Normal (Veteran) level, running an L34 Nightblade w/maxed resistances (expect for Aether). I can without fail (until today) facetank her, excepting only the rocks on phase #2. Instead, I got one-shotted - twice.
I checked her attacks - all acid/poison - so 80% res should have made at least some difference.
That attack you’re referring to does physical damage not acid/poison. Check your armor/armor absorption.
Pro tip: that skill is similar to devastation, meaning once you see the rocks start to fall they wont follow you. The second you see them spawn, disengage and draw Ravna away from them.
I think you’re referring to the rocks in phase #2. My issue is with the green slime-balls when she first attacks that leave poison pools as well as initial impact damage.
I feel like something is wrong with the green poison pool damage spikes in first stage in the recent public test. I feel like somehow physical damage got mixed into it, but i will probably need to install some mods or use the console to see the damage breakdown, but during progression I have had more trouble with the slimeballs 1hko characters with like 80% acid resist 15k hp in ultimate, which is… strange. The char does has crap physical defense (3% phys resist, ~400 armor from lokarr set) since it’s levelling, but getting 1 shot with almost 15k hp duringp progression is something I havent had from ravna in my ~10 years of grim dawn… since as far as I remember it’s mostly poison on her ranged stuff, and the rocks shotgun in stage 2 should be the only danger factor, not getting 1 shot on poison spam.
Workaround for now is to just… lure the poison balls and then just leap into the face and try to kill her there since as far as I have noticed she doesnt spam the poison ball much at pure melee.
Did a reset of the meter once all the small monsters got cleared, and then just took a blast of the acid head on, surprisingly, most of the damage is physical despite the tooltip afaik not having any physical.
Unless somehow the ranged acid blast attack now count as a basic attack and somehow has the basic physical damage as well?
you can unpack and check the skill files to see if they changed in AM and confirm if there is phys dmg and the values are nuts (since GT wont be updated for ptr)
Yeah, probably will do that another day after unpacking and taking a peek, looks like it’ll take some effort to trace which skill file contain this specific move. In any case, the change feels too large to be undocumented, so it sounds like it’s probably either a bug? Or missed change I guess?
records/skills/nonplayerskills/bossskills/dermapteranqueen_poisonspit.dbr
then just scroll down to the offensive dmg values and see if anything other/new is there beside acid
*but i dont’ have ptr unpacked because i wanna save/backup 1.2 first incase i need to revert oneday (i still dislike the 1.3 ui )
Still, numbers don’t really line up even after modifiers. Even in the DPyes records it seems to be some kind of shotgun that killed the char. i.e. ~4 hits of 3.9k each. Not sure where that is coming from, since in-game it pretty much just felt like one of the poison hits and boom, the char dies immediately.
she has a triple spit too,
but dont’ underestimate values, 200 might not sound like a lot but can quickly be sometimes, so with 60%? base phys added, that might just be it then - it’s a new change either way, so likely part of the cause
I’m all for making certain bosses harder, especially on Normal/Veteran. But I feel this one may be a bit overtuned. The usual pattern of monsters that respawn after its initial “death” is that each phase gets harder/more dangerous; this is not the case here.
seems to me it is the triple spit that hurt, didn’t get 1shot on Vet since watching out for it, but it’s noticeable dmg when waiting for it.
My guess is what adds to the pain is the balls actually explode like grenado, making it easy for the 3 orbs to still hit you even if you sidestep some
But doesn’t seem like she uses it in close range/“melee”, so might just an anti range cheese attack to keep gunners not snoozing.
This is something that’s all-too common against bosses. Not just in GD, either - this is very noticeable in TQ2 as well, I’m sure there are others.
In this instance, I’d rather see the slime-balls nerfed a bit, maybe even reduce the impact area so that you can’t get hit by (3) at the same time. Or another option would be to reduce her attack speed so that slower characters would have a better chance to avoid the worst of the damage.
they are pretty easy to avoid once you know to look out for them/not stand and wait for them
that’s what i meant with anti snooze, it’s only if you’re static at range, because you can just actually run instead of trying to sidestep a little/they dont’ fly that fast and the attack seems to have an ok CD itself in between the milder regular AA spit.
I just sent her one of my best L100 toons - Purifier, 140k damage, 88% Poison/7% Physical res, 17k Life. I decided to stand there and take her best shot…13k deleted in one hit!!!
Ravna definitely feels overtuned. Explains why my Bloody Pox Conjurer suddenly keeled over. Fought her again today mid-late 30s with a Saboteur and she popped Blast Shield, which was surprising with 80% poison res, to say the least.