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. | + | *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). |
Revision as of 18:05, 10 August 2013
ItemPotion
1 Each potion adds 30 seconds to the duration for which the bonuses apply (+10% Maximum Cold Resist is also applied)
CharmSmall Charm
Large Charm
Grand Charm
Any socket
1 Both prefixes are in the same affix group as Fire Resist, Lightning Resist and Poison Resist prefixes
Helm
Circlet
Pelt
Amulet
Body armor
1 Cold Resist 45% displayed due to +15% All Resistances
Weapon
1 Excluding orbs
Axe
Bow
Dagger
Hammer
Orb
Rod
Staff
Sword
Shield
1 Cold Resist 43% displayed due to +13% All Resistances
Ring
Belt
1 Cold Resist +50% is displayed when 3 items or more are equipped
Boots
Gloves
SkillPaladin
1 CR -% is rounded down to 1/5 when a unit is Immune to Cold, or becomes so due to Unique bonus(es) PetDruid
Necromancer
MonsterConsult individual monster pages for cold resistance of a particular monster, or individual area pages for cold resistance of all monsters in a particular area.
Reference
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