

Monster Type Resistanceěreaks with Infinity (Amazons and Paladins have relatively low damage output) Furthermore, sorceresses are the only class which deal large amounts of cold damage and their Cold Mastery makes Infinity unnecessary. Infinity is the least effective for breaking cold immunities since the large majority of Cold Immunes in hell have 120 Cold Resistance or higher. When breaking immunities, Conviction Aura functions at 1/5th of its normal effectiveness (-17% Enemy Resistances) which means that it can only break the immunities of monsters who have 115 or less resistance. However, once Conviction is applied, the monster will be taking 110% damage – over 4 times more. For instance, if a monster has 75% lightning resistance in Hell, that means it would normally only receive 25% of the incoming lightning damage. However, where -% Resistances really shine is when the target has high base resistances. Level 12 Conviction provides -85% Enemy Cold, Fire and Lightning Resistance (not poison) which increases damage taken by a minimum of 85% if the target’s starting resistance was zero. It is important to note that the -55% Enemy Lightning Resistances of the item only applies to the wielder so your main character does not benefit from this bonus if the item is equipped on your mercenary. Infinity is most commonly used as an Act II mercenary weapon since it can only be made in polearms and prevents the use of a shield. Conviction also reduces enemy defenses by 83% which largely eliminates the need for attack rating – and one of the reasons it is used by Summoners. This is due to the level 12 Conviction Aura that the Runeword provides which is essential for breaking monster immunities and shredding resistances. Infinity is an automatic inclusion for almost every single elemental caster class in the game with the exception of Cold Sorceresses. (45-55)% To Enemy Lightning Resistance (varies)Ġ.5-49.5 To Vitality (Based on Character Level) 50% Chance To Cast Level 20 Chain Lightning When You Kill An Enemy
