Difference between revisions of "Sacred:Armor glow"

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[size=5][b]Armor Glow and Resistance Bonuses[/b][/size]
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='''Armor Glow and Resistance Bonuses'''=
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==  1) Armor Glow/ Resistance Bonuses? ==
  
  
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[[Sacred:Armor glow|Armor glow]] – A visual representation of special resistance bonus(es). i.e., A vivid color change in your character's appearance when you acquire one or more of the resistance bonus(es).
  
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'''Resistance Bonuses''' – There are four resistance types:
 +
 
 +
*[[Sacred:Physical|Physical]]
 +
 
 +
*[[Sacred:Fire|Fire]]
  
== [b][size=4]1) Armor Glow/ Resistance Bonuses?[/size][/b] ==
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*[[Sacred:Magic|Magic]]  
  
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*[[Sacred:poison|poison]]
  
[b]Armor Glow[/b]- The visual representation of resistance bonus(es). i.e. A vivid color change in how your character looks when you acquire one or more of the resistance bonus(es).
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When you combine items (armor/jewelry/weapons) in a systematic way, you can acquire a +15% bonus to a specific resistance type. They are reflected in the inventory screen [I], in the Sacred circle that show your set bonus. i.e. there are four basic kinds of [[Sacred:Armor glow|Armor glow]]: Physical, Fire, Magic and Poison.
  
[b]Resistance Bonuses[/b]- There are four resistance types: physical, fire, magic and poison. When you combine items (armor/jewelry/weapons) in a systematic way, you can acquire a +15% bonus to a selected resistance type. They are reflected in the inventory screen [I], in the Sacred circle that show your set bonus. i.e. there are four basic kinds of armor glow: physical, fire, magic and poison.
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The color of each basic glow match the color that the game uses for the associated resistance type. The white glow shows physical resistance, the purple glow shows magic resistance, the red glow represents fire resistance and the green glow represents poison resistance.
  
 
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== 2) Glow Points Requirement==
== [b][size=4]2) Glow Points Requirement[/size][/b] ==
 
  
  
[b]Explanation[/b]: In order to acquire a resistance bonus and its glow, one needs to collect enough points, and these points are known as "glow points". The requirement is as shown below:
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<b>Explanation</b>: In order to acquire a resistance bonus and its glow, one needs to collect enough points, and these points are known as "glow points". The requirement is as shown below:
  
 
*Physical: 8 glow points
 
*Physical: 8 glow points
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== [size=4][b]3) How to Get a Glow Point?[/b][/size] ==
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== 3) How to Get a Glow Point? ==
 
 
 
 
[indent]1) 1 point from an armor with a dominant resistance.
 
2) 1 point from a weapon with a dominant damage.
 
3) 2 points from an item (armor/weapon) with a dominant resistance and a dominant damage.
 
4) 1 point from a jewelry with a dominant damage/resistance.
 
5) 0 point from an item with more than a single dominant damage or/and dominant resistance.[/indent]
 
 
 
  
[b]Explanation for 1): [/b]
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You get 1 point for a specific type for each item you have equipped whose resistence is dominant for that type and for each item you have equipped whose damage is dominant for that type. This include your weapons, your armor pieces and your jewelry. It also includes the saddle if you are riding a horse.
  
[indent]A boot with only poison resistance will give you one glow point in poison.[/indent]
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The damage/resistence of an item is dominant in a damage/resistence type if it shows a value for that type and that value is higher than the values for other types.
  
[b]Explanation for 2): [/b]
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Note that a socketed item is not an equipped item, but it can change the dominant damage and resistence types of the item it was socketed into.
  
[indent]A weapon with 100 physical damage, 50 fire damage will give you one glow point in physical.[/indent]
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===Examples:===
  
[b]Explanation for 3): [/b]
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An armor piece with only poison resistance will give you 1 glow point in poison.
  
[indent]How to get 2 points from an item? The power of socketing.  
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A weapon with 100 physical damage and 50 fire damage will give you 1 glow point in physical, because physical is the dominant type for damage.
  
We know that weapon only spawn with damage, armor with resistance.  
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A weapon with 100 physical damage and 50 fire resistence, will give you 1 glow point in physical and 1 glow point in fire.
  
So the trick here is to socket the opposite (damage vs. resistance) into a socket. Thus, socket resistance to weapon, socket damage to armor.[/indent]
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A weapon with 50-70 physical damage and 10-70 fire damage yield no glow point, you have to look at the maximum value, since both values are equal it doesn't have a dominant type.
  
[b]Explanation for 4):[/b]
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Ozzy's Ring gives 1 glow point in poison because poison is its dominan type for damage, but it doesn't give extra points for its resistance, since it doesn't have a dominant type in its resistance.
  
