2.10 Bugs and Feedback

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Jackel6672
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Too lazy to look if I brought it up earlier. Theres 20+ pages now.

Earthquakes +Physical Damage seems to be bugged on the initial burst. The first AoE does not seem to get the damage properly. It only shows up if you hit the dummy with your fist.

Also, the damage in general is not affected by the skills WDM, this holds true for every skill that uses +Physical damage as part of the skill. Stampede, Rend, etc.
puffen
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i dunno if it's just me, but ever since the new patch (with d2gl stuff), activating askari scroll doesn't trigger the fancy graphics before the boss spawns
puffen
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Feedback on Unsummon amazon (fire cannonade):

The dmg of unsummon ama is good, and it's decently fun to play. The issue with the build, as I see it, is the lack of damage scaling in endgame. Since fire cannonade on elems doesn't scale with slvl, and you get alot of free fire pierce from the base skill itself, you basically only look for firespell% and spellpower on gear later on. The only real benefit from +skills is the 3% fire spell dam/level from SoV. Forbidden Knowledge doesn't work with fire elems, so as you'd go for lvl 70+ on regular bloodzon here there's no benefit.

Early on (up to like 120), having +skills on gear is actually kinda more detrimental than beneficial since it increases the life drain of your spamming. Once you get some more mana regen etc this evens out.

One argument to get +skills is if you can pair unsummon build with some other fire spell with long duration to cast while spamming fire elementals. Lava Pit is too short duration to actually improve dps though. Brimstone seems to be one (only) option.

You kinda have more skill points than you can spend in skill tree with this build, after around lvl 125, which is a bit boring.

Another thing is that Crimson Rites doesn't benefit the build really (+dmg from increased mana pool), so stacking mana is less beneficial than for regular bloodzon, which is a bit counterintuitive/sadge.

So at level 125 now with 350% fire spell damage, 1k spell power, 190% energy bonus and 150 fire pierce (using The Redeemer + the shield that makes elems inherit energy + SP), the build's damage is good (better than most builds but not the best), but it's really difficult to scale the damage any further from this point on. And gear selection is a bit boring since it's only really increasing fire spell% that would do anything offensively.

Another slightly annoying thing is the 20% chance (40% kinda with the skill upgrade) to trigger cannonade on resummon, which sucks if you happen to have bad RNG when you need to kill something specific quickly. It would be better to make this 100% (or higher at least) and in turn lowering the slvl of the fire cannonade triggered, or something.

I've played basically all builds of amazon this season and unsummon does fine in comparison, but it lacks ability to scale in endgame imo. Could be fixed by making the fire cannonade somehow scale with slvl or with minion damage or something. Or remove the built-in fire pierce given from the skill and increase the damage to compensate, and that way players can end up with higher dmg in endgame if they have good fire pierce% on their gear.

I only play HC so tested in that environment.
metasequoia
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puffen wrote:i dunno if it's just me, but ever since the new patch (with d2gl stuff), activating askari scroll doesn't trigger the fancy graphics before the boss spawns


sometimes does, sometimes doesn't O-)
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magz_
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Aliasex wrote:Please bring back the old trophy system in the new season. Is it possible to have both the old system and the new challenge system working at the same time? I can't get some trophies because of desync, and the single player game is not fun to play.


I can tell you this is probably not going to happen. At least not any time soon.

The trophy challenges are supposed to be a skill check, and reverting to a system that completely negates that and can be deterministically brute-forced undermines the entire mechanic. "Do this 60 times for a guaranteed result" is boring and simply exists for a lower common denominator. If there's a problem with how well each class can complete some of the challenges, or there are heavy desynch issues with certain trophy challenges, that's a different story and a better angle for feedback than "revert the entire system".
Some of the challenges are admittedly a bit hard for some classes, but in most cases the trophy rework was a pure improvement, and it's better to address the fringe cases than nuke the whole thing.

The lab versions of bosses still drop trophies, fwiw, and with more power creep than ever in current year that's less of a lofty goal.
Jackel6672
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Interesting note, as its not listed anywhere in the skill description.

