Tell me about immunity

hexnessie

Farmer
So, immunity. Is this stat of any particular use at all?

If I understand it correctly, all it's supposed to do is reduce the likelihood you will get affected by a debuff. Since most debuffs are mild (the one and only I need to avoid is being made sick by ghosts) I usually don't think much about immunity beyond what's on my boots.

Is there something more to it?
 
First off, the wiki page for Immunity has some useful and helpful information.

Basically, each point of Immunity reduces the chance of getting debuffed by 10%. As of 1.5, it now works on all debuffs instead of just the hex curse from the shadow shaman. For a list of debuffs you can check the buffs wiki page. Anything with a red border is considered to be a debuff.

In theory, with 10 points of Immunity, you would then be completely immune to debuffs. If that's a thing you want to do, you'll probably want at least one Immunity Band ring.

Cinderclown Shoes + Immunity Band = 90% resistant to debuffs, so only a 10% chance it actually affects you, and has 6 Defense

Mermaid Shoes + Immunity Band = 120% or completely immune to debuffs, but only has 5 defense.

Squid Ink Ravioli also makes you immune to debuffs for three minutes, if you prefer to go the consumable route.
 

Elenna101

Farmer
You understand the mechanics correctly, yeah. As Shneekey said, it's specifically 10% less chance of being debuffed per point of immunity. I don't generally pay a ton of attention to immunity, although it's nice to have a lower chance of being burned by the flame spirits in the volcano. That's the only debuff I find particularly annoying (well, that and being slimed, but by the time I have high-immunity boots I also have a decent weapon and probably a speed buff or two, so I personally find slimed pretty easy to dodge).

If you didn't know, you can remove the "nauseated" debuff by eating ginger or drinking ginger ale. Plain ginger is pretty clearly better IMO, since it's cheaper and doesn't remove any coffee speed buffs you may have.
(Of course, this doesn't solve the inevitable times when you get halfway to the next elevator floor, get nauseated, and promptly realize you forgot all your ginger at home...)
 

hexnessie

Farmer
Thanks all! I guess I'll continue ignoring immunity.

I completely forgot about the Squid Ink Ravioli (again). I might switch to Ravioli + Coffee when I need to do a lot of level 50-70 runs in the Dangerous Mines. Or Mermaid + Immunity Band.

I usually do forget to bring the ginger, yeah :/
 
I personally think the debuffs are pretty bad:
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from the Wiki of course (https://stardewvalleywiki.com/Buffs)
Burned, Frozen, and Slimed just feel really bad because of the speed loss, you're basically stuck until they expire. The defense losses also hurt (pardon the pun) -burned at +3 damage taken per hit is at least noticeable, and Jinxed gives +8 damage taken on every hit which is a LOT. For that reason I'm always using Mermaid Boots, though I don't bother getting to 100%. Certainly it's not the most important thing, especially if you're actively killing enemies instead of ignoring them and letting them hit you, but the difference between even 6 immunity and 8 (enemies have a 40% chance of debuffing you at 6 and only 20% at 8) is quite noticeable imho. I like Mermaid + Crabshell (10 defense, 80% immunity) vs Cinderclown + Immunity (6 Defense, 90% immunity) but as with all things to each their own, whatever works. I do think though totally ignoring it, like wearing Dragonscale boots over Mermaid or Cinderclown, would likely be a less enjoyable experience than having some immunity.
 

imnvs

Local Legend
Thanks all! I guess I'll continue ignoring immunity.

I completely forgot about the Squid Ink Ravioli (again). I might switch to Ravioli + Coffee when I need to do a lot of level 50-70 runs in the Dangerous Mines. Or Mermaid + Immunity Band.

I usually do forget to bring the ginger, yeah :/
What? No! Don't ignore immunity! Immunity > Defense. What does defense do? Slightly less damage. You know what also mitigates damage? Eating food. Debuffs make it easier to take damage too. Immunity is king. If you can get your immunity to +10 or higher you're gold and will never need to remember to bring ginger.
 
