Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Gameplay => Guides AE => Topic started by: letsrock on 27 July 2018, 21:02:00

Title: Resistance requirement for Act 5 bosses
Post by: letsrock on 27 July 2018, 21:02:00
Doesn't seem we have a resistance requirement guide for Act 5 bosses yet, so I'm starting one and hope you can help to complete it.


Honorable mention (non-boss):

Last update: 28/7 with inputs from: mammoth_hunter, WNG, Hector, botebote77, sauruz.
Title: Re: Resistance requirement for Act 5 bosses
Post by: mammoth_hunter on 27 July 2018, 21:21:42
Fafnir has a bunch of dots, poison, bleed, burning I think too? And then there is also something that goes through energy armor in whirpools, might be vitality decay. Staying in melee range is the best thing you can do, much like with Hydra.

Loki in Ilva form hits with rune weapon, its physical converted to elemental.

Thrym has lots of freezing skills so you want freeze resistance.
Title: Re: Resistance requirement for Act 5 bosses
Post by: letsrock on 27 July 2018, 21:44:12
Thanks.

Fafnir: yes the vitality whirlpool/ball is very dangerous (my spearman once left melee range and got one shot by it), but if you stay in melee range, he will never use it. I haven't seen him breathing fire in melee range either. I agree that staying in melee range is the best thing to do here.

If Loki hits with rune weapon, do Asgardian gods use it as well?
Title: Re: Resistance requirement for Act 5 bosses
Post by: WNG on 27 July 2018, 23:58:51
I see you missed the Mimer. His attacks deal Lightning and Vitality damage.
Title: Re: Resistance requirement for Act 5 bosses
Post by: Hector on 28 July 2018, 03:04:11
AFAIK, Mimer fights in a very "passive" way.. most of the time he keeps himself busy with summoning weaker phantoms and fooling around aimlessly.. I believe they sorta modified Act II Telkine's AI in a similar way cause he doesn't seem to be dangerous as he used to be like in the days of TQIT.. He had his own eruption which was very dangerous when coupled with his sun rays spell cause there used to be so little space left to kite around when that happened.. now, he only seems to use his volcanic orbish skill..

As for contributing to the topic, no other boss comes to my mind for now, but I think troll mages deserve an honorable mention here.. when they hit with their ranged-bleeding attack, it feels like you're fighting against a bleed oriented boss.. and there are many of them in the earlier stages of the Act.. dealing with a camp of trolls (especially when they are scattered around) accompanied by two of these f*****s hiding behind their warriors is a dangerous situation indeed.. you will already be receiving bleed damage from their "thrower"s and then mages join in and BOOM! the attack is a multi hit and trying to kite/avoid at the last second is really hard..
Title: Re: Resistance requirement for Act 5 bosses
Post by: botebote77 on 28 July 2018, 06:27:04
fungoid king sleep resist

@letsrock, I'll add link of your thread to end of this

TITAN QUEST BOSSES AND DAMAGE TYPES GUIDE BY POINAS (https://titanquestfans.net/index.php?topic=298.0)

you don't mind, eh?
Title: Re: Resistance requirement for Act 5 bosses
Post by: sauruz on 28 July 2018, 09:38:35
i think its bit funny, the devs throw alot of vitality dmg to almost of act 5 bosses.

edited: theres porcus as well, it does cold/ poison dmg, maybe some pierce to ?
Title: Re: Resistance requirement for Act 5 bosses
Post by: WNG on 28 July 2018, 12:07:18
AFAIK, Mimer fights in a very "passive" way.. most of the time he keeps himself busy with summoning weaker phantoms and fooling around aimlessly.. I believe they sorta modified Act II Telkine's AI in a similar way cause he doesn't seem to be dangerous as he used to be like in the days of TQIT.. He had his own eruption which was very dangerous when coupled with his sun rays spell cause there used to be so little space left to kite around when that happened.. now, he only seems to use his volcanic orbish skill..

As for contributing to the topic, no other boss comes to my mind for now, but I think troll mages deserve an honorable mention here.. when they hit with their ranged-bleeding attack, it feels like you're fighting against a bleed oriented boss.. and there are many of them in the earlier stages of the Act.. dealing with a camp of trolls (especially when they are scattered around) accompanied by two of these f*****s hiding behind their warriors is a dangerous situation indeed.. you will already be receiving bleed damage from their "thrower"s and then mages join in and BOOM! the attack is a multi hit and trying to kite/avoid at the last second is really hard..

