Elites in Diablo 3 have a "reflects damage" affix. What resist or setup do you need to reduce that damage?
Diablo – How Does One Reduce Reflects-Damage Affix Damage
diablo-3
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I couldn't find much on this but i did find a bit here
Damage can be reduced in Diablo III by various character skills and traits, as well as by equipment bonuses.
Reduction differs from resistance in that it reduces damage by a set amount, rather than lowering the damage taken by a percentage. Nothing is yet known about Diablo III's order of operations in damage calculations, so it's not known how the game will process damage.
In Diablo II, reduce and absorb bonuses were calculated 'after resistance lowered the incoming damage, making them very valuable. For instance, a 100 point fire damage attack would drop to 25 points if a character had 75% fire resistance, and then that 25 points of damage was further lowered by reduction or absorption modifiers.
Blocking is a property granted by the use of a shield, or by other items or weapons, in rare situations.
Blocking works very differently in Diablo III than in past games in the series. In D3, blocking is basically an item based form of absorb, reducing the physical damage of attacks by a set amount, one based on the shield being used and potentially modified by skills or traits. This has the effect of making shields much less protective than they were in Diablo II, when any character could eliminate up to 75% of all incoming physical damage with the use of a shield.
A successful block in Diablo III is calculated much as it was in Diablo II, with the character's dexterity and equipment checked against the attack rating of the enemy. Presumably blocking will not work while running in Diablo III, though this is not confirmed.
Damage can be absorbed in Diablo III equipment bonuses. There may also be character skills and traits that provide absorption, but none are yet known.
Absorb differs from resistance in that it reduces damage by a set amount, rather than lowering the damage taken by a percentage. Nothing is yet known about Diablo III's order of operations in damage calculations, so it's not known how the game will process damage.
In Diablo II, reduce and absorb bonuses were calculated 'after resistance lowered the incoming damage, making them very valuable. For instance, a 100 point fire damage attack would drop to 25 points if a character had 75% fire resistance, and then that 25 points of damage was further lowered by reduction or absorption modifiers. Absorb was even better than the numbers suggested, since points absorbed were actually added back as healing. Thus a character with high resistance and absorption could actually gain hit points from an attack of that element.
Then you also have the ability to dodge
Dodge chance is a new character property in Diablo III. It's something all characters have inherently, like resistances, defense, critical hit, Attack Rating, etc. Dodge chance can be boosted with stats, equipment, traits, and skills.
I had the same issue when channeling Rapid Fire as a Demon Hunter. There seems to be two things in play here:
- It deals its damage per hit. For channeled spells, this is extremely fast.
- It scales up for harder difficulties. 20 damage per hit on Inferno would mean nothing. (sorry, no exact numbers)
This curse is applicable at all levels, it's in game from Normal onwards. The simplest way I found to deal with it is either:
- Don't get hit by it. The balls they fire are very slow moving and turn very slowly. This usually makes them fairly easy to dodge. If you have it, Teleport should make this trivial.
- If you do get hit, avoid channeled spells. They will kill you very quickly. Any other types of spell seem to do minimal damage in Normal and Nightmare (I haven't played Act 3 past there personally).
With respect to your last two questions about armor/resists, it's hard to tell at this point in time. There's very little information available about enemy abilities like this, and the lack of a combat log of any type makes it difficult to determine damage types. From my personal experience I don't think that using armor/resists to mitigate the damage coming from channeling is the way to go, just because of the sheer volume of damage that is done.
Blood Star related bug fixes in patch 1.0.3
- The Succubus "Blood Star" debuff will no longer affect the player if the damage from the projectile is dodged/blocked/etc
- The damage from the Succubus “Blood Star” debuff will now scale based on the current cost of a player's skill, even if the cost is reduced by items or skill runes
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Best Answer
Standard advice for dealing with reflects damage is to get life on hit or life steal, but this doesn't scale well with your dps. Armor and resists will reduce the damage, a combination of all three will be your best bet.
Unfortunately, all I've been able to find is speculation about exactly how resists and armor work against reflect damage. However, the argument that monks can essentially ignore reflect due to having very high mitigation (e.g. from One With Everything and Seize the Initiative) seems to strongly indicate that they do play a part.