Blizzard Sector - Diablo 3 » Diablo II » Character Development » Paladin » Fortitude Does NOT Work for Smite!

Paladin The Paladin is the character that is perhaps more suitable to the multi-player game. But make no mistake; he is still capable of taking on the greatest of battles. Many of his aura powers can affect more than one player so he should always be part of a group.

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Old 10-16-2005, 07:09 AM   #1 (permalink)
 
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This deserves a thread of it's own, so don't buy your fortitude yet!

When I mention fortitude does not work, I am solely talking about the Enhanced Damage from the Fortitude

O.K. I have just taken a series of tests that shows me that Fortitude does NOT provide Enhanced Damage.

I currently do 2130~2170 smite damage with holy shield and fanatcism.

Now, I went to Act 5 Hell with 3 other people in the game with me.

Next I went to Frigid Highlands

Then firstly, I saw how many smites it took to kill an Enslaved. It was 3.

Then, I took off my Archon Fortitude and attacked another enslaved. It took 3 smites to kill it.

I repeated the test 5 times, and all came up with the same result.

Now, IF the damage from my smite should be stacked by 300% Enhanced Damage, I SHOULD've killed the Enslaved with 1 hit (theory wise) but I DIDN'T.

So, I'd like to hear of people's cases when they witnessed Fortitude's Enhanced Damage making a difference.

I play on US West Non-Ladder
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Old 10-16-2005, 07:12 AM   #2 (permalink)
 
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It does make a difference, but you must remember the dmg of 2k is also enchanced by a certain % before that, so the 300% isnt 3x dmg, but a lot smaller %
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Old 10-16-2005, 07:19 AM   #3 (permalink)
 
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I still don't understand how it made no difference whatsoever during the 5 tests I did.

Must've made a 1 or 2 hit difference at least
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Old 10-16-2005, 07:36 AM   #4 (permalink)
 
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it does increase your attack but enought to kill a slayer or whatever in one hit

i had one on my merc his attacke jumped up alot but still close to the same
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Old 10-16-2005, 09:14 AM   #5 (permalink)
 
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Fortitude does not work eh?

Let's assume the following, you do 2130 to 2170 damage (2150 average), there is no way you are using a Grief with that setup, or you'd be doing three times as much. The damage is also very consistant, so my guess is that you are using a Zakarum Shield (46 to 46 Smite damage).

If you cannot afford a Grief, you cannot afford any Paladin combat charms either, meaning that your Holy Shield will be relatively low, my guess is around level 30 or so. At level 30, it adds 97 to 100 damage, add this with the Zakarum Shield, and you do an average 144 damage (Diablo rounds all values downwards).

So how does 144 damage become 2150 damage? You guessed it, enhanced damage. Enhanced damage stacks in all cases, it is not cumulative. So you should have around a total of 1400% or so enhanced damage to bring your base of 144 damage up to the final 2150 damage. If you were to add another 300% enhanced damage (i.e. Fortitude), you'd be doing a total of 2592 damage.

That's a difference of 442 damage, which does very little when a Slayer has 7152 hit points.

Fortitude is not that useful unless you are using Grief.
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Old 10-16-2005, 09:52 AM   #6 (permalink)
 
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I have both grief and inventory filled with pala combats and a hellfire and of course an anni.

Alright, I don't have a clue why but my damage remains the same whether I equip and unequip the Grief.

Also tried with my grief zerker and same result.

What's going on here ><?

Last edited by AC/DC; 10-16-2005 at 09:56 AM..
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Old 10-16-2005, 10:01 AM   #7 (permalink)
 
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Geief adds invisible dmg.

Trust me...place the grief on =D


And trust cauh...Hes da man
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Old 10-16-2005, 11:05 AM   #8 (permalink)
 
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ey, since we are talking armors for smiters...what u guys think is the best smiter armor (allround) for pvp? Coh archon? Enigma? Forti? other suggestions? what is the best allround?
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Old 10-17-2005, 06:39 AM   #9 (permalink)
 
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CoH=Ele
Enigma=Hdin
Fort=Melee
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Old 10-19-2005, 10:58 AM   #10 (permalink)
 
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Quote:
Originally Posted by A|fzZz
CoH=Ele
Enigma=Hdin
Fort=Melee
Enigma's teleport helps only against very defensive hammerdins who just sit there and spam hammers. A more skillful hammerdin would move around and form a randomized hammerfields.

Against most hammerdins I usually play defensively. Run south and let him follow you with teleport. Whenever he lands just above you, whack him in the face one or two times. Get out of there when he starts casting hammers again, and repeat the cycle by running south.
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Old 10-24-2005, 08:19 PM   #11 (permalink)
 
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i would say that enigma's teleport isn't useful at all. cause when ure against a hammerdin that just stand there and spam hammers, there isn't a hole in his defence unless u stand an take ur time pressing. and when u just stand there most hammerdins will teleport about 3 inches south of you and put hammers... then ure screwed hehe
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Old 10-24-2005, 09:15 PM   #12 (permalink)
 
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Quote:
Originally Posted by Rallert
i would say that enigma's teleport isn't useful at all. cause when ure against a hammerdin that just stand there and spam hammers, there isn't a hole in his defence unless u stand an take ur time pressing. and when u just stand there most hammerdins will teleport about 3 inches south of you and put hammers... then ure screwed hehe
For those of you who don't know this yet, there are 3 weak points in a hammerdin's field. This is why the smarter hammerdins move around a lot more.
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