What? No! Don't ignore immunity! Immunity > Defense. What does defense do? Slightly less damage. You know what also mitigates damage? Eating food. Debuffs make it easier to take damage too. Immunity is king. If you can get your immunity to +10 or higher you're gold and will never need to remember to bring ginger.
Thoughts on a combined Crabshell/Immunity ring for one finger and Iridium Band/whatever for the other? Have your cake and eat it too? Then just wear Mermaid Boots and get 100% immunity to debuffs while also having a respectable defense.
 

imnvs

Local Legend
Thoughts on a combined Crabshell/Immunity ring for one finger and Iridium Band/whatever for the other? Have your cake and eat it too? Then just wear Mermaid Boots and get 100% immunity to debuffs while also having a respectable defense.
Honestly, I'd skip the crabshell. It's nice, sure, to take less damage, but there's still food. I'd want Burglars and Lucky in there... so probably a Burglars/Immunity and an Iridium/Lucky would be my recommendation... unless you wanted Napalm in there for explosive fun.
 

hexnessie

Farmer
By "ignore immunity" I meant only to use what's on the boots and not focus on it specifically. I'm not going to go in with 0 immunity at all!

I don't find the debuffs hard when I'm in there to fight monsters, with the exception of -attack maybe, because slowdown doesn't really matter if you are standing there whacking slimes anyway, and the Magma Sprites rarely manage to hit me.

I stopped bothering about defense much, either. There's food, as you said, so even if I take some more damage than usual, I can eat up my berries and regain all health.

When I'm ignoring monsters, I mostly just run away from them, so immunity doesn't come into play either.

I'm wondering about the Protection Ring though. Is it any good? It could be something to consider when building a "mine only, don't fight" outfit.
 
Honestly, I'd skip the crabshell. It's nice, sure, to take less damage, but there's still food. I'd want Burglars and Lucky in there... so probably a Burglars/Immunity and an Iridium/Lucky would be my recommendation... unless you wanted Napalm in there for explosive fun.
I don't consider a +1 Luck to be worth anything whatsoever, given how few things are actually affected by Luck in any way and how minimal its impact is on any game mechanics it actually does affect, so I suppose we'll have to agree to disagree.

Burglars is only relevant if you want a mob drop, so YMMV. Generally, the only time I'm even marginally interested in mob drops are a) mine levels 11-19 bugs for a hopeful early Ancient Seed drop, and b) Soot Sprites for an early source of coal to get my smelting operations and preserves jars up and running less expensively. You may note that both of these things happen well before the Burglar's Ring is actually available, as by the time I've killed enough Soot Sprites to actually claim my Burglar's Ring, I've already progressed to the Post Resource Scarcity part of the game and can simply buy coal in arbitrary quantities from Clint, no matter how much he jacks up the price.

In exchange, more Defense means less reliance on consumable food items, and thus more profit being made by selling the surplus.

Napalm Ring, while hilarious and meme-worthy, has a 'friendly fire isn't' kind of problem.
 

Elenna101

Farmer
I don't consider a +1 Luck to be worth anything whatsoever, given how few things are actually affected by Luck in any way and how minimal its impact is on any game mechanics it actually does affect, so I suppose we'll have to agree to disagree.

Burglars is only relevant if you want a mob drop, so YMMV. Generally, the only time I'm even marginally interested in mob drops are a) mine levels 11-19 bugs for a hopeful early Ancient Seed drop, and b) Soot Sprites for an early source of coal to get my smelting operations and preserves jars up and running less expensively. You may note that both of these things happen well before the Burglar's Ring is actually available, as by the time I've killed enough Soot Sprites to actually claim my Burglar's Ring, I've already progressed to the Post Resource Scarcity part of the game and can simply buy coal in arbitrary quantities from Clint, no matter how much he jacks up the price.

