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Old May 29, 2013, 17:12   #1
Scraper
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Half-troll + regen

So in my latest game, i'm playing a half-troll warrior. I've just found an amulet of regen and was wondering if it stacked regen or not.

I can understand pblind etc is binary (on or off) but what about regen?

Does regen stack (increase for half-trolls) or is regen the same for every class/ race and binary like pblind and pconf?
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Old May 29, 2013, 17:20   #2
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I'm pretty sure everything except elemental resistances (which are ternary) is binary, including Regen.
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Old May 29, 2013, 17:46   #3
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Anything that doesn't have a number next to it is binary, so no, regen doesn't stack. This rule includes resistances, but the trick is that there's two kinds of resistance: permanent and temporary. Those two kinds stack. So if you have 8 sources of permanent resist fire, that's like having 1 source of resistance; but if you have 1 source of permanent resist fire and then you drink a Potion of Resist Fire, then you'll have 2 sources of resistance.
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Old May 30, 2013, 07:01   #4
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Quote:
Originally Posted by Derakon View Post
Anything that doesn't have a number next to it is binary, so no, regen doesn't stack. This rule includes resistances, but the trick is that there's two kinds of resistance: permanent and temporary. Those two kinds stack. So if you have 8 sources of permanent resist fire, that's like having 1 source of resistance; but if you have 1 source of permanent resist fire and then you drink a Potion of Resist Fire, then you'll have 2 sources of resistance.
I have a couple of questions about this, if you don't mind answering.

1) Is it only fire and cold damage that needs a perm and temp source of resist?
2) What was the reasoning behind requiring both perm and temp source of resist?
3) What is the affect of having only 1 source against big breathers?

Thanks
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Old May 30, 2013, 07:14   #5
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Quote:
Originally Posted by Scraper View Post
I have a couple of questions about this, if you don't mind answering.

1) Is it only fire and cold damage that needs a perm and temp source of resist?
2) What was the reasoning behind requiring both perm and temp source of resist?
3) What is the affect of having only 1 source against big breathers?

Thanks
"required" or "need" are wrong words. You can have temp and permanent resists for all four base + poison, for total of five elements, but you don't have to have double resists.

Single resist is 1/3 damage, double is 1/9 damage. Base four element max damage is 1600 points, so if you get that and have only single resistance you get 533 points of damage. Poison is max 800 points. Also acid gets halved by armor assuming it doesn't try to damage item slot that doesn't have armor or armor in that slot already has zero AC.
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Old May 30, 2013, 11:26   #6
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I just realized I should be much more scared by the really big base-element dragons than I am (especially since I often lack rBase even below 2500' ).
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Old May 30, 2013, 13:00   #7
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I just realized I should be much more scared by the really big base-element dragons than I am (especially since I often lack rBase even below 2500' ).
Yeh, I couldn't agree more. I guess I'll have to start carrying !resist heat and cold on my warrior.

So much to carry... so little room

Thanks for the information Timo, it's greatly appreciated.
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Old May 30, 2013, 16:12   #8
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The amount of damage dealt by a breath is (monster's current HP) / 3. Great Hell Wyrms only have 3344 HP, so they can't hit the damage cap; a single-resisted breath from them would deal 371 damage when they're at full health. And of course when they've been hurt, they deal less damage.

Double-resisting is still good for reducing the total damage you receive, and it can be especially helpful against elemental uniques, but it's not a necessity. Warriors have gobs of HP, which really does help with dealing with big enemy attacks.
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Old May 30, 2013, 20:18   #9
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...I always though that was based on max HP. :O
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Old May 30, 2013, 20:36   #10
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Nope; you might have noticed that nearly-dead monsters deal very little damage with their breath attacks, when they decide to use them.

Monster spells, on the other hand, are based off the monster's level and remain potent even when they're almost dead. So watch out for those nether balls and mana storms!
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