The End of Magic Missile! (in General)
Sorry to say but with the new "no cap" on Mgs, i doubt MM user will pass my 4mil + wall with a good Mgs size.
Get ready to see 100mil Mgs soon :P
Yeah, the removal of the cap worries me. But The largest is only +49 atm. ;)
a +110 MgS will only reduce 99% of magical damage. Therefore, you would have to up it to at least +107 and name it for it to block everything.
Sorry, +106. You'd get 5 extra + from the naming at that level.
June 19 2008 11:35 AM EDT
With 4mill+ HP and wall gear other than that MgS he doesn't need it to be 100% blocking =)
as long as tsa i there
+ 4mil hp to go through
June 19 2008 11:45 AM EDT
:) LA your asking for a jon sized nerf if you do that :) but yea its up to you *grins*
LA, take a look at the NW values in the wiki,
$84,071,162,971 (Plus Naming) is a small price to pay for making yourself immune to all Magical Damage! :D
I wonder if +AC would be cheaper? ;)
June 19 2008 11:51 AM EDT
+100 should be approx $166,939,257,277
don't have to be 'immune'. TSA gives over 200k in HP per round. maximum rounds to kill off mgs wall is 30 rounds. suppose HP / Mgs wall is 4mil HP, anything that reduce MM damage down to 400k per round is considered to be "immune" to me.
Annihilator's Magic Missile hit Hardcore Absorber 
+42 mgs and some AC. Regen = 230k.
highest MM we are talking about here.
If this damage reduced to 400k, it would be a problem.
June 19 2008 1:33 PM EDT
Wait, what? I stop paying attention for half a day and the mgs has no cap? I can't even find where this is written!
I'm sooo tempted to drop this mage thing and go MoD, Shield of mace-thingy, and elbow.
I'm also kinda tired, so sorry for this post being eh.
June 19 2008 2:43 PM EDT
Well with all these cheap available millions CB$ its an overpowered item. Combine it with an EH and its like an 100% Evasion. Well time to switch.
The only good thing is that it is not very useful against most other tactics.
June 19 2008 2:45 PM EDT
why bother combining it with EH... they are different damage layers... just use MGS all the way
For a minion that is strictly a mage wall;
heavy gear + AC + MgS > heavy gear + TSA + MgS > heavy gear + EH + MgS
not sure why everyone thinks the ability to regen 150k per round is so much better than the ability to stop an extra 200k damage per shot >.<
Aside from that though:
MgS +57 is over 100m nw, name it and it's like a +60... This gives 54% DD resistance. With +49 currently being the largest, that means there was a MgS giving 50% DD resistance, pre-change...
I know the "pay to win" aspect is greatly unappreciated by most almost anywhere it exists... But I don't see 74m nw adding an extra 4% of resistance being too big of a problem...
at that point you'll be better off investing in heavy AC gear
thanks for the tip TH. 400AC does better.
Annihilator's Magic Missile hit Super Armor 
200k less damage per hit now :P
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