What's wrong with the Nightmare difficulty? (Diablo 2)
Hardcore Nightmare, lvl 75 javazon, 1100k HP, 75 allres.Came to beat the ancients. Korlic and Madawс went quickly, stayed Talic. Yeah, - I thought by casting Lower Resist for greater speed of killing. One strike charged strike... second... third... Talic dies, and with it my Amazon. I play D2 infrequently and mostly on the soft and the characters are mostly casters, not to be soared with the lack of good melee weapons (Hello, the Drop-runes-only-on-the smithy. Love you). Went for a run on hard and have already resigned to the idea that I nokautiroval consuls to take down or stumbles souls in Baal room. But naytmar with 1.1 K HP with max resists... vanshot. Okay, this is hardcore. Sooner or later something was going to happen but not so suddenly and stupidly.
I decided to Google what could go wrong and found this video:
In short: with the patch 1.10 blizzy decided to make the mobs a bit fatter, just as in 10. This led to the fact that mobs with modifiers fire enchanted became VERY HARD (fire enchanted mob at death explodes and deals damage in % of your HP), especially at the levels of Nightmare and Hell. The developers thought better of it and with the next patch changed in the smaller side formula fire damage for Hell'a. But not in Nightmare =/. In the end, we still have vysochayshim mobs where you don't really expect. And no fix. How cute =).
It would be nice if next season administatsiya server did the following: a) poppixie fire enchanted the Nightmare; b) has made the human drop runes (okay, this is from the category of fiction).
All good and more fire enchanted mobs!
I hope the administration will not pay attention to the suggestions of random users.
I hope the administration will not continue to pay attention to the suggestions of any users, will continue to do nothing and leave the server dead.
It is worth noting that in the specific case of the ancient you could see the threat mod on one of them and pregenerate just opening the portal.
The author, there is mobs and more fun: for example, fire enchanted mleb. If the convoy, then all is well.
redoolf
Yes, I have decided to come together in a melee with the mob, which at the time of death explodes. Yes, for this audacity I should be punished. 100, 200, even 500 HP, but it should not be vansat at almost maximum fire protection. To pregenerate the opening of the portal? Well, but what to do with, say, Lister'om in Baal room, if he, too, may appear with a modifier fire enchanted? Mod for nightmare just broken, and it is not good.
256ppi wrote:
what to do with, say, Lister'om in Baal room, if he, too, may appear with a modifier fire enchanted
Try to kill him without dying yourself.
Any char in D2 have the opportunity to kill these vysotnikov, not approaching them.
256ppi wrote:
but it should not be vansat at almost maximum fire protection
Wrong.
256ppi wrote:
Mod for nightmare just broken
In the game there are a number of places where a character can suddenly and inevitably die under certain circumstances and randomness, even if he considers himself fully equipped. It is in no way a bug and not a crash, and one of the many planned difficulties in the passing game, and anything fix here are planned.
g_n
This crown was created just for fun and show what the game really is something wrong.
(mark 6.22 by the bug)
https://us.battle.net/forums/en/d3/topic/6037267083 (here everything is beautiful, but we are interested in the last paragraph of section Monsters)
https://www.diabloii.net/forums/threads/fire-enchanted-bug-help-plz.705864/
https://inchannels.net/vision/diablo-2-fire-enchant-bug-explained-6B82Xu4iBJc.html
https://forums.playground.ru/diablo_2/lod/affiks_fire_enchanted_na_monstrah-796303/
There are precedents.
g_n wrote:
It is in no way a bug and not a crash, and one of the many planned difficulties in the passing game, and anything fix here are planned.
Yeah, add another total active passive cardiovascular system that will instantly kill the Persians because of an unexpected heart attack
g_n wrote:
under certain circumstances, and randomness, even if he considers himself fully equipped.
It's cool, because
g_n wrote:
It is in no way a bug and not a crash, and one of the many planned difficulties encountered in the passing game
I would have written something like hey, shit happens, bro. 've all been there, and so this is an ordinary we do not care.
yok0o wrote:
I hope the administration will not continue to pay attention to the suggestions of any users, will continue to do nothing and leave the server dead.
Edinstvennaya sensible idea in the comments.
I think I need to go just FE on Helle, that was fun. And somehow amplify Unicom\well, Champions and bosses... one More random bonus to add all at least.. And then PVM is a little boring.
It is in no way a bug and not a crash, and one of the many planned difficulties in the passing game, and anything fix here are planned.
Only 2 questions. Fix is not planned - it is about the problem described the vehicle or about the General policy of the party? And the second question - what is there to do something planned?
Avtar just noob and do not know Shaw in the gods can go bad even with Bo ! Many have already faced it and nothing here is not normal, the problem is in your head only and not with the game.
It is planned not to plan anything HD
TL;DR
Nanotalk nm, according to third-party, FE explosions apply ~963-1,605 total damage. From 1.13 b onwards, FE explosion damage has been reduced by 1/4 in Normal, by 1/3 in Nightmare and by 1/2 in Hell compared to 1.12 (but in reality the GHG could it be otherwise). Crete x2. With amplifier (from another beaver, say) more fun.
And Yes, this is not a bug.
Edit, and then not much happened - not vanstyles. :D
Actually the bug was there, of course. But not one about which the author writes. But the essence of the bug is this:
open the stats of the ancients, watching HP: 1K per normal. 10K nm, 40-60K on Helle. That's so much and should be about (well, let +- 2 times) to demolish the explosion of the FE from them. That is, even at the maximum PD, which is about 70-80% out, and assuming that the physical part of the FE - only a quarter of the HP (a little), still the player must pass the damage no less than 600хп on nightmare and 3K HP on Helle only on the physical part.
The author of course was not so much the PD (probably do not), so he has any FE from the ancient to come for at least 2.5 K at nightmare and 10K on Helle pure damage in HP.
But due to a bug in the calculation of the FE damage is actually there to be much less damage, and many of the characters even manage to survive, what to be, at least in Helle, almost not be.
Here you can see information on the fire enchanted:
https://www.theamazonbasin.com/wiki/index.php/Fire_Enchanted
Take Talika:
Normal: Total damage FE 11.25-18.75%; HP 950-1140 ---> 107-214 DMG
Nightmare: Total FE damage 7-11.66%; HP 9702-12936 ---> 679-1508 DMG
Hell: damage FE Total 0.75-1.25%; HP 51296-64120 ---> 385-802 DMG
This here is the bug (although, as stated over, this really is not a bug. Baghouse together FE+LE+CE and FE just unfortunate choice of values).
And so it turns out that Hell play easier than Nightmare.
HP of mobs in all sorts of ararath not the ones that are considered explosions. This should be in monstats and monlvl to climb to watch. Empirically - best. I have at 75% and FR 0% DR was obtained 1,2-1,5 K with five attempts (single). On PG long time did not explode there, but about the same recall, will need zatestit by vedmedik, that for sure.
passed
In any case, the data +/- are the same which you mentioned.
And if you take the entire paragraph, you get the same thing:
Ancient FE explosions apply ~963-1,605 total damage in Nightmare, which should be the maximum in the game (Ancient FE explosions apply definitely the maximum in Hell, at ~507-845 total damage).
Surprisingly, FE explosion damage is normally higher in Nightmare than Hell despite higher base life in Hell, but this is not due to any bug: FE explosion damage is just subject to more and greater reductions in Hell than in Nightmare (reduced by 1/2 vs 1/3, a multiplier of 0.20 vs 0.35, and reduced by 1/4).
Logical, of course, 963-1,605 to have Helle with the level and equipment, and 507-845 leave nytmare. But, alas, all slightly different).