Just found my first one of these.
The granted skill looks useful, but it does not say how long the damage absorption effect lasts.
Anyone know what the skill duration is?
Just found my first one of these.
The granted skill looks useful, but it does not say how long the damage absorption effect lasts.
Anyone know what the skill duration is?
I think all such skills have infinite duration and work till they absorb cumulative damage of listed amount.
Yes it doesn’t have time limit. When it’s exhausted you need to wait for the CD. Not sure though if skill recharge starts when it becomes active or after it’s fully depleted. If it’s the first it’s even more powerful defensive source.
Thanks guys, I will it it a try when I get my Cabalist to level 94.
I must admit that I have never used a skill that works in this manner before in the game.
I am used to the normal “Duration / Recharge” mechanic, but this definitely looks interesting especially for protection against nasty unanticipated one or two shot kills (Yes, Archmage Aleksander - looking at you!)
Isnt there also Fiendflesh Greaves? Like the boot version of this with similar proc?
I wonder if running both, if one proc overrides the other or if they stack…
EDIT: fiendflesh greaves
Oh Sh!t, yes there are and I do have one in my stash
I see the Boots are level 84 and the Mantle is level 94.
My Cabalist is still only level 65 and unable to equip them yet, so I have a while to go before I can try this skill out.
If that skill stacks, then I am definitely going to look at the “Boot/Mantle” combo even if the boots are only level 84.
As you say though, what happens if they don’t stack?
Are both active with an individual 10000 damage pool with their own recharge timer?
I have over 3,600 hours play time in Grim Dawn and finding a mechanic like this or what happens when you equip two of them really boggles my mind and I look forward to see what actually happens when I can actually equip both of them?
I dunno why I have never seen this mechanic before. I am sure if I had a equipped something that only had a recharge with no duration specified I would have been really confused as to how it worked.
I love finding and resolving puzzles in this game like this.
No other ARPG on the market currently has this depth of build mechanics and that is why GD is still ruling the roost.
The non-mythical version of fiendflesh greaves has level requirement of 50, so you could test it out if you have the level 50 version of them.
I agree, these kinds of random secret surprises really make playing this game a pleasure. If i had to guess, id imagine one overrides the other if activated, rather than combining with it for a total of 20,000 damage absorption.
Im actually extra curious about how this works, in regards to Battle Cry. I have a Battle Cry build who uses as many greens with “of Kings” suffix as possible, and as many other items that have proc chance offering Battle Cry, like the Empowered Cruel Edge. Id imagine the interaction of various Battle Cry sources might work in a similar fashion.
Edit: Absorb CD starts after Absorb is Depleted.
Its also worth noting the absorb on this item in particular is for ALL incoming damage types. While for example the Absorb on my Relic i use (Sanctuary) only covers Physical Damage (2200). Other items such as Deathwalk’s Grace Absorb 10K but, only against Vitality and Bleed Damage Types. This can be important to keep in mind when these procs come with other bonus’s like my Relic which gives me a nice 33% Stun Res.
The only part i have not been able to test yet is when using the Shoulders and Boots that both have this mod on them if they stack or not… I would assume not since its the exact same proc on both with the exception the Boots have 50% chance to proc while the Shoulders have 100% chance to proc. Unfortunately i dont have the shoulders yet to test.
I’m using Wyrmscale Footguards and cooldown doesn’t work the way you explain it. The “20 second skill recharge” starts after absorption is depleted. It was the same with Seal of Ancestry when I was using it.
I guess so after testing it further in the first act area it does seem to go on CD after the absorb is depleted… My bad. Its hard to really tell in the dungeons when i was using it and trying it out the other day. Edited.
As far as two procs of the same name go though seems they can proc independent of one another according the the Morgoneth Boots and Pants. Both have the same proc name (Hungering Energies) one 20% and one 30% with a 1.8 second CD and they each go off independently. Back to back even indicating they dont share the CD. I would assume the case would be the same for the procs Fiend’s Flesh as well.
Yeah, both fiendflesh parts do stack together, tested it a while ago.
Don´t get your hopes up too high though. Absorption mechanics like these (turtle and crab as well) look better on paper than they are.
Yeah thats the conclusion ive come to after trying out several others now. It can be a helpful buffer for certain situations but definitely not something you want to go too much out of your way for especially if you have to sacrifice more meaningful forms of defense that could be available otherwise. Especially things like Physical Resistance that those two slots could provide from other options.
Like i said before the fact it Absorbs ALL damage types actually kinda hurts it for example if it was 10K Absorb to just Physical it would have a LOT more utility and be much more powerful. Even the Relic i was using only having 2200 Phys Absorb made a noticeable difference in certain areas of the game as well as certain boss encounters earlier in my builds gear progression but, of course i grew out of it quickly upon working my way into items with more meaningful defenses.