V1.1.9.8 Discussion

To this day i don’t know how their damage absorption buff even works.

10 Second Skill Recharge
5 Second Duration
3043 Damage Absorption
35% Damage Absorption
+20% to All Damage

I look at this and assume they are still gonna get damaged, but apparently all this does is make them immune to damage for its duration. And that’s with me having 28% human damage and putting a 800k bleed DoT on them, but their health bar is not moving one bit. I don’t see 100% damage absorption anywhere there.

3 Likes

Well, if the gear they spawned with boosts their resistance against your damage type to the stratosphere, you’re often gonna be doing less per hit than the 3043 flat absorb per hit they get, especially given the 35% absorption they get in addition to that. So yeah, they can become completely immune to your damage, or regenerate faster than you damage them, on top of being able to fullheal each other whatever damage you do get through.

1 Like

They had 0% bleed resistance in their gear in my example, but this always happens when they put up the shield regardless of the gear they have.

Try Conflagration (relic skill) instead of Drain Essence and max out Vindictive Flame, Ulzuins Wrath and Siphon Souls. Use Decree of Aldritch, Diviner’s Mask and M.Cord of Violent Decay to convert most of the elemental dmg to aether. This build is a bit slow in SR but can do 65-66 easily.

afaik there is only one item in the game that has modifiers for Flashbang so +1 to that :+1:

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Speaking of Flashbang, there’re a whoping 3 items in the game that provide Searing Light skill bonuses - and two of them don’t even have a mythical version, so basically only one item. And it’s not like it scales great, but let’s say one wants to build some gigatank character that revolves around fumble and dodging. Putting some points on a couple of items wouldn’t be a bad idea. To name a few: Coven Defender Seal, M. Darkflame Chestguard, M. Runic Bracers, Aleksander’s Legguards.

2 Likes

It makes them immune to DoTs (at least unless said DoT isnt ridiculously strong). “Normal” damage usually penetrates their shield like a paper.
Flat damage absorbtion just offers too high protection from DoT damage in this game. Something like 250 flat damage absorb from Ascention or Inquisitor Seal makes you nearly DoT-immune. Those enemies enjoy the same mechanics against your DoT build. Although their resists suck, their flat absorb value is also much higher (it’s 3k VS 250, dude).

My direct damage also wasn’t doing anything, so it’s not that.

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What we did in the league is make a new passive skill that added -8% max res to all resistance types to the following hero enemies:
111
So all of the above enemies can only ever have 92% resistances at most. They can still have overcap, which would “absorb” your RR first, but they will always at least take 8% of your damage no matter how low your RR and how crazy their gear is.

We also added the same passive to all human bosses like e.g. Cronley, Sister Crimson, Brother Segarius, etc.

9 Likes

More rigorously, immune to low DPH with high frequency. (for example rata part of Eye of Sethris)
So if your build doen’t have high enough DPH, they will be immune.
And even if you have higher enough DPH, they still absorb at least 35% of your damage.

I don’t mean to offend, but let’s take one of the top 20-Gutsmasher EoR WL as an example of lower DPH with high frequency. Regardless of the %WD, you have 3 physical parts from EoR. They are 24, 162-182, 138 converted from fire. And you have +3400% physical damage. Let’s assume that you reduced the enemies physical resist to -100% and armor to 750. Then before the absorption:

  1. the 24 part: 24 x 3500% x 200% - 750 x 77.5% = 1099
  2. the 162-182 part: 172 x 3500% x 200% - 750 x 77.5% = 11459
  3. the 138 part: 138 x 3500% x 200% - 750 x 77.5% = 9079
    Altogather: 21637

After the absorption:

  1. the 24 part: 1099 x 65% - 3043 < 0
  2. the 162-182 part: 11459 x 65% - 3043 = 4405
  3. the 138 part: 9079 x 65% - 3043 = 2858
    Altogather 7263.

See, the absorption indeed reduced its damage to one third!
And keep in mind that not all damage type has so high % dmg and RR benefit, so the absorption is very very much ridiculous in this case.
Only the highest flat damage along with super high %WD, %dmg and RR bonus can indeed penetrate their shield like a paper.

Can Ghol set please get increased duration to Devouring Swarm? DS has tiny duration (honestly i don’t know why it isn’t fixed at 5 seconds) at low levels and it really isn’t worth investing further for 0.2 duration increase. Build usually has about 3.4 sec of DS which results in quite clunky gameplay.

