New HP nerfs need to come with toning down some of the biggest hits from bosses

Fire projectiles from the sky over time
Initial use timeout: 3 Seconds
Delay until next use: 10 Seconds
10 Second Duration
6 Projectile(s)
16 Meter Target Area
2 Meter Radius
1930 Physical Damage
Stun target for 0.5 Seconds

I assume it was from this hero. Kill this motherfucker instantly when you see it.

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A tool like DPSYes would be really helpful in diagnosing things like this, because looking at the images, an offensive build like a Reaper is likely taking a lot of damage, but it looks to the player like it’s taking nothing because it’s leeching all the health back.

All it takes is one interruption - say from a falling rock - then all that damage you thought you weren’t taking is suddenly showing up and leading to death.

Traps and other things being immune to damage reduction should be looked at, but otherwise, there’s an inherent risk to jumping face-first into a horde of enemies.

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I think it was Phanatos - Defender, he has the skill too and he matches the visual on the screenshots. But yes, the skill is the epitome of “rocks fall, everyone dies”. If you’re standing in that, you get what you asked for. It’s visible enough and has a decent audio queue, plus the enemy that has the skill is extremely visible, so I consider it a fair punish. It’s nice to have a few heroes like this or Bileclaw that are just a must-kill.

Buuut, one thing that springs to mind there: basically every “meteor” skill in the game has this issue where you see it falling, but because it casts no shadow or light on the ground, it’s next to impossible to judge where those rocks are actually gonna land even when the battlefield is otherwise entirely clear. Kinda like the Dark Souls Four Kings thing, where it’s just impossible to judge distance because there’s no reference point. You’re expecting to see a shadow when it nears the ground but there’s none, and then the rock explodes when you could have sworn it was a good distance from the ground still. The only safe way to dodge them is to exit the entire target area. It would be real nice if there was some sort of minor indication where the rocks are gonna fall. If they cast a shadow, I haven’t seen it, maybe the ground is too dark.

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This is why I’ve learnt to prioritise the golem’s etc and kill them before they can boulder me to death in my runs. Or I just dodge when need be :stuck_out_tongue:

Tooltip says 2300 flat phys.
Roughly 400% extra phys from cunning, after all is added up.
1.6x tdm 1.4x from Ultimate (not sure this is the correct value, but thereabout).

2300 * 5.00 * 1.6 = 18400 dmg

2300 * 5.00 * 1.4 = 16100, plus the %health reduction damage

After DR, phys res, armor etc, getting hit for 12k seems expected.

I mentioned the Shamblers and their boulder toss when the first phys res change happened.
But no monster skills were touched, as far as I can tell outside of a few Boss/Nemesis/Celestial type encounters.
Instead, the adjustment came through modifiers to %phys dmg, which is largely counteracted by cunning. There’s now lots of these kinds of “oops-all-phys dmg” two-shots.

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This is supported by scientific research and particularly by the work of Mihaly Csikszentmihalyi.

“According to flow theory, individuals are more likely to enter a flow state when the challenge of a task aligns with the level of personal skills, resulting in a narrow flow band between challenge and skills. In line with this, there is an inverted U-shaped flow curve across increasing task difficulty”

Source: Disentangling the effects of task difficulty and effort on flow experience - PMC

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No, Ultimate does not give monsters tdm. But in SR, its % phys dmg is higher.

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if it’s not tdm, is it just regular x all dmg (additive) scaling modifier?

The game disagrees with your opinion.

40% TDM was the value I knew was in the files and assumed to be correct, but I remembered seeing the 60% somewhere. And now I know where :smiley:
Maybe there’s another multiplier - or this is just placeholder text.

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ye but there can be a huge difference mechanically vs it being actual tdm (multiplicative) vs just +65% (all)dmg that’s the regular additive kind
and iirc the difference in naming in the table was weird so %all appears kinda like tdm while tdm also appears like a kind of todaldmg (swiss cheese memory/suck at reading table names). So would matter which of the two entries got used, real tdm vs all dmg “tdm”

file says it’s tdm, case closed? the 65% is probably because it starts at -25% and goes to 40%.

Everytime I did napkin math on the damage values, using the ~1.4 TDM arrives at a result that is pretty close to what you experience in game.

40-60% additive would just disappear in the 1k+ percent that some monsters already have.
You would not even notice that.

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“gd naming conventions be weird”

(part of why gd modding is hardz :sweat: :smile:)

That is some NA math then.
1.4 is not 65% more than 0.75

It’s 86.66% more.

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goddammit, tdm in files is %all damage, actual tdm is damage multiplier in files.

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If you know the dbr file (40%), then you should know the 40% Total Damage Modifier in it is % all damage. The Damage Multiplier is the true TDM.
You can easily check it from Forcewave or Primal Strike.


3%-(-62%)=65%

SR data is different. It uses another difficulty sacaling file.

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So the +40/60% all damage is basically nothing, since they all already have hundreds of % on their own from various sources. :thinking:

doesn’t it use the game/engine dbr difficulty table scaling in conjunction with the SR dbr?/“on top of” :thinking:

boi, we learning a lot today :sweat_smile:

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You seem to be very convinced, but you seem to not have really double checked if the numbers you assume, actually produce damage values you see ingame.

I assure you, each difficulty has a TDM multi, and it is applied to SR (maybe it’s pulling from another file, they always do, but the multiplier is there).

I do check. I assure you, I have done numerous tests and calculated 99% accurate damage number in this game. And I never multi a TDM. :sweat_smile:

use 2 tables together. Ben’s % fire dmg 351%.
44% + 25% + 40%(Ultimate) + 242%(Ultimate SR 31) = 351%


And Ben’s phys dmg 200%.
351% + 33% - 110% -74%(Ultimate SR 31) = 200%

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