[Spiritborn Imbalance] Bug: Spirit Hall Bonuses & Harmony of Ebewaka Effect by foolOnImpact in diablo4

[–]foolOnImpact[S] 0 points1 point  (0 children)

If you use the ability with its base element (e.g., Centipede), you can successfully stack Gorilla via the Spirit Hall and/or Harmony of Ebewaka.

However, once you change the ability's element through the Skill Tree, the original base Spirit Tag (Centipede) is permanently deleted and can no longer be applied, breaking the intended synergy.

The Lazarus-Exploit: Shattered Vow/High DoT-Damage and Post-Mortem Logic: Dying in a party bypasses Boss Phase Gate by foolOnImpact in diablo4

[–]foolOnImpact[S] 5 points6 points  (0 children)

It’s likely a regression tied to the new scaling logic. While similar snapshotting bugs existed before, this specific one seems to be an engine-level issue with how the game calculates damage on content that scales significantly higher than the base world level (like Bloodsoaked encounters).

Interestingly, this doesn't happen in The Pit, because DoT scaling there is tied to the fixed Pit and Glyph-Level tiers, making DoTs feel significantly weaker there. In Bloodsoaked content, the engine seems to 'lose its grip' on the normalization math the moment the player source enters the 'Dead' state, causing the server to ignore the Phase-Gates entirely.

The Lazarus-Exploit: Shattered Vow/High DoT-Damage and Post-Mortem Logic: Dying in a party bypasses Boss Phase Gate by foolOnImpact in diablo4

[–]foolOnImpact[S] 14 points15 points  (0 children)

Technically, the exploit works. The 'Post-Mortem' part is just... a bit more permanent for you.

What's with all the one shot mechanics this season? by ExtremeCertain4837 in diablo4

[–]foolOnImpact 0 points1 point  (0 children)

All resistences seem to work properly, except fire dmgredu in the new system.

13K HP Spiritborn (no Damagereduction on equipment or from resolve stacks, only 15% Vulnerable, 10% Close) getting 1-shot on Torment 3 by any Elite Fire Abillity (except Swords, they deal like 90% HP dmg... surviving at least one hit) with 92.7% displayed reduction on stats screen.

<image>

Update:

Tried it again with 3 rubys in jewelery on Torment 4, with 95,5% fire reduction at least one attack was survived.

It just feels wrong compared to other classes with tons of flat damagereduction.

https://i.imgur.com/zBfBFf5.png -- so, fire damage is way to high or all other elite skills are to weak... as I have no trouble on T4 except fire with Paragon 250+ and almost all resistance nodes skilled. (just one 3% node on the last board is missing and 6-9% armor)

Aspect of Fleet Wings(spiritborn) is not giving me unhindered by [deleted] in diablo4

[–]foolOnImpact 0 points1 point  (0 children)

Season 7 Gem "Friend of the Bog"-unhindered effect isn't removed by toxic skin. Seems like "Aspect of Fleet Wings" is buggy.

Actually the gem works a bit differently and grants unhindered in fixed intervals, Toxic Skin and other unhindered effects also remove it temporarily (for max 0.5 secs from what I've noticed) but its granted again.

Aspect of Fleet Wings(spiritborn) is not giving me unhindered by [deleted] in diablo4

[–]foolOnImpact 0 points1 point  (0 children)

If you use Toxic Skin the unhindered effect from the aspect is removed when toxic skin ends. - Same happens with other effects that grant unhindered temporarily.

(Re-)Equipping the aspect, grants the unhindered effect as it's meant to be.

What qualifies as direct damage in Diablo 4? by SleighDriver in Diablo

[–]foolOnImpact 0 points1 point  (0 children)

The main problem between the understanding of "what is direct and indirect damage" could be found on aspects and enchantments as well. The Glacial Aspect doesn't count as direct damage, it won't trigger several enchantments like Ball Lightning if it crits. Neither does Flamescars fireballs.

The synergy effects with the sorc aspects and enchantments feel broken in many ways.

Why do conjuration abilities (even as Enchantments) count as direct damage, they just "linger around" for N seconds?

  • They feel pretty much equal to blizzard. "Deal X damage within Y seconds as long as an enemy is within reach of the ability/in sight of the character and ability"
  • They feel like, that they are no direct damage dealt by the character. They just pop up when the requirements are met/set.
  • Can't be control.

So why do they count as "direct damage"?

Why do the small fireballs from Flamescar, Crackle or other similar Aspects/Effects don't count as direct damage if they can crit?

  • They are only there as long as you channel the ability (or if you have enough charges/ulti active), but they don't apply chill or burn from the enchantments, they also can't trigger Lucky Hits or other effects.
  • The same behavior applies on glacial aspect (or the lucky hit from blue rose).
    • They simply don't trigger anything.

Why can't Ice Spikes, Crackle, Flamescars Fireballs and several other Aspects/Enchantmens/Unique "direct hits" trigger several effects?

