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Enemy elemental resistance reference sheet (Nightmare)


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#101
Vidread

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somehow, I keep getting weapon damage resisted by standard bandit/raider as long as their r doing any damage other then physical... the mage's fire ball works on them but a 2h axe that outputing fire based damage does no damage at all...:(

#102
mr_afk

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um. by 'their' i suppose you mean your party?
if you're playing on nightmare you might be coming across the 'street thug' type which are immune to fire for some arbitrary reason.

not sure how that works for your fireball though, i suppose it might have been a mixed group of enemies so certain enemies within the aoe received damage?

if they are immune to fire it might be a good idea to just switch weapons for that fight. there's not much else you can do, besides reducing the difficulty.

#103
tonnactus

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Has to be a mixed group. Maybee with mabari.

#104
Brother Juniper

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Are resistances completely irrelevant when NOT playing Nightmare?

#105
mr_afk

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elemental immunities do not apply but elemental weaknesses still do.
this means that it's still beneficial to switch weapons/spells based on the enemies weaknesses but not necessary; e.g. a firestorm will still be rather effective on a dragon.

#106
Brother Juniper

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thank you

#107
Quething

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Also, on non-nightmare difficulties, enemies will still take reduced damage from elements they have immunity to on nightmare. It's not huge - even dragons and rock wraiths will still go down pretty quickly to firestorms and tempests - but if you're having a hard time with a fight it's still useful to at least switch to a neutral element if you don't have a strong one.

Anyway, on to what I came here for! Elemental resistances and weaknesses for new DLC creatures:

Genlocks, Genlock Alphas, and Hurlock Alphas are all simply "darkspawn" type and so, as usual, take extra damage from spirit and nature and have no immunities.
Deepstalkers, in total defiance of common sense, take extra damage from nature and cold and reduced damage from fire.
Brontos take severely reduced damage from nature, but increased damage from magic in general, and from fire and lightning.

Ghasts are classed as darkspawn, and so take extra damage from nature and spirit;
...except for caster ghasts, which are classed as Coterie and so resist spirit damage.

Wyverns have no particular weaknesses or immunities.

Harelquins and Orlesian Hunstmen also have no particular weaknesses or immunities. Most of the humans belong to already existing factions; Crows are Coterie, most of the Duke's guards are Kirkwall type, Cahir is a Raider Reaver.

I think the Sky Horror's minions are undead.

#108
Biotic_Warlock

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I have played a little recently, but i'm sure the first enemies you fight after you arrive in krikwall are literally all IMMUNE to fire attacks... idk if this is supposed to happen but it's really annoying.

#109
Geffz

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The apostate at the start of the quest where you try to convince the mages who escaped the starkhaven to kirkwall travel is immune to spirit damage. Pretty sure he is a blood mage because he did the red aoe circle of death attack and had undead around him, the chart says he should have low spirit resistance, not be immune!

#110
Jineapple

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The gate guardians do not have low resistance to electricity, they are immune. Only the slave statues are vulnerable to electricity, not sure if low or normal. A lot of mages during act III are also immune to spirit, I think all of them except those titled "blood mage" or "circle high mage". Not sure on that though.

#111
ioannisdenton

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Bump for awesomeness