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Also remembered, can we get a “Health” option on Loot Filter? I’ve personally heard some requests for it, and it would actually be good since it’s a generally useful stat.

There are skills with much higher per-hit damage than Gutsmasher EoR. For example, some Aegis of Menhir or Grenado builds. EoR, on other hand, relies on its 4x hit rate (opposed to normal attacks) to deal great DPS, its per-hit damage is relativelt low.
Yes, maybe “like a paper” was a bit of overstatement from my side, but most direct damage builds DO penetrate such an absorbtion well enough to still be able to kill such an enemy in a pretty short time. DoT builds, on other hand, dont stand any chance. Even their direct damage might be too low to deal any significant damage through such a shield.

Yes, that’s a serious issue. I DO like devouring swarm in my current build, but that’s because i’m using Mythical Death’s Reach, that provides +6s duration bonus to it.
But isnt there a MI helm with +3s duration and extra RR to Devouring Swarm? Just use it.

However, your main skill only plays a part of your total damage output. Procs from devotions are probably of similar DPH of EoR, and in many builds they are unneglectable. Also I took physical EoR as the example, but other damage types cannot easily reduce their corresponding resist to -100%, especially elemental resist, nor do other damage types can easily reach +3400% damage.
For example, aether oblivion is of a similar DPH of physical EoR, and it quite relys on devotion procs.

Aegis and Grenado of course can easily penetrate the shield. They are CD skills of huge DPH.

At least the shield will decrease your damage by 35% in theory even when your DPH is infinite. Usually it’s a over a half damage lose. I thought this is already disgusting enough.

For most builds i’ve played, the main skill is the primary source of damage, and everything else is just a gallore to support it. But yes, there are builds that rely hevily on small damage ticks, like some Vire’s Might ones. Again, it depends on the build, really.

You cant avoid that 35% regardless of your build, so i didnt mention it. Well, maybe with an exception of Arcanist with well-placed Nullification. Actually, there are TONS of enemies who drastically reduce your DPS - with “reduced damage”, “miss”, “impaired aim”, “reduced OA”, etc. Some can be resisted to a certain degree, but they still affect you, even if only at 20% effect. In the Crucible i often feel like i’m dealing only 50%, or even 25% of my “normal” DPS due to 3 rows of debuffs affecting me. But since my DPS is sky-high, i can STILL kill them pretty fast despite all that debuff crap and mutators dragging me down.

About Veilkeeper set, for instance, this build :

Should the set get 30-40% Global Cold to Aether Damage conversion at 4 piece to complete the conversion? Would be really nice since the set is not overperforming at all and can use more consistency here.

2 Likes

could we please consider removing the +2 class skill Magick prefix from weapons’ pool?
having the rare class affix is fine, but the magick feels like it bloats the pool unnecessarily for weapon slots ?

(i’m fine with magick class prefix on jewellery slots it’s just weapons that seems silly)

4 Likes

It only affects daggers and scepters, or? (and is really “bad” only in cases a melee weapon falls into this class)

That mod is really awesome at low and mid levels, when it procs with your main skill. You can even cap your main skill with it if you’re lucky to get it at proper MI.
At high levels it falls behind, obviously. But said issue is ALREADY fixed in Crucible and SR - when you farm something like Gladiator 170 Crucible, you dont get any “cheap” mods (or get them once in a blue moon), and those class mods are considered “the cheapest” ones.

it’s not

which it doesn’t because it’s 1/5000 chance

+2 doesn’t cap anything

and there is still the rare affix that sorts this prefix stuff out

pretty sure, fair amount of those are melee oriented tho ofc, but it just most of all seem redundant when there are 2 prefixes doing the same, so it just bloats the pool, more so when then +2skill pool is so darn huge to begin with
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*used level 90 to not triple the display with the level 40 and 60 versions of the same affix

so like, i dono, remove the silly +2 magick from the weapon pool, increase the chance of +2 rare a bit or something/make the level 40 version not level restricted ?

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Just kill a champion or boss enemy, they drop items with higher odds to get “valuable” mods (and +2 to skill are rightfully considered the “cheapest” ones). If you’re just killing the common trash for their MI’s, dont expect to get high-quality mods often.
I believe the game ALREADY throws a lot of good items at you. Far more than other ARPGs do. And the quality of loot depends on quality of enemy you kill. Even getting a double-rare MI isnt that uncommon.
You, on other hand, just want an unreasonably high drop rates for BiS items. That wont do any good for the game, it would get boring far to soon.
If you really want to get BiS items instantly, just use cheats, it’s an offline game, after all.