Diablo 3 what type of damage is reflect




















Electrified monsters, when hit by a damaging attack, release a volley of sparks that fly in all directions; the sparks count as missiles. These sparks deal slight Lightning damage , but can easily overwhelm a hero in proximity. The number of sparks released per hit grows as the monster loses Life. As of Patch 2. As of patch 2. Fast creatures excel at chasing down wounded heroes and use their increased speed to quickly move around the battlefield. This trait periodically connects Champion monsters with Flaming Chains similar to the Demon Hunter's Chains of Torment that deal significant Fire damage on contact.

The AI of monsters that roll Fire Chains is altered to try and surround the player at all costs, even if they are ranged attackers. Killing individual monsters in the group will reduce the length and mobility of the chains. The affix is disabled when only one monster remains. Frozen-imbued monsters create 6 frozen bombs around the player that explode after 4 seconds. Until they explode, the crystals deal periodic Cold damage to anything within the explosion range visible on the ground.

The final explosion also deals heavy Cold damage and Freezes heroes caught in their blast radius. With no crowd control , the freeze duration for heroes is 3 seconds..

Monsters with Frozen Pulse as a trait unleash a crystalline globe of ice that will home in on a player. Once it reaches the targeted player's location, it will stop and start to continuously expel ice, dealing heavy Cold damage and Chilling on a successful hit. There is a delay between the pulse reaching its final spot and its first pulse, so it is possible for a hero to wait for it to arrive then move at the last moment. This trait can only roll for Champions, and only has an effect when two or more pack members are present.

It will split damage dealt to one Champion among all nearby Champions. Pack members isolated from other members will not share damage. This affix can actually be beneficial to heroes with single target skills, since they can focus their attacks on one monster and damage the entire pack. Moreover, "on critical hit" effects will have a separate chance to trigger for each enemy linked by the Health Link, as technically each of them receives damage from that hit.

The Horde trait is only available to Rare monsters, increasing usually doubling the number of Minions they summon. The Horde affix is extremely dangerous when combined with affixes like Arcane Enchanted or Frozen, as monsters can cover the entire battlefield with deadly traps in one cast, leaving little or no space to fight. I, highly damaging ground effects, and able to dominate even a wide open area rather quickly.

This trait can be exploited by AoE skills that heal the hero over time. For example, a Barbarian using Rend with the Blood Lust rune and a high Life total could increase survivability substantially by hitting each target with a Rend.

This is not as effective as for Illusionists. Monsters with the Illusionist trait can create clones of themselves when damaged. The illusions also do not benefit from most other skills, like Fire Chains and Health Link. Destroying an illusion counts as a killing blow for the purpose of Life per Kill and other similar effects, but does not award experience or loot. Killing the 'original' monster immediately destroys all remaining illusions.

While the Life of illusions is greatly reduced, the effect of hero affixes that restore a hero's Life remain undiminished. The Jailer trait enables monsters to trap a target in place , dealing low damage at lower levels and scales to average damage in higher difficulties, and preventing any form of movement for 1.

Some rapid relocation skills like Teleport will break the trap. There is a small cooldown between monsters from the same pack using this skill. When cast, it traps all enemies within 60 yards, including NPCs, followers, and minions.

Juggernaut monsters are immune to Crowd Control ; as a result, they are also immune to any debuff that triggers on successful Crowd Control such as Bane of the Trapped. Shrines are former sacred places, now desecrated.

When you select a desecrated shrine, it becomes purified, and you and your allies receive a temporary buff — an enhancement to your abilities — that persists for a short period of time. Each shrine you find will only provide its effects once, and you cannot receive multiple concurrent buffs from shrines of the same type.

Some shrines are cursed; selecting them can result in unexpected monster attacks and other dangers alongside their standard rewards. Healing wells, bright red vessels that look like pools of blood, can completely restore your Life and the Life of your allies. A number of inanimate objects can be destroyed to your advantage. Furniture, bookshelves, and pots can be smashed; doors or gates that bar your way can be shattered; and rolling logs, falling chandeliers, and flimsy walls can be used against your enemies if you break them at the right time.

Chests hold weapons, money, and other treasure. They come in diverse shapes and sizes, including unclaimed corpses, forgotten bags, tree stumps, and literal trunks of treasure.

I'll go and leave now, only have passing knowledge about monk's spells and abilities ;-. Vitality Calculator. But the concept of a fully reflected attack also pertains to Wave of Force. A Monk's Serenity Instant Karma also reflects an attack not reflect damage or so it is written. I've done some calculation on Mantra of Retribution and it returns damage post-mitigation that's why the reflected damage is very very weak when you've got lots of mitigation.

On the other hand, a Reflect Attack seems very different. I'm assuming the damage done by the monster's attack isn't mitigated by your damage reduction. It's a logical deduction seeing as a reflect attack with Wave of Force never needs to hit you to be reflected so I don't think mitigation is factored in. If it's that way then I think Instant Karma would function the same. I just tested Instant Karma and it seems the damage is mitigated when reflected.

The higher dps a skill has, the more life you gain back. Thus, it is the reverse of Life on Hit, from the opposite dps spectrum. Life on Hit is universally good with all gear levels. When you reach LoH, you will be able to mitigate the majority of damage you receive. You however, will be sacrificing quite a few stat points by getting up to 1k LoH.

LS is essential for effective survival with high DPSers. They are all end-game stats that you should strive to get. You will only need 1 out of 3, having all 3 is great, but stacking them all is counterproductive. Important Note about LS. Once you reach over k dps unbuffed. All in a split second. So if the reflected damage, is higher than your maximum HP, you will get 1 shot and not have the chance to heal.

In which case, just cast serenity before the death explosion. If you want total control over RD, then get all 3.

The purpose of regen is to give you health before you attack or when not attacking. The purpose of LoH, is for your basic attacks to sustain you. They are like proton-neutron-electron. After that, include a heavy damage skill that is strong, but does not hit too hard, and can be cast often.



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