I’d like to understand a bit better the process for damage calculation that goes into certain types of monster attacks and our defenses role in mitigating it.
The Underking rock throwing is being discussed right now as a possible bug in the game that players are trying to investigate in order to properly report. But in my case, it showed me how little I know. So I have a few questions:
Why can’t GT list the large boulder damage, and only the projectiles that spawn on impact? I got a reply to this (Underking rock oneshot - #17 by Gnomish_Inquisition), but it’s been always my understanding that GT was pulling data from the game files. How come these wouldn’t state unambiguously the main projectile damage? Doesn’t anyone find that odd? That data must be somewhere in the structs that define that skill.
If I have circuit breaker defenses (say, on 50% health), and they are not on CD, will they trigger on a single damage source that can oneshot me and then recalculate the remainder damage?
For shotgun damage coming from a single skill source, does the rendering engine refresh between damage instances, or is all damage calculated first before refreshing the health pool?
Fragments (*that are not skillsecondary fragments like Brimstone and Proliferation) inherit all the damage of the base projectile. Each fragment does the FULL damage of the main rock.
This skill will deal its damage anywhere between once (if you don’t get hit by any fragments) or nine times (if you get hit by everything and it rolls 8 fragments).
This is getting a bit deeper into the engine than even I know about.
From my (several thousand hours of) playtime, it does seem like the healthbar updates slightly less regularly than incoming damage. Which is to say, there usually is not a frame of health differences between individual instances of shotgun damage. Sometimes if you’re recording gameplay and rewatch a bizarre death you’ll be able to see your health bursted down frame by frame. Sometimes not.
From what I saw today while I was fighting in the The Temple of the Three, the fragments hit walls and fall off. In your video they had very little space to spread, and Lokarr servants had to scoop you with a spoon.
the big drawback of circuitbreakers is that by their nature they can’t prevent 1shot dmg or dmg above their threshold to 0 in a single instance. So if trigger is 50%, and you’re on 51% hp taking 51% hp’s worth of dmg in an instant, they can’t trigger since it needs registering being at 50/below first.
like Ceno i can’t say for certain
But dmg can “lag” and be merged. This can be very noticeable with %hp reduct attacks that shouldn’t be able to kill you but manages to stack to such degree you basically do in a single hit/“instant” on an otherwise low dmg attack, shotguns seem to be able to do such too at times (korvaak “bug”/spiraling orbs etc).
Something “similar”, (but perhaps still unrelated/not entirely the same), can bee seen when we stack dots on an enemy and get the same dot to stack on itself when it shouldn’t, doubling our dmg for a single tick.
I should add that even if the healthbar itself fails to render quickly enough, I DO think circuit breakers should correctly trigger on shotguns between instances - provided an instance of damage doesn’t outright kill you.
I haven’t seen evidence to suggest circuitbreakers are not “fast” enough in this regard.
In SR he has to be kited because you cannot stand under the rocks. Many of the new nemeses are too much kiting involved. I don´t mind evading hits but kiting should be reserved for celestials.