Right, it doesn't seem much like an actual fight. But when I had coop'd with randoms, one player has been killed by the Mimer. That's probably the only reason why I am mentionning it.
Title: Re: Resistance requirement for Act 5 bosses
Post by: botebote77 on 28 July 2018, 12:40:41
fight 3 Mimers and it becomes very different ;)
i imagine i can't play this on a controller because i might throw joystick
fungoid king too as well as thrym if you don't have the necessary resists
Title: Re: Resistance requirement for Act 5 bosses
Post by: letsrock on 28 July 2018, 15:29:38
Thanks guys. I've updated the first post with your inputs so far.

@botebote77: sure and thanks.
Title: Re: Resistance requirement for Act 5 bosses
Post by: mammoth_hunter on 30 July 2018, 17:10:11
Damage in whirpool could be vitality decay or life reduction. It is not poison or either of the elements. Perhaps they could be distinguished from each other, if vitality resistance affects it, it is vitality decay, if not, life reduction. Then there is also bleeding damage in these same whirpools, the one that breaks energy armor. Checking for vitality resistance effect would best be done with a character that has high level energy armor and satisfactory bleed resistance. Or a modder could possibly just look it up in files, but these people are just as lazy as I am, and I don't have any rune characters with high level energy armor around Fafnir.
Title: Re: Resistance requirement for Act 5 bosses
Post by: botebote77 on 31 July 2018, 01:58:52
Perhaps they could be distinguished from each other, if vitality resistance affects it, it is vitality decay, if not, life reduction.
vit resist also affects life reduction

http://titanquest.wikia.com/wiki/Reduction_to_Enemy%27s_Health

Quote
Reduction to Enemy's Health is a special type of direct damage. It is a type of Vitality Damage (Life Damage) and its effect is reduced by Vitality Resistance.

but it doesn't scale with %vit damage
Title: Re: Resistance requirement for Act 5 bosses
Post by: mammoth_hunter on 31 July 2018, 10:44:31
vit resist also affects life reduction

http://titanquest.wikia.com/wiki/Reduction_to_Enemy%27s_Health

Quote
Reduction to Enemy's Health is a special type of direct damage. It is a type of Vitality Damage (Life Damage) and its effect is reduced by Vitality Resistance.

but it doesn't scale with %vit damage
- Nope. Haven't you heard about life reduction nerf in anniversary etc? That wiki is clearly pre-anniversary

https://titanquestgame.com/pcchangelog/TQ_AnniversaryEdition_FullChangelog.txt

Quote
- Special resistances against % Life Reduction and Mana Burn Damage can no longer be reduced

And it is decoupled from vitality resistance.

Quote
- Heroes and Bosses now have 75/80/85% and 85/90/95% resistance against % Life Reduction
Title: Re: Resistance requirement for Act 5 bosses
Post by: botebote77 on 31 July 2018, 10:59:11
i know about those but i think it has nothing to do with my comment

you were talking about damage of Fafnir and testing it with vitality resist right? if so, special resist wouldn't apply to yourself because special resist only applies to monsters

it's easy to test against Polyphemus.. he does health reduction.. iirc his damage was less when i equipped vit res.. I'll test it again when i get the chance.. btw, i have my skinchanger finish act 5.. you were saying something about testing with rune right? i can do it one of these days.. energy armor doesn't protect against vit though
Title: Re: Resistance requirement for Act 5 bosses
Post by: mammoth_hunter on 31 July 2018, 11:21:04
Any evidence they are still linked other than anecdotal? My impression is they shouldn't have been from the start. And Nordic just fixed up things. Or they didn't.
Title: Re: Resistance requirement for Act 5 bosses
Post by: botebote77 on 31 July 2018, 11:29:57
I'll test it again against Polyphemus someday

as far as i know, special resist was just a fix by the devs that only applies to undeads and constructs.. it was to counter what some players did in TQIT so they could life steal against undeads and constructs using reduced resist

edit: i clearly remember i could steal more life with my bonecharmer when i have deathchill aura active.. so that at least proves it doesn't apply to all monsters (which could also mean it doesn't apply to character)
Title: Re: Resistance requirement for Act 5 bosses
Post by: mammoth_hunter on 31 July 2018, 11:38:22
It just looked like a lazy design. Last minute fix or I don't know what.

