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.
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 itâs taking nothing because itâs leeching all the health back.
All it takes is one interruption - say from a falling rock - then all that damage you thought you werenât taking is suddenly showing up and leading to death.
Traps and other things being immune to damage reduction should be looked at, but otherwise, thereâs an inherent risk to jumping face-first into a horde of enemies.
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 ârocks fall, everyone diesâ. If youâre standing in that, you get what you asked for. Itâs 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. Itâs 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 âmeteorâ skill in the game has this issue where you see it falling, but because it casts no shadow or light on the ground, itâs 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 itâs just impossible to judge distance because thereâs no reference point. Youâre expecting to see a shadow when it nears the ground but thereâs 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 havenât seen it, maybe the ground is too dark.
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. Thereâs now lots of these kinds of âoops-all-phys dmgâ two-shots.
This is supported by scientific research and particularly by the work of Mihaly Csikszentmihalyi.
âAccording 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 difficultyâ
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
Maybe thereâs another multiplier - or this is just placeholder text.
ye but there can be a huge difference mechanically vs it being actual tdm (multiplicative) vs just +65% (all)dmg thatâs 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 âtdmâ
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.
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 itâs pulling from another file, they always do, but the multiplier is there).