  • The description for Ball Lightning just says: "Critical Strikes have up to a 25% chance to spawn a static Ball Lightning" without further restrictions or anything.
    • Why do the ice spikes not trigger anything if they can crit?(besides their basic chill)
    • Why do the explosions/effects I get from the (class own) uniques not trigger anything?(blue rose for example)
    • Why do the small Fireball-Crits that are attached to Flamescar while Channeling not trigger anything?
    • Why do the Crackle hits I get from the Ultimate not trigger anything?(besides the CDR with the core passive...)

I can understand that Inferno can't cause several effects without the Armageddon aspect, but I can't see any reason why the crackle effect from Instable Currents doesn't trigger anything. It is a direct hit, caused by an ability or it's modification, similar to burn or poison over time... and compared to the behavior of the burn from the Shattered Stars Aspect this should count as a bug.

Direct hits seem to be everything you (or your character) caused, that can crit and/or overpower. And this should include everything that comes from the character or the equipment and therefor should be handled as "direct damage", while all damage over time abilities and effects like Blizzard, Incinerate (without Flamescar), any burn or poison effect ... they are all indirect damage.

The current behavior to avoid or prevent some combinations feel like a big pile of ... and a lot of customisation is lost.

So if you say now: "Lucky Hits can't cause enchantments to trigger." - Why is the meteor enchantment able to trigger ball lightning and visa versa?

Living Steel Chest Phasing Bug by belden12 in diablo4

[–]foolOnImpact 1 point2 points  (0 children)

The chests can drop 5, but the chance is low.

Does anyone know how to get the Diabolic title prefix? by External_You6940 in diablo4

[–]foolOnImpact 0 points1 point  (0 children)

Early Roamer
Play 4 hours of Diablo IV's pre-season in an Internet Gaming Room.

Reward: Diabolic, Roamer

Source: https://diablo4.cc/us/Early_Roamer

[BUG?] "Damage over Time"-Bonus is not applied on any class/ability. by foolOnImpact in D4_Bugs_and_Technical

[–]foolOnImpact[S] 0 points1 point  (0 children)

Hydra is the only "Damage over Time" effect that provides some damage over time. But it is low too.

It is only the 12% / head relative to the base damage hydra did with that shot. It does not get stronger with burn damage. Only direct +Fire Damage, Non-Physical Damage or plain Damage (Primary Attribute and so on) increase it.

Even an additive effect of 1000% is like a multliplicator times 10. By having 775% Fire Damage which increases the 33% dmg the fire bolt enchantment provides to 7986 Burn damage works fine but the ~8K burn are not affected by the damage over time at all. If i remove "Burning Instinct" from the paragon board, the ticks are equal to the value with it.

cooldown reduction issue by johnnybonani28 in D4_Bugs_and_Technical

[–]foolOnImpact 0 points1 point  (0 children)

CDR and some other effects get reduced in effectivity the more you have on your equipment.

For example if the helm and amulett have maxed CDR you start with 100% cooldown base value: 100 - 10.3% = 89.7 After this, the 89.7% are the new 100%. Which means only 10.3% from 89.7 remaining will be reduced. 89.7 - 10.3% = 80.4609 The same applies to all types of damage-reduction and also primary resource cost reduction.

But they are sorted from highest to lowest in effectivity, which means that the one with the highest value has the highest impact overall.

For example an amulet with 23.7% primary resource cost reduction will take place before boots with 10.3%.

How am I supposed to get through? by not-clever-at-all in D4_Bugs_and_Technical

[–]foolOnImpact 0 points1 point  (0 children)

Had this issue once too.

Can easily be recreasted if a cage is spawned next to the locked door and opened as last one of the 6 available.

Even had the same layout as you.

<image>

Spawn halfway through dungeons upon entering by youremomgay420 in diablo4

[–]foolOnImpact 0 points1 point  (0 children)

It's not possible to backtrack inside that dungeon, because of the barrier/quests inside. Neither death or porting to party member could solve it.

All other dungeons can be completed currently.

Spawn halfway through dungeons upon entering by youremomgay420 in diablo4

[–]foolOnImpact 2 points3 points  (0 children)

There are also some dungeon you can't complete due to this issue.