In exchange, more Defense means less reliance on consumable food items, and thus more profit being made by selling the surplus.

Napalm Ring, while hilarious and meme-worthy, has a 'friendly fire isn't' kind of problem.
The Napalm Ring doesn't hurt the user. My experience with it is that it's rare for it to be actually useful, but it's fun when it does happen.

I personally really like the Burglars Ring in the Skull Caverns and Volcano. In SC, I'm looking for solar/void essence to replenish my mega bombs for free, and basically everything iridium bats drop is nice. In the volcano it's for cinder shards and dragon teeth. But as you said, ymmv.

I haven't bothered to get a lucky ring, so I don't know if I would be able to tell a difference from it, although it would be nice for anyone trying to get SC treasure chests specifically.

Usually I go with iridium + savage + burglar + napalm or double iridium + savage + burglar. I briefly tried Crabshell and didn't feel like +5 defense was enough to increase the number of hits I can take before taking damage, at least in SC.

As for Immunity, personally I agree with hexnessie that I don't often notice them. This might be partly because I don't do the dangerous mines as much. Frozen is a pain but how often are you actually fighting Skeleton Mages? You do the Danger in the Deep quest once every few weeks, and other than that there's no real reason to go to those ten floors. Jinxed I don't find particularly annoying because unless I get immediately hit and slowed by a slime, I'm going to be hit, like, 2 times max while the buff is going. That's an extra +16 damage, which is only like half a sashimi, and by the time I get to the island and can get an immunity band I have basically infinite sashimi from the mussels.

As I mentioned earlier, I do find Burned annoying, and now that we're discussing it I think I might get an Iridium + Immunity ring and use that instead of Iridium+Napalm in the volcano. But I definitely don't find it worth it in the regular mines or Skull Caverns. I could understand using it in the dangerous mines, but I probably won't be myself.

Certainly it's not the most important thing, especially if you're actively killing enemies instead of ignoring them and letting them hit you, but the difference between even 6 immunity and 8 (enemies have a 40% chance of debuffing you at 6 and only 20% at 8) is quite noticeable imho.
Worth remembering that the 40% or 20% is multiplied by the probability of getting debuffed in the first place. E.g. the chance of being slimed with no immunity is 30%. So the chance of being slimed with 6 immunity is 40% * 30% = 12%, and the chance with 8 immunity is 20% * 30% = 6%. A 6% difference is probably noticable but it's a lot less than a 20% difference.
 

FilthyGorilla

Local Legend
I don't consider a +1 Luck to be worth anything whatsoever, given how few things are actually affected by Luck in any way and how minimal its impact is on any game mechanics it actually does affect, so I suppose we'll have to agree to disagree.

Burglars is only relevant if you want a mob drop, so YMMV. Generally, the only time I'm even marginally interested in mob drops are a) mine levels 11-19 bugs for a hopeful early Ancient Seed drop, and b) Soot Sprites for an early source of coal to get my smelting operations and preserves jars up and running less expensively. You may note that both of these things happen well before the Burglar's Ring is actually available, as by the time I've killed enough Soot Sprites to actually claim my Burglar's Ring, I've already progressed to the Post Resource Scarcity part of the game and can simply buy coal in arbitrary quantities from Clint, no matter how much he jacks up the price.

In exchange, more Defense means less reliance on consumable food items, and thus more profit being made by selling the surplus.