How it was: Life reduction damage affected by vitality resistance, life leech damage displayed in vitality resistance. Making players and monsters different is just complicating this mess further.
How it should be: Life reduction is a separate damage type, life leech is a separate damage type, both have their own resistance de facto and in player stats.

And why life reduction in AE was removed from many attacks that were doing it in IT.
Title: Re: Resistance requirement for Act 5 bosses
Post by: Hector on 31 July 2018, 16:14:03
You're joking, right?.. even more individual damage and resistance types??

The game has more damage and secondary effect types than it needs already.. on the contrary, they (the devs) were unnecessarily hard working in terms of creating all this mess..

Just keep ADCtH............... and omit vitality, life leech and health reduction damages all together.. that's what they should have done from the beginning.. ah, also most of the secondary garbage cheap effects such as petrify, immobilization and freeze should also have been thrown into the trash bin while only keeping stun and slow.. they are nothing but extra and meaningless burden on the shoulders of players..

Why would I want to reduce the health points of a satyr, fire beetle or a tigerman, when I can already put them down in 1-2 hits anyway? why is this effect still in the game if its not gonna work on the things that it should?..

Ask yourself simple questions such as these, and you will easily get all the answers you need in no time..   
Title: Re: Resistance requirement for Act 5 bosses
Post by: mammoth_hunter on 31 July 2018, 18:05:58
As an effort to reduce the number of damage types? Perhaps, but thats a little too grave of a change to the game. When Nordic asked what to do with the game they were asked to fix bugs mostly, not make TQ2. And I'm sure they won't, life reduction stays. Its better to make it in full analogy with the game main competitor then: turn it into obscure damage type that is hard to protect against, but also very rare. And remove it from most mobs attacks so that they couldn't chain cast it at least. If its not affected by vitality resistance, resistance reduction into negative values won't affect it either. Both on players and monsters. Its the best solution not counting removing it completely.


Apparently botebote is right though.

Here is a test subject with low vit resistance
(https://s8.postimg.cc/h37ldx09h/basestatstemplar.jpg)

(https://s8.postimg.cc/qnr80sa5x/14vittemplar.jpg)


And with a demons blood ring to 80% vit resistance
(https://s8.postimg.cc/63me2bwzp/80vittemplar.jpg)


Title: Re: Resistance requirement for Act 5 bosses
Post by: botebote77 on 31 July 2018, 21:43:59
thnx less test for me then :)

i think it's one of the reasons why Polyphemus can be hard on normal but weak on epic and legendary.. because we don't have vit res that early in the game

one of the things i don't like in GD is i feel there are too many damage types that looks like they are the same anyway.. aren't chaos and aether both magic? personally i would like it be lumped together with vit.. but i know many players prefer it that way.. I'm not starting an argument here :)
Title: Re: Resistance requirement for Act 5 bosses
Post by: Billy_pilgrim on 30 January 2019, 22:08:04
Hey guys,

I was just playing a HC char (shaman) and died in epic to the asgard bosses, I just exploded. All resists capped except for phys, so I was wondering if I maybe damaged myself with my own seal of fate, do any of those bosses use rally (reflect?). Might be nice to add which bosses reflect damage.
Title: Re: Resistance requirement for Act 5 bosses
Post by: Tauceti on 30 January 2019, 22:41:25
I don't remind a reflect shield on them, i may be wrong.

Freyja is the most dangerous if you let her at distance.  Raise up your vitality resistance and go to melee her asap. Others are ok iirc.
Title: Re: Resistance requirement for Act 5 bosses
Post by: icefreeze on 31 January 2019, 05:33:04
Hey guys,

I was just playing a HC char (shaman) and died in epic to the asgard bosses, I just exploded. All resists capped except for phys, so I was wondering if I maybe damaged myself with my own seal of fate, do any of those bosses use rally (reflect?). Might be nice to add which bosses reflect damage.

The Skeleton quest boss from " Skeleton Raider "( something like that) at Megara( before you meet Polyphemous) have Rally skill.
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