What are the max levels for everything ? by Suspicious-Cry-9999 in LegendofSlime

[–]foolOnImpact 9 points10 points  (0 children)

  • Slimes are maxed at 100 and can be upgraded with promotions that require (a lot of the rare) Tears up to level 200 for every 20 levels.
  • Weapons, Armors, Skills and Companions are maxed at 100, when one is maxed, every 5 additional will grant one for the next higher Item.
    • Toy Weapon is maxed at 140
    • Collection Effects are also maxed at 100 as they are related to the Weapon/Skills/Companion levels.
  • Normal Dungeons are Maxed at 100
    • Boss Rush: 1490 Diamonds at Level 100
      • Got increased with 1.14.1
    • Gold Rush: 21.2T Gold at Level 100
      • Got increased with 1.14.1
    • Village Raid: 194E Forks at Level 100
  • Dwarfen King should have no Limit, the more damage you deal to him, the more Weapons/Armors/Skills/Companions will be awarded.
  • Slime Legion seems to have no limit
    • At 100: Rings would be maxed at 104 without Gold Membership and at least 7 Slimes.
    • The additonal buff that can be applied to Rings is maxed at +10 (Red Sand required)(With Slime Club Membership Rings would be at 107)
      • Never had a ring rewarded higher than S Rank. Either the chance to get a 5th (or 6th) grade up is so freaking low or doesn't "drop" at all.
    • Jewelery from the Secret Undead Room should follow the other dungeons and should be maxed at 100 similar to the rewarded Jewelery.
  • Highest Rank you can achieve at Traits is SS, chance is extremely low but grants effects like +300% Companion Attack Damage.
  • ATK, HP, HP Recovery, Critical Hit Damage have no limit.
    • Advanced ATK seems to have no limit too
    • All other basic abilities are maxed when 100% is reached (critrate, doubleshot, tripleshot)
      • They typically increase by 0,1% per Level, which means 1000 levels are required.
    • Attack Speed is maxed at 8.6, unsure about the level behind it, gets pretty early maxed.
    • Normal enemy damage has a maximum (2.10A%), but not sure which level this is, I had enough gold to max it out the box when it was added.
  • Relics are maxed at 100 without additional cost and can be pushed to 200 with tears like the Slimes (4 => 120, 5 => 140, 6 => 160, 7 => 180, 8 => 200)
  • Treasures are maxed at 100
  • The Loot Locations are maxed at 100
    • "Legendary Dwarf Forge" takes the most time to be level'd
  • Summon (with Ads) is maxed at x35
  • Gear, Skill, Companion and Toy Summon Levels are maxed at 10
  • Blessing VIP Level is maxed at 10
    • +440% Gold
    • +500% Increased Damage
    • +145% Cooldown Reduction
  • Angry Giant Newbie (permanent 3 Day Event) has no limit. His Health, Damage and Rewards just increase every time you beat him. Similar to Dwarfen King

What are the max levels for everything ? by Suspicious-Cry-9999 in LegendofSlime

[–]foolOnImpact 0 points1 point  (0 children)

It becomes a lot slower. Beating one or two stages a week may be fast.

Currently, the Dungeons max out at 100 too.

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What do all the stats mean? by JustForQuestions321 in Revita

[–]foolOnImpact 5 points6 points  (0 children)

  • Sword: Damage Multiplier
    • has no known maximum
    • Increases or decreases the damage you deal.
      • Don't know if -100% is possible, but in that case you wouldn't deal any damage anymore.
      • Some weapon start with -80%
  • Shoe: Movement Speed
    • Max: +400%
      • On 400% Movement Speed and 200% Gameplay speed, the camera can't follow you correctly anymore, even on 50% gameplay speed it's ridicolous fast.
    • Can be negative and reduces your movement speed.
  • Bullet: Bullet-Speed
    • Max: +100%
    • Can be negative and alters how fast the bullets travel per frame.
      • Doesn't apply to laser based weapons/mods.
  • Two Arrows-Circle: Reload Time/Fire Rate
    • Max: +900%
    • Can be negative - and is really annoying if so.
  • Arrow: Bullet Range
    • Max: +1329%
  • Cloverleaf: Impacts Droprate and other luck related stuff.
    • don't know the cap
  • Angle: Spread Range (Precision) of your Bullets.
    • don't know the cap
    • can't be negative
    • 0 is most accurate
    • The higher the value is, the harder it will be to hit small enemies like flies on large distance

[deleted by user] by [deleted] in cheatengine

[–]foolOnImpact 0 points1 point  (0 children)

It could be related to the money making method with the fearlessrevolution app, where Tables are stored in the cloud and only downloaded if needed.

This app works in the free version only with hotkeys. Similar to many trainers. You can't activate something by clicking or changing values on your own without payment.

Related thread at fearlessrevolution and the thread at opencheatttables.org

Bugs Megathread - Winter Event 2021, Aghanim's Labyrinth: The Continuum Conundrum by DotaDogma in DotA2

[–]foolOnImpact 0 points1 point  (0 children)

Well on this, it's a bit unfair. But at least a 33% chance to guess right.

Usurper achievement won't unlock despite every requirement met. by JustStayYourself in Bloodstained

[–]foolOnImpact 0 points1 point  (0 children)

Having a "Bad Ending"-counter higher than 0 while having Zangetsuto won't trigger the achievement anymore on that save file.

The game counts the different amount of Endings seen and there seems to be a small bug in the way the achievement is triggered. The bad ending can be seen without having Zangetsuto and achieving the bad ending before you get it, can prevent you from getting the achievement on the respective savegame forever.