[indent]Jeweleries have either damage or resistance (but never both), and they cannot have socket, so only one point is possible.[/indent]
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https://www.sacredwiki.org/images/Uniques/ozzysring.jpg
 
 
[b]Explanation for 5):[/b]
 
 
 
[indent]Note that on the topic of Armor Glows, only the maximum damage/resistance comes into play.  
 
 
 
So on a sword with 50-70 physical and 10-70 fire damage, only the 70 maximum on both are counted. And this sword will yield no glow point since it has two dominant damages.
 
 
 
Socket comes into play on this as well. If you have a helm with 30 fire resistances, it yields a glow point for fire. But if you socket a ring with 30 physical resistances into the helm, the helm will no longer yield any glow point. To expand even further, if you socket yes another ring with 10 poison damage into this helm (with the ring), the helm now yields a glow point for poison.[/indent]
 
  
 
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== 4) Possible Glow Points for a Character ==
  
== [b][size=4]4) Possible Glow Points for a Character[/size][/b] ==
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Before doing the calculations, we have to point that there are two unique pieces of jewelry that can provide both damage and resistance glow points.
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{|
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|{{thumbframe|[[Image:sneakingringofthedead.jpg]]}}
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|{{thumbframe|[[File:Jewelledamuletofthedead.jpg]]}}
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|}
  
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Because of these items, we are going to count each ring as 2 glow points, and each Wood Elf amulet as two 2 glow points.
  
Following the above rules, we can now calculate the maximum possible glow points for each character based on how much they can wear.
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Also the Dwarf can't ride a horse, so he can't have the saddle glow point.
  
[b][color="Blue"]Battlemage[/color][/b] : 24
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{| style="background:transparent;" text-align="center" border=1 valign=center width="440px" cellpadding="2" cellspacing="0"
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|-
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| colspan=7 | Following the above rules, we can now calculate the maximum possible glow points for each character based on how much they can wear.
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|- align="center"
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| Character || Armor Items<br />|| Weapon & Shield<br />|| Amulets<br />|| Rings<br />|| Saddle || Max Points
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|- align="center"
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| align="left" | [[Sacred:Battle Mage|Battle Mage]] || 7 x 2 || 2 x 2 || 2 || 4 x 2 || 1 || 29
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|- align="center"
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| align="left" | [[Sacred:Daemon|Daemon]]      || 8 x 2 || 2 x 2 || 1 || 4 x 2 || 1 || 30
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|- align="center"
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| align="left" | [[Sacred:Dark Elf|Dark Elf]]   || 8 x 2 || 2 x 2 || 1 || 4 x 2 || 1 || 30
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|- align="center"
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| align="left" | [[Sacred:Dwarf|Dwarf]]       || 7 x 2 || 2 x 2 || 2 || 4 x 2 || 0 || 28
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|- align="center"
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| align="left" | [[Sacred:Gladiator|Gladiator]]   || 8 x 2 || 2 x 2 || 1 || 2 x 2 || 1 || 26
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|- align="center"
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| align="left" | [[Sacred:Seraphim|Seraphim]]    || 7 x 2 || 2 x 2 || 1 || 2 x 2 || 1 || 24
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|- align="center"
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| align="left" | [[Sacred:Vampiress|Vampiress]]  || 8 x 2 || 2 x 2 || 1 || 4 x 2 || 1 || 30
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|- align="center"
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| align="left" | [[Sacred:Wood Elf|Wood Elf]]    || 7 x 2 || 2 x 2 || 2 x 2 || 4 x 2 || 1 || 31
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|}
  
[b][color="blue"]Daemon[/color][/b] : 25
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In the end, the Seraphim is the only character that can't have the four glows simultaneously, and the Gladiator can only have four them on a horse.
 
 
[b][color="blue"]Dark Elf[/color][/b] : 25
 
 
 
[b][color="blue"]Dwarf[/color][/b] : 25
 
 
 
[b][color="blue"]Gladiator[/color][/b] : 23
 
 
 
[b][color="blue"]Seraphim[/color][/b] : 21
 
 
 
[b][color="blue"]Vampiress[/color][/b] : 25
 
 
 
[b][color="blue"]Wood Elf[/color][/b] : 24
 
  
 
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== [b][size=4]5) How Many Glows Can You Have?[/size][/b] ==
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==5) Glow combinations ==
 
 
 
 
[b]Four Glows?[/b]
 
 
 
With all of the above, this is now a simple math problem. Recall that we need 8 for physical, 6 for fire, 6 for magic, and 6 for poison.
 
