View Full Version : Help explain my death
Milty908
04-08-2004, 21:34
First off, by far the most common of my deaths come from fire enchanted monsters. Probably cuz I play melee characters so much.
My lvl 72 Paly died to a FE Lister last night. This was in a solo game when I was doing a Baal run. I am normally VERY scared of FEs but I got 75% fire resist, 1100 life, and when I usually kill FEs, even Lister, it's not that bad, at most half of my life.
How much damage can a FE Lister do in a 1 player game with his explode?
:scratch: well I have no idea..
I like to stay back of any FE bosses in Nm (Hell is nerfed down significantly) but Lister and Geleb are the worst. Especially if are any secondary mods like extra strong. Let your merc finish them off.
Milty908
04-08-2004, 21:51
:scratch: well I have no idea..
I like to stay back of any FE bosses in Nm (Hell is nerfed down significantly) but Lister and Geleb are the worst. Especially if are any secondary mods like extra strong. Let your merc finish them off.
So Hell FEs are actually weaker?
I can hit packs of up to 4 dolls in NM Durance without losing more than half life either... no idea why this time Lister was such a b***h
Much of it has to do with the life of the monster, so I beleive stoneskin or extra stron, one or both increases thier life. Other things like Amp and Baals Decrep can boost half of the FE death also I bbeleive. FE explosion as I recall is half physical and half Fire.
I also beleive that you can block part or all of these explosions and maybe this time you didnt?
NM FE almost anywhere wihtout BO is a great chance to start all over!
In hell the FE death does less damage than NM.
Dolls vary alot depending upon mods and positioning. Having PDR and MDR helps alot there as well.
Milty908
04-08-2004, 21:58
This makes low life melees very hard to play... like Jabbazons, MA Asassins... sigh
1.10 is very tough on melee builds. FE deaths and IM in CS and WS and some act5 red portal areas as well.
In XP you can let your merc handle most of these and put a range weapon on switch. Melee is doable but you really have to watch your mods before you start whacking away. You may need to party or play very carefully to get past some areas. Getting a HF merc or Act3 cold merc may help slow things down to give time to read mods and back off if necessary.
hc_ugajeremy
04-08-2004, 22:22
I recently ventured into SC for some pk attempts and was watching a decreped bunch of players hang around an FE, (I think ES as well) lister. As I was typing "You're all gonna die.." pop. 6 folks down. It is SC though, were you see someone go through a cow portal 5 times before saying "WTF!! NOOBS TRAPPED RED!!"
_OrpheusPrime_
04-08-2004, 22:37
It is SC though, were you see someone go through a cow portal 5 times before saying "WTF!! NOOBS TRAPPED RED!!"
LOL :lol: So true..
Milty908
04-08-2004, 22:41
Can anyone list all the offending FEs in NM and Hell?
Lister, Geleb, Infector (CS Balrog boss), Bishbosh?, Countess?,
ConnerMacleod
04-08-2004, 22:43
Lister's life is on average about 7800 hit points in NM. Fire Enchanted is the same effect as the Necromancer's Corpse Explosion, so it does between 60 and 100% of the monster's life of physical and fire damage to you.
You can pump up the resistance all you want, but physical damage is still going to strike you. Also there are other mods that they spawn with which can be absolutely deadly. If they spawn Extra Strong, abandon all hope. If they explode on you, expect imminent death.
As for "why does it seem to kill all melee characters in NM but not in Hell"? I don't know the exact answer there because I haven't ripped that part of the mpq yet. Speculation says though that Fire Enchanted is missing some multiplier or setting for NM mode, causing them to explode with massive damage regardless of the number of people in the game. So that would mean that the check Num_Players_In_Game (or whatever Var they are using) is either defaulted at 8 players or it's flat out a mistake in the code.
I've noticed this bug many times when running Council, another area with an always fe monster, and with my sorc wearing Infernostrides and having maxed TK and high ES and max fire res (85%), she STILL takes a huge hit regardless if it's solo or with others.
The main ones are Lister, Geleb, Ancients and the big bramble hulk who stalks the way between Flayer and Lower Kurast...beyond that just watch for high life FE's like the corpse spitters in act 4 if you come across a boss pack...there may be others I am missing...
I should mention CE's as well. They are less damaging but hurt over a much bigger area. The boss worm in the maggot lair is the main one to watch if your cold resist is low.
You are best off treating all FEs as a big death threat, retreat or contain and read mods before taking them on all out.
Even some of the smaller FEs, if FE/CE/LE/Spectrel/Strong...etc, those mods tied togethere make your normal FEs look like babies in comparison mainly in NM, but in Hell a multi-Enchant is trouble. especially without BO or OAK.
In 1.09 many times people would "park" monsters like LKidster or Bartuc when they were MSLE, if these guys spawn nasty you might be best to park it if you are a melee guy or make sure the Merc gets a final blow and you arent close!
Omikron8
05-08-2004, 00:15
Milty:
If this was in nightmare you were likely a victim of the fire enchanted bug. Blizzard fixed it in hell but for some sick twisted reason did not fix it in nightmare. This lets fire enchanted monsters due ridiculous amounts of damage with physical melee or physical ranged attacks, regardless of resists or life. I've seen super beefed up barbs die in 2 hits from a fire enchanted bartuc in nightmare throne room.
HCTwinJava
05-08-2004, 00:42
In case some1 here does not know, in the first couple months or so after 1.10 patch came out, many HC chars (not all of them were melee) died to FE.
IIRC, when Blizz "fixed" the FE bug, they only fixed it for Hell. So, now NM FE is more scary to your lower-lvl chars, as compared to Hell FE to other higher-level chars.
On ladder 2, most HC chars can "skip" Norm/NM. So FE is no longer a big deal. Regardless, 1.09 MSLE was probably 10x more dangerous than today's FE in Hell.
So, just be careful. Chances are, you'll be fine over 99.9999% of the time.
HCTwinJava
05-08-2004, 01:02
I still remember this because I took a note of it -
One of my solo, untwinked, HCL chars took about 20 min to kill a council member in durance lvl 3, who was: extra strong, multishots (MSLE), dual immune (LI/FI), dual enchanted (FE/LE). my merc could not survive for more than 1 sec once he saw the guy and started to jab (I wish I could order my merc to stand still!!!).
That was before Blizz fixed the FE bug, though he could barely scratch MY health.
Be careful!
Milty908
05-08-2004, 01:15
Thanks for the advice, I will be much more careful in NM now with the FE stuff
I just hate letting my merc kill things since I feel so useless. Maybe that's why I dont play necros
Bongo Fury
05-08-2004, 01:20
Blizzards nerf of the FE 'bug' for Hell difficulty is a server side patch. So it only applies on the Realms. It's still highly dangerous in SP. In many cases unsurvivable for ANY legit character, regardless of build or equipment.
ConnerMacleod
05-08-2004, 01:23
If you play SP you should be able to survive it. With all the gear they have available there and all.
ZounceHC
05-08-2004, 05:13
Thanks for the advice, I will be much more careful in NM now with the FE stuff
I just hate letting my merc kill things since I feel so useless. Maybe that's why I dont play necros
On my summoner Corpse Explosion is my main killing skill. So don't think that necros rely on their summons to do the killing. I find that corpse explosion is VERY effective. Considering it is based on the corpses life it's very good in hell.
be very carefull when cursed in NM when there is an FE around!
my druid almost died! bear druid + oak = 2xxx life.
cursed and fe = down to about 100 life. :xx:
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