due to +13% [[All Resistances]]</span>
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===Ring===
 
===Ring===
 
{{Affix bonus}}
 
{{Affix bonus}}
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|18
 
|18
 
|}
 
|}
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===Belt===
 
===Belt===
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|}
 
|}
 
<span style=font-size:90%><sup>1</sup> Cold Resist +50% is displayed when 3 items or more are equipped</span>
 
<span style=font-size:90%><sup>1</sup> Cold Resist +50% is displayed when 3 items or more are equipped</span>
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===Boots===
 
===Boots===
 
{{Affix bonus}}
 
{{Affix bonus}}
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|No
 
|No
 
|}
 
|}
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===Gloves===
 
===Gloves===
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|No
 
|No
 
|}
 
|}
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==Skill==
 
==Skill==
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|align=right|30
 
|align=right|30
 
|}
 
|}
<span style=font-size:90%><sup>1</sup> CR -% is rounded down to 1/5 when a [[unit]] is [[Immune to Cold]], or becomes so due to [[Unique (monster)|Unique]] bonus(es)<br>
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<span style=font-size:90%><sup>1</sup> CR -% is rounded down to 1/5 when a [[unit]] is [[Immune to Cold]], or becomes so due to [[Unique (monster)|Unique]] bonus(es)<br/>
<sup>2</sup> Not applied to a unit already supplying higher level Conviction  [http://www.theamazonbasin.com/d2/forums/index.php?s=&showtopic=74737&view=findpost&p=837707] [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=83505&view=findpost&p=918959]</span>
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<sup>2</sup> Not applied to a unit already supplying higher level Conviction  [https://www.theamazonbasin.com/forums/index.php?/forums/topic/112167-which-elements-are-most-resisted-in-hell/&do=findComment&comment=1410135] [https://www.theamazonbasin.com/forums/index.php?/forums/topic/120415-higher-conviction-overwriting-lower-conviction/&do=findComment&comment=1491149]</span>
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==Pet==
 
==Pet==
  
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|25%
 
|25%
 
|}
 
|}
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===Necromancer===
 
===Necromancer===
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|Monster CR %
 
|Monster CR %
 
|}
 
|}
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==Monster==
 
==Monster==
 
Consult individual [[monster]] pages for cold resistance of a particular monster, or individual [[area]] pages for cold resistance of all monsters in a particular area.
 
Consult individual [[monster]] pages for cold resistance of a particular monster, or individual [[area]] pages for cold resistance of all monsters in a particular area.
*Several [[Unique (monster)|Unique]] bonuses apply CR bonuses to that monster, in the order in which their labels are displayed. [http://www.theamazonbasin.com/d2/forums/index.php?s=&showtopic=74737&view=findpost&p=836874] [http://www.theamazonbasin.com/d2/forums/index.php?s=&showtopic=74737&view=findpost&p=837063] If a bonus results in CR > 99%, it is only applied if a monster has less than two immunities beforehand (in which case it either becomes [[Immune to Cold]], or increasingly so).
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*Several [[Unique (monster)|Unique]] bonuses apply CR bonuses to that monster, in the order in which their labels are displayed. [https://www.theamazonbasin.com/forums/index.php?/forums/topic/112167-which-elements-are-most-resisted-in-hell/&do=findComment&comment=1409307] [https://www.theamazonbasin.com/forums/index.php?/forums/topic/112167-which-elements-are-most-resisted-in-hell/&do=findComment&comment=1409496] If a bonus results in CR > 99%, it is only applied if a monster has less than two immunities beforehand (in which case it either becomes [[Immune to Cold]], or increasingly so).
 
**CR +75% is applied by the [[Cold Enchanted]] bonus.  
 
**CR +75% is applied by the [[Cold Enchanted]] bonus.  
**CR +40% is applied by the [[Magic Resistant]] bonus, but only if the monster has CR < 100%. [http://www.theamazonbasin.com/d2/forums/index.php?s=&showtopic=74737&view=findpost&p=836434]
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**CR +40% is applied by the [[Magic Resistant]] bonus, but only if the monster has CR < 100%. [https://www.theamazonbasin.com/forums/index.php?/forums/topic/112167-which-elements-are-most-resisted-in-hell/&do=findComment&comment=1408867]
**CR +20% is applied by the [[Spectral Hit]] bonus, but only if the monster has CR <  75%. [http://www.theamazonbasin.com/d2/forums/index.php?s=&showtopic=74737&view=findpost&p=836235]
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**CR +20% is applied by the [[Spectral Hit]] bonus, but only if the monster has CR <  75%. [https://www.theamazonbasin.com/forums/index.php?/forums/topic/112167-which-elements-are-most-resisted-in-hell/&do=findComment&comment=1408668]
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==Reference==
 
==Reference==
*[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=83505 Higher conviction overwriting lower conviction] (Technical Discussion)
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*[https://www.theamazonbasin.com/forums/index.php?/forums/topic/120415-higher-conviction-overwriting-lower-conviction/ Higher conviction overwriting lower conviction] (D2 Technical)
*[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=74737 Which elements are most resisted in Hell?] (Technical Discussion)
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*[https://www.theamazonbasin.com/forums/index.php?/forums/topic/112167-which-elements-are-most-resisted-in-hell/ Which elements are most resisted in Hell?] (D2 Technical)
  
  
 
[[Category:Modifiers]]
 
[[Category:Modifiers]]
 
[[Category:Damage modifiers]]
 
[[Category:Damage modifiers]]

Latest revision as of 03:49, 21 June 2024