


When breaking an immunity the amount the resists are reduced to suffer a penalty of 20% (or 1/5) effectiveness, so -100 physical resistances from Amplify Damage (-50 for Decrepify) becomes -20 (-10 in the case of Decrepify) when breaking immunities, so anything with >=120 resistance cannot be broken.Ĭonviction and Lower Resist (at level 30, they offer -150 and -70 resistance, respectively) stack to a maximum of -44 resistance against immune mobs. Only Conviction (Paladin Aura/Infinity Runeword) and Lower Resist (Necromancer Curse) can break elemental immunities, although Conviction does not affect poison resistances.Īny element immune monster with elemental resistances >=144 cannot have their immunity (to that element) broken.Īny physical immune monster with physical resistances >=120 cannot have their immunity be broken. Vengeance/Berserk can help by adding/converting magic/physical damage to physical/magic damage, respectively. Sanctuary (Paladin aura) ignores the positive physical resistance or immunity of Undead mobs in a certain radius around the Paladin. Only Amplify Damage and Decrepify (both Necromancer Curses) can remove physical resistances, if the monsters resistances will allow it (see below).

Take note that a unique/boss mobs that spawns with “ Enchanted” will have an extra 75 resistance (to that one element), and a “Magic Resistant” Unique/boss mob will gain 40 elemental resistance (fire, cold, and lightning). (For PvP, this also is true against enemy players/minions). The lowest that a monster’s resistance to any element can be lowered is to a combined total of -100. Monsters are considered “immune” when their resistance to an element becomes 100 or greater.
