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An Analysis of Osmosis and Pain - Charis
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Of what value is reduction of damage from enemies? Conventional wisdom is that it's a normal difficulty: yes, higher difficulty: no, choice, but there's more than meets the eye. This article addresses the items, damage reduction, and stun elimination aspects. The abbreviation -dfe (minus damage from enemies) is used for items in the osmosis family.

This discussion focuses on 'key monsters' which are common and provide problems which -dfe can address. Looked at are illusion weavers (IW), lava maws and maelstroms (nasty fast attackers), azure drakes and BK's, and the toughest witches, Soul Burners.

Average Damage Table
Monster Norm NM Hell
IW 20 44 86
Maw 15 34 66
Mael 20 45 86
Azure 25 52 102
BK 30 64 126
Soul 18 40 78

With -6 dfe:
Monster Norm NM Hell
IW 14 38 80
Maw 9 28 60
Mael 14 39 80
Azure 19 46 96
BK 24 58 120
Soul 12 34 72

Some monsters have a wide range of dmg, like 1-35 for soulies, which make the avg dmg calculation a bit complicated for large -dfe.

Let's define EHP as effective hit points, an equivalent number of hit points to compare to 100 hp with no -dfe.

EHP for -6 dfe per 100hp:
Monster Norm NM Hell
IW 142 115 107
Maw 166 121 110
Mael 142 115 107
Azure 131 113 106
BK 125 110 105
Soul 152 117 108

Significant in low difficulties, but nothing major. Things get more interesting when you wear multiple -dfe items, as shown in this table.

dfe -1 -2 -3 -6 -15 -30 +1
-- Normal Difficulty --
IW 105 111 117 142 409 2000 57
Maw 107 115 125 166 1100 1500 50
Azure 104 108 113 131 250 2343 62
BK 103 107 111 125 200 2200 66
Soul 106 113 120 152 707 1615 54
-- NM Difficulty --
IW 102 104 107 115 151 314 74
Maw 103 106 109 121 178 939 69
Azure 101 104 106 113 140 236 77
BK 101 103 104 110 130 188 81
Soul 102 105 108 117 161 415 72
-- Hell Difficulty --
IW 101 102 103 107 121 153 85
Maw 101 103 104 110 129 183 81
Azure 100 102 103 106 117 141 87
BK 100 101 102 105 113 131 89
Soul 101 102 104 108 123 163 83

(These assume you have resistance to magic for the soulie numbers.)

So how many HP is -dfe worth?

More extensive calculations along these lines were used for several typical cases, and some generalizations. Warrior with 500hp, DSC, HD+Gotter+DSC, and HD+Gotter+Carapace, Rogue with 250-300 hp wondering whether to use Stormshield or Holy Defender, a Rogue SNOB, and Sorcerer with 750 mana using Scavenger's Carapace.

Class DFE Norm NM Hell
Warrior -6 2 Whales Whale Tiger
Warrior -12 5 Whales 2 Whales Mammoth
Warrior -21 Immunity 4 Whales 2 Mammoths
Rogue SS/HD Mammoth Tiger Eagle
Rogue -30 Immunity 5 Whales 2 Whales
Sorc ScavCar Immunity 4 DROWs 3 Dragons
... So each -6 DFE is worth about:
Warrior 2 Whales Whale Tiger
Rogue (SSvsHD) Mammoth Tiger Eagle
Rogue 2 Mammoths Lion Eagle
Sorc 6 Dragons 2 Dragons Dragon

(Of course, a dragon of 60 mana here is for MS defense only.)
Note also that if you have half the hp or mana given above (500/300/750 for W/R/S) its worth would also be half.

What about stun prevention?

Whether or not a character goes into hit recovery (stun) depends on whether the damage is greater than or equal to the character lvl (and less than the current number of hp). The following looked at min and max dmg for each monster, and saw when dfe took dmg below clvl.

