View Full Version : Tiger Strike/Dragon Tail bug?
Theio Vrefos
24-01-2009, 00:37
So while trying to figure out PvM builds on single player i built a tiger strike assassin. I tried almost all of the finishing moves for delivering the charge-up skill. When i was using dragon tail the damage calculation was around 30k when tiger strike was fully charged, but the damage was obviously less when hitting monsters.
Has anyone encountered this problem before?
Well, it depends on the res/immunity on the monsters. If Fire Immune, they take .5 dmg since the output is half fire, half phys, and dependent on the initial phys damage. If Physical Immune, no dmg is dealt since none of the phys can convert to fire (more if FoF synergy is applied).
If high fire res, you'd do a little over half the dmg, etc. Also, it does most of the dmg on the initial monster, and I think it was fire dmg in the radius (and phys? not sure).
dryzalizer
24-01-2009, 06:42
No. I'm guessing you aren't using myrmidon greaves boots, your kick dmg is boot dependent. Also, the character screen often can't be trusted in terms of actual dmg. In hell, you should also remember that there are many fire-resistant monsters, and I think your DT release is a fire explosion (or perhaps half fire, half physical, I don't remember). These are all possible reasons why your kicks aren't as powerful as expected, but I'm betting boots are your problem.
edit: pwned by Sass, but my boot thing is a new angle on the problem
Well, even with w.e boots, if he can get 30+K and not kill like he wants, then res / immunities may be the issue :P
But, I didn't even think of a lack of myrmidon, so counter pwned.
Theio Vrefos
24-01-2009, 09:58
Guys :p
I was using shadowdancers and i tested it on cold immune hell monsters at players 8.
Theio Vrefos
24-01-2009, 15:50
My 14k damage hammerdin kills them in 1-2 hammers :P
Even with 50 - 70% magic resistance to fire (15k - 9k damage), she still should be killing them really fast.
mackscynox
24-01-2009, 19:20
i am not so sure but i guess it is a resistance problem. in hell all enemies have some physical resistance. also immunity means resistance > %100. so enemy can have %95 fire resistance and it wont be shown with fire immune.
u mentioned "players 8" (4 or 4.5 times enemy life) then even one kick with 40k cannot kill in hell easily anything.
ex: (all in hell, checked arreat summit)
- oblivion knight has %180coldres (cold immune) but also have %60fireres and %33physres. ~7k life
- night lord (one type of walking bulls in act 5) has %33fireres and %66phsyres. ~13k life
didnot multiply their life with 4.5 or 4 (players 8 effect).
effected OK shall have 28k life and nearly half of your 40k dmg (for example u deal 40k) shall be resisted. so u cant kill in 1 hit but second shall kill
effected night lord shall have ~55k life and like OK he shall resist half your dmg. to kill nightlord with dragontail u should kick 3 times with maxed charges.
your hammerdin can kill them because they have low magic resistance so shall deal near full dmg.
they are neither physical nor fire immune monsters. do the math for others.
in conclusion, dtail is not bugged :) (i think so)
note: i may be missing sth.
dryzalizer
24-01-2009, 22:37
Nice response Mack, I think you nailed it. This is why I stopped playing TS/DT sins back in 1.09. It just took too long and caused too much pain to charge up 3 TS (+whiffs) and release the DT kick (+whiffs) if the pack wasn't going to die immediately. I still think it is a viable build on /players 1 in hell though, probably even /players 3 for the first act or two.
dainbramage
25-01-2009, 10:25
The fire damage is based on your phys damage when you kick - i.e. your phys damage comes from str/dex/TS (NOT dtail)/boots, which is then multiplied by the % on dtail... so a 4k physical kick with +300% fire damage from dtail will then deal 12k fire aoe damage.
The fire damage is calculated after physical resistances, so kicking a PI won't deal any fire damage, as 0*anything still = 0.
If mackscynox's res's are correct (coming from AS, that's unlikely, but I can't be bothered checking d2data), then you'd only deal 1/3 physical damage and 2/9 fire damage to a night lord compared to a monster with 0 res to each element.
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