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  1. #21
    Diablo: IncGamers Member lone_wolf's Avatar
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    well shade did a nice test on the amount of damage the FE barb gang could dish out in 1.10(hint no legal char could ever survive it)

    I doubt its the same in 1.11.




  2. #22
    IncGamers Member
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    @Randall
    Good point. I hadn't thought of that. What if it's supposed to be like that. Then It wouldn't be considered a bug.

    [hijack]
    Also @ Randall- You have your 1337th post!!! You are teh 1337 spamz00r poster!!!
    [/hijack]




  3. #23
    IncGamers Member LprMan's Avatar
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    I don't think FE bug is really fixed in 1.11, it only deals less damage now. FE Ancient are fixed though, no more 100k (or how much it was?) fire dmg taken when they hit you.


    First, when a FE monster dies, its like necromancers CE. Amplify damage, Decrepify, LR, Conviction...they all will increase the damage done to you.

    When a FE boss dies, he will explode and deal damage based on its hp. Nothing buggy here, thats how it is supposed to be. In 1.10 monsters just had much more life than in previous versions, so the explosions were much more dangerous than ever before. Blizz didn't realize that problem before they released 1.10 patch. Those explosions are toned down in 1.11 to make life easier for melee characters (on Bnet they did that much earlier though...). FE boss and its minions will also have fire damage added to their attacks, but not so much it would one-hit kill a character. I have never seen a monster to deal fire explosion damage with their normal attack (other than 1.10 Ancients), and I played quite a bit of 1.10.

    The big problem of 1.10 are FE monsters of certain types, and FELE bosses. When you punch a FELE boss and it goes into hit recovery (in other words, releases lightning bolts), he will also trigger an invisible FE explosion which can potetially kill you character. Not nice. Bosses with 3 elemental enchantments are even worse, AFAIK they trigger FE explosion, cold nova and lightning bolts every time they go in hit recovery.

    Beetles are LE by default, so every FE boss beetle and their minions you meet trigger an invisible explosion when they go in hit recovery. Also the mummies/zombies who leave poison clouds in the air after their death are bugged, but not as seriously as beetles. Every time you kill a minion of FE boss of this type, you will be rewarded with explosion. Of course their FELE and FELECE version are more dangerous, as I explained above. FECE + cursed beetle is one of the worst monsters I could think about.

    The lightning bolts do not carry the explosion damage. If you are fighting a FELE monster and manage to fight it without being touched by the lightnings, you will still get the explosion damage. The lightning bolts and the explosion happend at the same time (at the moment of hit recovery/death) which makes it look like the bolts do the huge damage, but its not true. They are separate effects.




    Heh, does that make any sense? I believe it works (mostly) like that, but sometimes I feel no-one believes me




  4. #24
    IncGamers Member
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    Quote Originally Posted by LprMan


    Heh, does that make any sense? I believe it works (mostly) like that, but sometimes I feel no-one believes me
    Makes perfect sense to me.




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