 
 
So in order to have all four glows we will need:
 
 
 
8 + 6 + 6 + 6 = 26 glow points
 
 
 
[b]Conclusion:[/b] It is impossible for any character to have all four glows at a time.
 
 
 
[b]Three Glows?[/b]
 
  
[indent]But all the characters can have up to three glows, any three glows:
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When you have enough glow points for multiple types, the colors of these glows combine, here you can see the less common glow combinations:
  
Physical, Fire, Magic: 8 + 6 + 6 = 20 points
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'''For up to three glows the following:'''
[img]http://i155.photobucket.com/albums/s291/fdm_dark/sacred/Physfiremagic.jpg[/img]
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{|
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|-
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| Physical, Fire, Magic: 8 + 6 + 6 = 20 points || Physical, Fire, Poison: 8 + 6 + 6 = 20 points || Physical, Magic, Poison: 8 + 6 + 6 = 20 points || Fire, Magic, Poison: 6 + 6 + 6 = 18 points
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|-
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|{{thumbframe|[[Image:bmpink.jpg]]}}
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|{{thumbframe|[[Image:bmyellow.jpg]]}}
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|{{thumbframe|[[Image:bmblue.jpg]]}}
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|{{thumbframe|[[Image:bmwhite.jpg]]}}
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|}
  
Physical, Fire, Poison: 8 + 6 + 6 = 20 points
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'''A Daemon exhibiting four glows:'''
[img]http://i155.photobucket.com/albums/s291/fdm_dark/sacred/Physfirepoison.jpg[/img]
 
  
Physical, Magic, Poison: 8 + 6 + 6 = 20 points
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{{thumbframe|[[Image:fourglows.jpg]]}}
[img]http://i155.photobucket.com/albums/s291/fdm_dark/sacred/physmagicpoison.jpg[/img]
 
  
Fire, Magic, Poison: 6 + 6 + 6 = 18 points
 
[img]http://i155.photobucket.com/albums/s291/fdm_dark/sacred/firemagicpoison1.jpg[/img]
 
  
 
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== [b][size=4]6) Worth It to Keep Track and Maintain Three Glows?[/size][/b] ==
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== 6) Worth It to Keep Track and Maintain all four Glows? ==
  
  
Probably not, except for the super cool look and maybe pure casters.
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Probably not, except for the exceptionally rare look and perhaps use for pure casters.
  
1) There are WE runes with +15% to all resistances.
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1) There are Wood Elf runes with +15% to all resistances.
  
2) At later character levels vendors start selling jewelry with higher bonuses.
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2) At later character levels, vendors start selling jewelry with higher bonuses.
  
 
3) Basically you will always get an armor glow of some sort on your character just because class-specific armor and weapons tend to bear certain dominant resistance or damage type. You will probably unwillingly get physical glow on melee fighters and magical - on casters.  
 
3) Basically you will always get an armor glow of some sort on your character just because class-specific armor and weapons tend to bear certain dominant resistance or damage type. You will probably unwillingly get physical glow on melee fighters and magical - on casters.  
  
4) Going mono-elemental damage is more efficient than multi-elemental, so by having a lot of similar-type damage on your weapons, jewelry and socketable items you will win a distinct armor glow (not three, even not two).
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4) Going mono-elemental damage can be more efficient than multi-elemental, so by having a lot of similar-type damage on your weapons, jewelry and socketable items you will win a distinct armor glow (not three, even not two).
  
5) its a good idea to concentrate on resistances against the damage type used by deadly monsters, i.e. fire and poison. Getting a third glow is associated with going multi-elemental or sacrificing damage rings for resistance-bearing rings and amulets.  
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5) Its a good idea to concentrate on resistances against the damage type used by deadly monsters, i.e. fire and poison. Getting a third glow or fourth glow is associated with going multi-elemental or sacrificing damage rings for resistance-bearing rings and amulets.  
  
Thus having three glows is generally a bad idea, except for pure casters who do not benefit from damage ring.[/font]
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Thus having three or more glows could be considered a bad idea, except for pure casters who do not benefit from damage ring.

Latest revision as of 01:01, 19 September 2024


Armor Glow and Resistance Bonuses


1) Armor Glow/ Resistance Bonuses?

Armor glow – A visual representation of special resistance bonus(es). i.e., A vivid color change in your character's appearance when you acquire one or more of the resistance bonus(es).

Resistance Bonuses – There are four resistance types:

When you combine items (armor/jewelry/weapons) in a systematic way, you can acquire a +15% bonus to a specific resistance type. They are reflected in the inventory screen [I], in the Sacred circle that show your set bonus. i.e. there are four basic kinds of Armor glow: Physical, Fire, Magic and Poison.