Napalm Ring, while hilarious and meme-worthy, has a 'friendly fire isn't' kind of problem.
My late game set up is iridium/luck and savage/luck.
But as you say, once I have the crab-shell ring, I don't care about a couple hundred g in my pocket, honestly, sell the goods you get from the burglar would make you way more money.
I agree with @imnvs about his ring choices though would say that for experienced players, savage ring is a godsend, it's pretty bad if you can't use it and it's harder to do so than you may think but if you are good at using it, it's just about one of the best rings possible.
Quite on the contrary too, luck rings are really useful, you may say that they aren't useful out of the mines but then how are you even arguing for crabshell rings which are ONLY useful in the mines?
The luck rings are actually great for the SC as that can help make spicy eel an ok SC food which usually it would not be, this is nice as it lets you have ok luck but also the double speed buff otherwise only achievable with rock candy.
You can also get the burglar ring really early, my record is about the 25th of spring y1, it only takes about 1-2 days of mine resetting with a good sword to kill the 500 if you have a nice weapon and are ok at the game.
Napalm ring is also great in the midgame in the SC and volcano mines and by "friendly fire isn't" do you mean multiplayer? If so, the damage is only that of a cherry bomb which completely unprotected is only I think about 4-7 damage.
The burglar ring is also great for killing serpents again in the midgame for bombs, rabbit feet and spicy eel, it is also good mid to late game for geode farming if you want a lot of gems or artifacts for one reason or another.
It is also pretty ok for in the volcano mines when you want shards and dragon teeth early game for the warp tower.
 

FilthyGorilla

Local Legend
Worth remembering that the 40% or 20% is multiplied by the probability of getting debuffed in the first place. E.g. the chance of being slimed with no immunity is 30%. So the chance of being slimed with 6 immunity is 40% * 30% = 12%, and the chance with 8 immunity is 20% * 30% = 6%. A 6% difference is probably noticable but it's a lot less than a 20% difference.
They mean per time you would get the debuff, of course the actual chance is less beccause you are not garanteed to get the debuff for some of them like the slimed debuff.
 

Hill Myna

Farmer
Thoughts on a combined Crabshell/Immunity ring for one finger and Iridium Band/whatever for the other?
My ring spaces are precious. I'm not going to fill them with things that I can get in other ways. If I bothered to replace my Dark Boots (Remixed Mines Rewards, so no Space Boots), I could have the Mermaid Boots that provide a plentiful +8 Immunity, enough that I rarely get debuffed.

And when I do, it is be a fun challenge to overcome! I don't want to be overpowered, because sometimes it's fun to slow down.

Regarding Defense, I have +1 from my Infinity Gavel, and +5 from my hypothetical pair of Mermaid Boots. But it wouldn't really mind if I had zero, because that's what my food is for.

So no, I don't think that either a Crabshell OR an Immunity Ring should be a part of a regular set up.

But for a super-specialised ignore-all-monsters set up? These rings shine.

With Crabshell (+5 Defense)/Immunity (+4 Immunity) & Crabshell (+5 Defense)/Iridium Band, Mermaid Boots (+5 Defense, +8 Immunity), and Gold-star Eggplant Parmesan (+4 Defense, Mango Sticky Rice also works), you'd be on +19 Defense and +12 Immunity.

That'd be enough that you would be 100% immune and nothing in the regular Mines could hurt you (and only Tiger Slimes in the Volcano Dungeon with 23 Damage). Pretty cool!

But it gets better: if you're holding a weapon, then its Defense will be applied. The Dwarf Dagger forged with 3 Topazes has +9 Defense, so you'd be up to +28 Defense! That eliminates anything at all in the Volcano Dungeon damaging you!

Plus if you wanted to kill a monster, chances are it's just one monster, so a dagger would be the way to go.

In Skull Cavern, only Mummies (30 Damage) and Iridium Bats (also 30) could hurt you, but they'd be doing only 2 Damage each. Cherry Bombs do more damage!

In the Dangerous Mines, only dangerous Shadow Brutes (max. 32 damage), dangerous Shadow Shamans (max. 30), and dangerous Squid Kids (max. 32) would have any effect.

Dangerous Skull Cavern would still be dangerous, but it would be more like the regular Skull Cavern.

TLDR: IMO there are better things than Crabshell and Immunity Rings to wear at all times, but they enable some pretty epic options that shouldn't be ignored.
 
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