Every single time I see a patch roll by and the mimics from grin reaper still haven't been fixed to correctly work or not cast channeled abilities I feel like blizzard is telling me to go fuck myself.
How has this been a bug since grin reaper has been out and its still not fixed.
- oldkingcoal
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Apr 28, 2016oldkingcoal posted a message on Patch 2.4.1 Live on PC & Consoles!Posted in: News
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Mar 13, 2015oldkingcoal posted a message on Hotfixes on Live and PTR, Protoss Probe Pet, Zero Empathy GR 63, Blizzcon ReminderPosted in: News
Why is this even an argument? Do I think they should be banned? no, but i definitely thing they should get scrubbed from grift boards, they knew that this was a bugged mechanic and they took advantage of it, that's the definition of an exploit.
and furthermore the length of time it existed in the game without getting fix doesn't mean it's not an exploit lol, just because no ones stolen anyone's horse since the "olden days" doesn't mean it's a non-crime. the issue is that the mechanic was double dipping damage from grim+sever and producing ridiculous numbers and NONE of it was "ok'd by blizzard" hence them immediately taking it out. get off it
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short answer is yes. the mimics also mimic the effect of set and legendary affixes at the tos.
an example of this is when the mimics use plague of toads(addling toads)
and you have a rhenho flayer equipped when you summon, then the mimics
summoned toads explode twice. the same things is true for set percent
bonus damage and ability affix's, although I suspect that since the
mimics themselves cant lose health or mana, health generators like coils
of the first spider are wasted on them. It also seems like legendary
affixes equiped via the cube don't work on the mimics at the moment as
last test scourge passive wasn't properly proccing on the mimics when
equipped to kanais.
hope this helped.
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the grin reapers mimic your damage buffs at tos(time of summon). much in the same way phalynx avatars snapshot ias at tos. however they only cast channeled spenders when you do, this is likely done on purpose to circumvent overpowered debuffing. hope this helped
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I lit just posted about this lol. see spoder thread
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Dumb thread name aside, I will more the likely be setting up a new guide for witchdoctors using the spider set post ptr as adjustments will more then likely take place. heres what im at thus far
kanais cube passives > cindercoat, ess, and scourge
this makes more sense at the end of build so bare with me. the idea so far is to get 5p spider set with rorg and unity or soj(even convention) and a grin reaper helm. the grins can cast firebats when you do and cindercoat with regen passive and blood rit(on a much easier to get hellfire) plus pierce gives you indefinite channel time on firebats(cloud) without having to drain too much resource when you spot move. weapon and mojo so far isna no idea but im leaning rhenho and uhk for better cc and survivability. sub optimal gear and missing ess and cinder passives this build is performing t8. expect a video tonight or tomorrow.
any thoughts/ additions /improvements?
also sorry for bad sentance structure/grammer typing this on phone.
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So can we assume the patch notes are related to new flavor and splash screens?
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Yo if you find anything related to new patch notes on cow level, whether that its not implemented or just how to get it or whether or not its working drop a line here
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I tried to pop akarats champion and club fingered war horse instead.
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while its not relevant to d3 this is what I'm looking for
http://www.lanceglasser.com/Business/experience-curve.gif
not fifth grade math I'd appreciate it if further posts would somehow either prove your math or give constructive feedback
I'm trying to understand the game mechanics, if I knew all the math I wouldn't be asking questions.
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edit*
It may help to make an example of what I'm looking for, something similar to changes in experience curve only stat relevant comparisons in damage with heavenly might.
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[1.92]
123(postbuff)(1.8{elemental80%})(1.4{elite40%})=309.96-(309.96((.2))=247.968
[2.016]
Ok so given the elemental skills*elite is noise What I'm asking is if the ratio recedes in % when you increase and decrease the elite and elemental in increments, if anyone can see what I did above. The reason is because when you do this as is proof {123(postbuff)(1.8{elemental80%})(1.4{elite40%})=309.96} as opposed to {123(postbuff)(2{elemental100%})(1.2{elite20%})=295.2} does the percent of damage loss(not actual dps) increase or decrease according to how you stack damage. to be clear this is not asking whether or not It's still viable to stack elite against elemental damage because that's clearly never going to be an issue but whether or not the amount given after math has changed in terms of %ratio.
also thank you barbfu for feedback
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weapon damage is being buff and total damage is being nerfed. weapon damage doesn't account for elemental and elite damage so far as I know, so basically before elemental and elite are calculated the weapon is being buffed, and after damage is calculated the total damage is being dropped.
i.e.(and Im not presuming this is entirely right im just presenting the logic) 100(2{elemental100%})(1.2{elite20%})=240(total damage)
versus 136(postbuff)(2{elemental100%})(1.2{elite20%})=326.4-(326.4((.2))=261.12
123(postbuff)(2{elemental100%})(1.2{elite20%})=295.2-(295.2((.2))=236.16
which would mean at total assuming you had 100% ele and 20% elite depending on the roll parameter blizzard has provided the weapon damage could either be a buff OR be a nerf. What I'm asking is if anyone sees a problem with the math, I assume someone else has done it.
I'm not gonna bother explaining order of damage calculation to anyone who doesn't know this is strictly math nerd shit.
edit* the problem I'm stating is if intensive returns would drop the lost %dps even farther if you raised the amount of elite% in relevance to elemental% in the %of total damage lost not by the amount of grand damage being dealt.
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