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  1. #1
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    Full Champ/Unique heal

    Does anyone know the exact conditions for champs/unique's healing to full? I was running around in one of the side area's in the highlands in inferno. It was a TINY area (no room to kite) and I encountered two separate skeleton unique's there. In both cases, I'd do some damage (1/2 to 3/4's) and then screw up and die. By the time the revive timer counted down (all of three seconds) and I ran back to them (another 3-6 seconds since they were very close to the entrance) they had fully healed. So I parked the first and then promptly ran into the second one. (Which did the SAME DAMN THING!)

    Out of curiosity I sat there and watched the skeletons health after I'd died the last time. The unique did the partial heal tick 3 times then fully healed.

    This was with me using Stampede right before I died so it took damage for two~ seconds.


    That seems.... excessive and odd. Especially since I've gone back to champs/unique's that took much longer to get to and they weren't fully healed. In this case both had Extra Health and Vortex (among other annoying mods). Does Extra Health increase their rate of regen or am I missing something?



  2. #2
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    Re: Full Champ/Unique heal

    they do the ticking regen for some undetermined amount of time. After you run out of time, their health goes suddenly from wherever it's at to full, and their combat timer resets (enrage goes away).

    I have been wondering myself as well what decides how long they spend out of combat before the full heal happens. When I want to come back and prevent the full heal, it will happen in less than 10 seconds. When I WANT them to reset, it seems like it takes forever. No idea what determines it.

    Frankly this feels buggy to me. Why do they need a full self heal anyway? What point is blizzard trying to accomplish? They already have several forms of anti-cheese built in.



  3. #3
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    Re: Full Champ/Unique heal

    In my experience the full heal happens under conditions that appear to be random. I can't make sense of them. I've had monsters heal to full seemingly because I got too far from them while kiting members of their pack. I've had critters namelocked while they were offscreen and literally watched their hp tick up. Both of these are of course very frustrating when dealing with mobs that either run away or are very dangerous in close range.



  4. #4
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    Re: Full Champ/Unique heal

    Quote Originally Posted by zakaluka View Post
    Frankly this feels buggy to me. Why do they need a full self heal anyway? What point is blizzard trying to accomplish? They already have several forms of anti-cheese built in.
    Franklyt, I would like much better that they reset to full life almost immediatly and remove the time before death and the spectral ~3 seconde. Both mecanisms and enrage reset are unbearable when you want to down a specific and difficult pack. II do not pla diablo to wait.



  5. #5
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    Re: Full Champ/Unique heal

    Glad I'm not the only one completely confused/annoyed by this. It seems unlikely that it was intended to be random though from my experiences that's as good an explanation as any.

    There is definitely a distance component which also unfortunately applies to Invul minions. If you kited too far but left some invul minions behind they wont die when you kill the unique. THAT is incredibly annoying. However it's not just distance since at one point one of the uniques was parked right on the spawn point and still fully healed........



  6. #6
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    Re: Full Champ/Unique heal

    A certain amount of time without the monster taking any damage triggering a hp refill is consistent with what I've experienced. It fits with
    - reset after dying and either running back a long way or waiting a long res-timer (with no reset occurring the first few deaths because the timer is so short)
    - some mobs losing track of you while kiting the rest of the pack and being at full hp when you come back for them

    I'm not 100% sure but I recall seeing a case where a player reset the enrage by porting to town and back quickly without the elite refilling hp. They might be on separate timers.



  7. #7
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    Re: Full Champ/Unique heal

    Quote Originally Posted by Delvin View Post
    A certain amount of time without the monster taking any damage triggering a hp refill is consistent with what I've experienced. It fits with
    - reset after dying and either running back a long way or waiting a long res-timer (with no reset occurring the first few deaths because the timer is so short)
    - some mobs losing track of you while kiting the rest of the pack and being at full hp when you come back for them

    I'm not 100% sure but I recall seeing a case where a player reset the enrage by porting to town and back quickly without the elite refilling hp. They might be on separate timers.
    I've done the last. I think it only really works for some enemies (yellow packs seem to be easier to reset enrage by porting than blue without healing). I did this in Whimsyshire inferno against an elite flower (lol).



  8. #8
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    Re: Full Champ/Unique heal

    @Delvin, in the 5? cases this happened to me last night the time was <10 seconds for full HP refill. Which I've never seen before.
    Anyone know if triggering the enrage timer makes it take longer for them to full heal?

    I like the port to town thing though, didn't know that; handy.



  9. #9
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    Re: Full Champ/Unique heal

    As a side note, part of a pack may reset life while the other stay damaged sometime. I have seen that while being spawn camped by plagued frozen arcane enchanted shielding mobs.



  10. #10
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    Re: Full Champ/Unique heal

    It's 12 seconds. If the monster has been out of combat for 12 seconds it just instantly heals to full. If you are farming in Act 3, you can use the Mighty Tyrael to keep things in combat if you die, but this will likely be eventually patched out.




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