MXL 1.2 Bugs&Feedback

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RequiemLux
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Why a percentage so low? it could easily be mistaken for a bug. Wouldn't be better an increased % in chances and a decreased % in resistance? Didn't know this kind of variables could be set.. if there are also others, when a good balance is found, it would be a neat addition to variety without the need to add brand new enemies.
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suchbalance
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No idea, it's something that's been in the game forever and there hasn't really been a reason to change it. Although I can see why it might be confusing to people using bane, chrono, collo etc. so I might take a look at it in the future.
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RequiemLux
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Thank you for the answer and the work you're doing, I'm really enjoying the new version so far
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HechtHeftig
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Thanks SB. That‘d be great. Didn‘t know about that either so ty for giving us more insight to the Game mechanics
Tokii
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Solfege wrote:Generally, Immersion (Sorc Feedback skill) feels less effective this patch, but I'm wondering if that might have to do with Barb merc's Gift of the Wild skill. Been doing some testing on some low-level "bosses" in Destruction (Griswold, Andy, Radamant, etc.), and when I have a Barb merc, Immersion isn't dealing any damage to these enemies (their Life bars drop very slowly, which appears to be from SoR spam). When I don't have a Barb merc, their Life bars drop much faster (i.e. Immersion performs as expected).

Mercs, summons and reanimates all can give more ND, which is most likely why the dmg decreases.

https://docs.median-xl.com/MXLU_vXVI_Do ... d_wdm.html
tranvanhieu
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Is it just me or The lat skill in Paladin Honor TRee sometimes create the fire ring at the Paladin's feet, not at the target location?
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Solfege
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Tokii wrote:Mercs, summons and reanimates all can give more ND, which is most likely why the dmg decreases.

https://docs.median-xl.com/MXLU_vXVI_Do ... d_wdm.html


Hmm. So how do I interpret the information here? For example, Gift of the Wild has "4" in the "ND A" column, but nothing in ND, ND B, and ND C columns. What does that mean?
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Scalewinged
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suchbalance wrote:Every non-boss monster on destruction has a 2% chance to spawn with 75% extra physical resist, so if it procs on a necrobot it will have 175% phys res and so Chrono can't break the immunity.


Is it also applied to some other mods? 'Cause there's issues with other area skills, like glacial nova/divine apparition don't freeze all enemies (even non-immunes don't get freeze frequently), enemies ignore psychic scream, etc..
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Quirinus
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Scalewinged wrote:
suchbalance wrote:Every non-boss monster on destruction has a 2% chance to spawn with 75% extra physical resist, so if it procs on a necrobot it will have 175% phys res and so Chrono can't break the immunity.


Is it also applied to some other mods? 'Cause there's issues with other area skills, like glacial nova/divine apparition don't freeze all enemies (even non-immunes don't get freeze frequently), enemies ignore psychic scream, etc..


Some monsters in ubers cannot be frozen. Dont remember if monsters outside ubers have a random % chance to get the "unfreezable" stat.

And it also depends on the hitboxes, nd, maybe something blocks the freeze missiles. Who knows
"but if it's simple it's not that hard" - Quirinus 2017
"small things like this are not a big deal" - Quirinus 2017
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Gekko64
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mobs in destruction have a 75% chance of being unfreezable