What percents of hits become non-stuns due to -dfe?
clvl DFE
Norm
NM
Hell
IW Maws Drakes IW Maws Drakes IW Maws Drakes
20 -6 56 9 47 0 10 0 0 0 0
20 -12 56 9 87 0 38 0 0 0 0
20 -30 56 9 87 82 95 40 0 10 0
30 -6 0 0 20 0 33 0 0 0 0
30 -12 0 0 20 35 62 8 0 0 0
30 -30 0 0 20 94 71 80 0 34 0
40 -6 0 0 0 41 24 24 0 0 0
40 -12 0 0 0 76 24 48 0 14 0
40 -30 0 0 0 76 24 96 0 59 0
45 -6 0 0 0 41 0 28 0 12 0
45 -12 0 0 0 47 0 52 0 27 0
45 -30 0 0 0 47 0 80 15 70 0

Conclusions for Osmosis and Stunning:

Clvls below 24 facing Illusion Weavers on Norm benefit from dfe
Clvls in 20's on Norm benefit from some dfe
Clvls in 20's on NM would need massive dfe to benefit
Clvls in 30's on NM benefit nicely from around -12 dfe
Clvls in 40's on NM don't need more than a few dfe if any
Clvl 30 in Hell would need massive dfe even to benefit from maws
Clvl in 40's in H/H can use as much dfe as possible if want to avoid stun
Illusion weavers in Hell/Caves can only be stopped by max -dfe by ultra hilvl chars
Fast attackers in Hell/Hell can not stun 25% if clvl + (-dfe) is > 45

Unique Items providing -dfe:

-1dfe: Torn Flesh of Souls, Wisdom Wrap
-1 or -2dfe: Ring of Engagement
-2dfe: Gladiator's Bane, Holy Defender
-1 to -6 dfe: Wicked Axe
-4dfe: Gotterdamerung
-5dfe: The Protector
-6dfe: Demonspike Coat
-15dfe: Scavenger's Carapace, the King of dfe
+4 dfe: Stormshield
+1 to +6 dfe: Fool's Crest

Regular items:

Shield: up to Absorption -3, with Obsidian. Rare but possible.
Armor/Helm: Osmosis possible, with Godly a good suffix (Wirt).
Armor/Helm: Deflection, with Awesome and Obsidian available.
Health (-1), Protection (-2) can be on armor, helm, or shield.

Maximum dfe setups:

-30 dfe: Carapace, Osmosis helm, Protector, and 2 ROEs.
+24 dfe: Pain x6.

Practical setups:

Warrior, low to mid lvl (or mid lvl rogue)
DSC, Godly Crown Osmosis, Holy Defender for -14 dfe
Warrior, hi lvl
AFPDeflection, Godly Osmosis, Obs Sh Abs for -13 dfe
Warrior, SNOB
ScavCarap, Gotter, Holy Defender, 2 ROE for -25 dfe
Rogue, mid to hi lvl or SNOB
ScavCarap, Gotter, HD for -21 dfe
Sorcerer, Arty
ScavCarap, HD (DF,TC) for -17 dfe
Sorcerer, Battle
AFPDeflection, Obs Sh Abs for -7 dfe (-13 with Osmosis hat)

Slight twists on 'traditional' setups

High AC Warrior - Godly Osmosis vs Whale
Equal in NM, Whale in H/H, Osmo in Norm/Hell
High AC Warrior - AFPDefl+ObsAbs vs AFPLion+ObsTiger
Equal in NM, LionTiger better in H/H
High lvl Melee Rogue - SS vs HD
Difference is slight (Eagle) in H/H
  Equal to extra tiger in NM, but SS+10 str gets the nod if str is needed
        to wear full plate.
Arty Mage - SC+HD vs NLP+Brill
150 defense mana vs spell lvl and +30 mana, +20% resist, but also you get
        fast block and you're free from 25% of maw stuns around clvl 35-40
Arty Mage - Obs Absorption vs Jade Brill vs Holy Def
Jade Brill - up to 30% resist all, +30 mana
  Obs Absorp - up to 40% res all, and defense equivalent to 180/60/30 mana
        on Norm/NM/Hell hell
  Holy Def - fast block, 20% res fire, -2dfe worth 120/40/20

As it turns out conventional wisdom is fairly sound, but it's not black and white. Osmosis is roughly equivalent to other options in NM, a clear cut winner in normal diff, and playable although not as strong in Hell difficulty. Around clvl 45 it re-emerges as an anti-stun device against maws and maelstroms, or in massive doses, against illusion weavers.

I hope this is helpful. Feedback, corrections, game-based observations, are all welcome.  Send to [email protected]

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