The color of each basic glow match the color that the game uses for the associated resistance type. The white glow shows physical resistance, the purple glow shows magic resistance, the red glow represents fire resistance and the green glow represents poison resistance.


2) Glow Points Requirement

Explanation: In order to acquire a resistance bonus and its glow, one needs to collect enough points, and these points are known as "glow points". The requirement is as shown below:

  • Physical: 8 glow points
  • Fire: 6 glow points
  • Magic: 6 glow points
  • Poison: 6 glow points

Sadly, there is no in game counter to keep track of your glow points. These numbers are gotten from testing. i.e. you have to keep track of the glow points yourself.


3) How to Get a Glow Point?

You get 1 point for a specific type for each item you have equipped whose resistence is dominant for that type and for each item you have equipped whose damage is dominant for that type. This include your weapons, your armor pieces and your jewelry. It also includes the saddle if you are riding a horse.

The damage/resistence of an item is dominant in a damage/resistence type if it shows a value for that type and that value is higher than the values for other types.

Note that a socketed item is not an equipped item, but it can change the dominant damage and resistence types of the item it was socketed into.

Examples:

An armor piece with only poison resistance will give you 1 glow point in poison.

A weapon with 100 physical damage and 50 fire damage will give you 1 glow point in physical, because physical is the dominant type for damage.

A weapon with 100 physical damage and 50 fire resistence, will give you 1 glow point in physical and 1 glow point in fire.

A weapon with 50-70 physical damage and 10-70 fire damage yield no glow point, you have to look at the maximum value, since both values are equal it doesn't have a dominant type.

Ozzy's Ring gives 1 glow point in poison because poison is its dominan type for damage, but it doesn't give extra points for its resistance, since it doesn't have a dominant type in its resistance.

ozzysring.jpg


4) Possible Glow Points for a Character

Before doing the calculations, we have to point that there are two unique pieces of jewelry that can provide both damage and resistance glow points.

Sneakingringofthedead.jpg
Jewelledamuletofthedead.jpg

Because of these items, we are going to count each ring as 2 glow points, and each Wood Elf amulet as two 2 glow points.

Also the Dwarf can't ride a horse, so he can't have the saddle glow point.

Following the above rules, we can now calculate the maximum possible glow points for each character based on how much they can wear.
Character Armor Items
Weapon & Shield
Amulets
Rings
Saddle Max Points
Battle Mage 7 x 2 2 x 2 2 4 x 2 1 29
Daemon 8 x 2 2 x 2 1 4 x 2 1 30
Dark Elf 8 x 2 2 x 2 1 4 x 2 1 30
Dwarf 7 x 2 2 x 2 2 4 x 2 0 28
Gladiator 8 x 2 2 x 2 1 2 x 2 1 26
Seraphim 7 x 2 2 x 2 1 2 x 2 1 24
Vampiress 8 x 2 2 x 2 1 4 x 2 1 30
Wood Elf 7 x 2 2 x 2 2 x 2 4 x 2 1 31

In the end, the Seraphim is the only character that can't have the four glows simultaneously, and the Gladiator can only have four them on a horse.


5) Glow combinations

When you have enough glow points for multiple types, the colors of these glows combine, here you can see the less common glow combinations:

For up to three glows the following:

Physical, Fire, Magic: 8 + 6 + 6 = 20 points Physical, Fire, Poison: 8 + 6 + 6 = 20 points Physical, Magic, Poison: 8 + 6 + 6 = 20 points Fire, Magic, Poison: 6 + 6 + 6 = 18 points
Bmpink.jpg
Bmyellow.jpg
Bmblue.jpg
Bmwhite.jpg

A Daemon exhibiting four glows:

Fourglows.jpg



6) Worth It to Keep Track and Maintain all four Glows?

Probably not, except for the exceptionally rare look and perhaps use for pure casters.

1) There are Wood Elf runes with +15% to all resistances.

2) At later character levels, vendors start selling jewelry with higher bonuses.

3) Basically you will always get an armor glow of some sort on your character just because class-specific armor and weapons tend to bear certain dominant resistance or damage type. You will probably unwillingly get physical glow on melee fighters and magical - on casters.

4) Going mono-elemental damage can be more efficient than multi-elemental, so by having a lot of similar-type damage on your weapons, jewelry and socketable items you will win a distinct armor glow (not three, even not two).

5) Its a good idea to concentrate on resistances against the damage type used by deadly monsters, i.e. fire and poison. Getting a third glow or fourth glow is associated with going multi-elemental or sacrificing damage rings for resistance-bearing rings and amulets.

Thus having three or more glows could be considered a bad idea, except for pure casters who do not benefit from damage ring.