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Learn Diablo III Monster Resistances - Buy Diablo 3 Item Cheap



As we know, resistances are a set of values displayed on the Character Screen, which are numerical values that can resist a percentage of damage from various elemental attacks: Fire, Cold, Lightning, Arcane/Holy/Magic, and Poison. Want to gain resistances? Players have to equip items that grant the character a bonus towards their resistances. You can also buy Diablo 3 Item for saving time to enhance your game. D3itemsale is your best choice! Now let’s learn the Monster Resistances.

Control-impairing effects like stun and slow are an excellent way to quickly subdue your enemies. However, the monsters of Sanctuary can present enough resolve to temporarily resist many of these effects. There are many types of control-impairing effects, and each has varying levels of effectiveness against monster resistances:

1.Hard Crowd Control Resistance
Hard crowd control effects—such as Stun, Blind, Charm and Fear—severely hinder the effectiveness of monsters by rendering them unable to use abilities. For every second of Hard CC suffered by a monster, it will gain 10% resistance to all Hard CC effects, stacking up to 95%. For example, if you stun a monster for 5 seconds, it will gain 50% resistance to Hard CC effects. Immediately stunning it afterwards would result in a 2.5 second stun and a total of 75% Hard CC resistance. A third attempt would result in a 1.25 second stun and even more Hard CC resistance, up to 95%.

2.Hard Crowd Control Threshold
When a monster’s resistance increases to the point that it lowers Hard CC duration below a specific threshold (0.65 seconds for normal monsters, champions and minions and 0.85 seconds for rares and bosses), Hard CC will no longer have any effect. When a monster is no longer under the effects of Hard CC and free to use abilities, its Hard CC resistance will drop by 5% per second until it reaches 0% or encounters another Hard CC effect.

3.Movement Slows
These effects reduce a monster’s movement speed, making them easier to evade and less likely to reach you with close-range attacks. While movement-slowing abilities can be constantly re-applied on monsters without duration penalties, Champions, Minions, Rares, and Bosses reduce the movement-slowing rate of these effects by 25%. For example, inflicting a 60% movement slow on a Boss will only reduce its movement speed by 45%.

4.Attack Speed Slows
Attack Speed Slows diminish a monster’s attack speed, and can also be re-applied indefinitely without duration penalties. Attack Speed Slows are 100% effective against normal monsters. Champions, Minions, Rares, and Bosses reduce the effectiveness of Attack Speed Slows by 65%.

5.Knockback
Knockback effects alter monster positioning by pushing them away from you or pulling them closer. When a monster’s Hard CC resistance reaches 65% or greater, Knockback will no longer have any affect.

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