The Warmonger skill "Stampede" adds 0.55556 of your weapons listed (One hand, or two hand) Min and Max total damage to its skill damage.

Tested with a base level 20 (+96), no charms, and no gear / charms other than a weapon.

not sure if its intended, or a bug.
Siosilvar
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Jackel6672 wrote:Interesting note, as its not listed anywhere in the skill description.

The Warmonger skill "Stampede" adds 0.55556 of your weapons listed (One hand, or two hand) Min and Max total damage to its skill damage.

Tested with a base level 20 (+96), no charms, and no gear / charms other than a weapon.

not sure if its intended, or a bug.


stampede having 55% WDM (and the exact fraction is 70/128, IIRC) is definitely not a bug, maybe a tooltip error leaving it out
Edited by Siosilvar 2 days.
Jackel6672
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Siosilvar wrote:
Jackel6672 wrote:Interesting note, as its not listed anywhere in the skill description.

The Warmonger skill "Stampede" adds 0.55556 of your weapons listed (One hand, or two hand) Min and Max total damage to its skill damage.

Tested with a base level 20 (+96), no charms, and no gear / charms other than a weapon.

not sure if its intended, or a bug.


stampede having 55% WDM (and the exact fraction is 141/256, IIRC) is definitely not a bug, maybe a tooltip error leaving it out


It's adding it to the skill itself @ 100% wdm and still using the weapon damage as normal at 55%. Its being added to stampedes + damage function. For example, I've had it show 4k damage on the lcs, and do 18k+ damage on the dummy.

I'd be happy to be wrong, but it's the only way I can summarize my own testing and how it's matching up to the calculator you created awhile ago


Edit: I'll try to clarify.

On the skill description, in the skill tree when you have no gear equipped it shows stampede doing +90 damage. If you equip a 700 damage axe, the damage shown on the description goes up by 90+ .5556 of the 700. This damage is added onto the final damage as a separate instance. So they get 700 damage reduce by the 55% wdm, and then they also get 90+ the halved weapon damage @ 100% wdm per shard with full scaling.

Sorry, 8 just didn't think I clarified what I was going for properly.
Siosilvar
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Jackel6672 wrote:It's adding it to the skill itself @ 100% wdm and still using the weapon damage as normal at 55%. Its being added to stampedes + damage function. For example, I've had it show 4k damage on the lcs, and do 18k+ damage on the dummy.

I'd be happy to be wrong, but it's the only way I can summarize my own testing and how it's matching up to the calculator you created awhile ago


Edit: I'll try to clarify.

On the skill description, in the skill tree when you have no gear equipped it shows stampede doing +90 damage. If you equip a 700 damage axe, the damage shown on the description goes up by 90+ .5556 of the 700. This damage is added onto the final damage as a separate instance. So they get 700 damage reduce by the 55% wdm, and then they also get 90+ the halved weapon damage @ 100% wdm per shard with full scaling.

Sorry, 8 just didn't think I clarified what I was going for properly.


Is it 55% of the 700, or is that just coincidental and you have +528% WPD/str bonus? Description should be taking into account WPD, while LCS for Stampede looks like it's always doing the calculation as though you're in eagle stance getting +lightning. I don't believe that can be fixed without actually making it three different skills.

e: okay 700 damage x 44% WDM, +90 flat, x 628% is only like 2500 damage. Something smells like it is actually double-dipping here...
Jackel6672
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That damage is affected by wpd, str damage bonus from the weapon, and basically all modifiers that affect phys weapon damage ds, crit etc.none of that is shown unless you are hitting the dummy to see the actual numbers.

It may be functioning right I'm not sure. I've never seen a skill use damage from the weapon in the skill description. If I am right it is double dipping. Ive done most of the 130s with it using a sabertooth. Lol Rift 3 in less then a minute damage.

I haven't tested it rend has a similar issue. Maybe later. I don't think it has the same issue.