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Old May 9, 2021, 11:41   #41
Pete Mack
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Correct. I sometimes carry a stack of !rPois, if I don't have permanent resistance. But only rFire and sometimes rCold are worth carrying for double resistance. There's just not room in the pack for more.
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Old May 9, 2021, 12:18   #42
wobbly
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Double elec and acid are also possible via the elemental ring activations. While I wouldn't go out of my way to get these I often use them at a stage of the game where I haven't found anything better for the ring slots. Sometimes I'll have spares inscriped to quick swap. They show up before wands/rods of foo ball and do pretty decent damage for their depth.
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Old May 9, 2021, 12:21   #43
Pete Mack
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double rAcid isn't worth much, since damage is already down to 1/6 nominal from armor.
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Old May 11, 2021, 14:36   #44
DavidMedley
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I do that ring trick, too. It's not a game changer, but it's satisfying on the rare occasions it proves useful.

Last edited by DavidMedley; May 16, 2021 at 06:53.
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Old May 12, 2021, 01:59   #45
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Back at it! My goal this run is to actually make it to DL 97 this time around for sure

Also using spells way more often..maybe. I had the stats so total bummer , just got to remember be careful on what you pick a fight with past dl 70.

OK a little salty.lol
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Old May 12, 2021, 11:53   #46
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the rings of Ice are pretty good against early hydra, with the added bonus of being able to protect your potions against cold hounds. AND they are a decent source of money for those who play with selling.
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Old May 15, 2021, 18:33   #47
Nicodimas
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Well while wandering made it to DL level 40 before being killed by a Gelugon with a breath weapon of shards. This guy seemed to be really low for where he should have been.

So take a step back how much does a resistance help with breath weapons?
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Old May 15, 2021, 20:19   #48
Pete Mack
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If it's a monster you don't really recognize, look at it's lore! And yeah, that guy surely came out of a vault. He does big shards or cold damage.
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Old May 15, 2021, 20:41   #49
Selkie
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Quote:
Originally Posted by Nicodimas View Post
So take a step back how much does a resistance help with breath weapons?
With the primary elements (fire, cold, acid and lightning) resistance is massive. You can't survive a single breath without. Poison is somewhere in the middle, it's necessary and gives good resistance. Nether, shards, chaos, sound, disenchantment resistance reduces less damage but crucially stops the negative effects of reduce XP, cuts, hallucination, stunning etc. The four primary elements and poison can all be double resisted, which practically reduces all damage but won't stop potions getting shattered, scrolls getting burned etc. Then there is immunity (more common in randarts) which means no damage and no negative effects.

Most important resistances in this order:
Fire,
Cold,
Lightning, Acid, Poison,
Light, Dark,
Nexus,
Nether, Sound,
Chaos (but beware the Jabberwock my boy)
Shards, Disenchantment (but you'll need it if you ever meet Tarrasque)
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Old May 16, 2021, 00:11   #50
Pete Mack
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I'd rate it
Fire
Cold
Lightning
Acid, poison

I keep !rFire for most of the game, and !rCold if I can--especially if Scatha is a likely target. (And why Tolkien gave the name Scatha (Sceatha) to a cold drake, I don't know. It so much implies fire.)
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