Say there is a mob with 1 million hp left. You crit the mob for 30 billion. The mob dies. What happens here?
1) The mob takes 30 billion damage.
2) Game checks for death, 1,000,000 - 30,000,000,000 < 0 = true, so the mob dies.
The game does not do it this way:
1) Damage number calculated (30 Billion)
2) Game checks for death (1M - 30B)
3) Mob takes 1 M damage, 29.9B damage discarded and damage number shown revised to 1M
This does not happen.
If your templar takes 30 billion damage and does not have the Invulnerability token (tooltip states 'cannot die', but in reality, they cannot take damage), he takes 30 billion damage and dies.
Unity rings? Templar takes 15 billion, you take 15 billion. The only reason you didn't double-die the first time is because you were a Crusader, since Indestructible has 5 seconds of 'immune to damage' after it procs (Also applies to the respective passives of Monks and Barbs I believe).
If you were playing, for example, a Wizard, which does not have _X seconds of invulnerability after cheat-death passive (they gain a shield, but can still instantly take damage again and die to stacked molten explosions, which will easily outdamage the shields gained, for example), the first time in this video you'd have likely died twice and instantly been wiped.
So yea, don't wear Unity and put one on your follower without the Immortal follower token. You can still wear a Unity ring, just take it off your follower unless you give Him/Her the Invulnerability/Immortality token along with it.
This has killed Hardcore players who don't know how Unity works over the years many times, and you aren't the first person to post about it and thinking it's a bug.
Now you know, chalk it up to learning about a new legendary and roll another hero, with a new piece of knowledge to wield along your renewed journey; Your deeds of valor will be remembered. Hopefully, so will Unity mechanics.
There is overkill in Diablo.
Say there is a mob with 1 million hp left. You crit the mob for 30 billion. The mob dies. What happens here?
1) The mob takes 30 billion damage.
2) Game checks for death, 1,000,000 - 30,000,000,000 < 0 = true, so the mob dies.
The game does not do it this way:1) Damage number calculated (30 Billion)2) Game checks for death (1M - 30B)3) Mob takes 1 M damage, 29.9B damage discarded and damage number shown revised to 1MThis does not happen.
If your templar takes 30 billion damage and does not have the Invulnerability token (tooltip states 'cannot die', but in reality, they cannot take damage), he takes 30 billion damage and dies.
Unity rings? Templar takes 15 billion, you take 15 billion. The only reason you didn't double-die the first time is because you were a Crusader, since Indestructible has 5 seconds of 'immune to damage' after it procs (Also applies to the respective passives of Monks and Barbs I believe).
If you were playing, for example, a Wizard, which does not have _X seconds of invulnerability after cheat-death passive (they gain a shield, but can still instantly take damage again and die to stacked molten explosions, which will easily outdamage the shields gained, for example), the first time in this video you'd have likely died twice and instantly been wiped.
So yea, don't wear Unity and put one on your follower without the Immortal follower token. You can still wear a Unity ring, just take it off your follower unless you give Him/Her the Invulnerability/Immortality token along with it.
This has killed Hardcore players who don't know how Unity works over the years many times, and you aren't the first person to post about it and thinking it's a bug.
Now you know, chalk it up to learning about a new legendary and roll another hero, with a new piece of knowledge to wield along your renewed journey; Your deeds of valor will be remembered. Hopefully, so will Unity mechanics.