Devourers dont give a damn about my Immortal call

This also happened to a guild-mate of mine a few days back as he got basically 1-shot with IC up. We ended up chalking it up to desync because we couldn't come up with a better explanation. Something is definitely strange on this.
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This may be because they might be doing half physical and half ele damage in their hits, it would certainly explain why IC doesnt mitigate them.
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Last edited by VictorDoom on Dec 30, 2014, 2:20:04 PM
This is just me probably.

However, I am 100% certain the damage is dealt immediately, right after the devourer pops up.

The swing comes later.
It's you. That's what we are talking about.
"
VictorDoom wrote:
...

Nope, Victor, it's pure phys:)
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Last edited by torturo on Dec 30, 2014, 2:30:15 PM
"
torturo wrote:
It's you. That's what we are talking about.
"
VictorDoom wrote:
...

Nope, Victor, it's pure phys:)


well then it needs fixing, really crapy to die to a bug :(
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World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950
Highest level char in Closed Beta, Wytchfindergeneral
Last edited by VictorDoom on Dec 30, 2014, 2:46:18 PM
It's fine. We are supposed to die anyway.
This is a buff © 2016

The Experts ™ 2017
"
VictorDoom wrote:
This may be because they might be doing half physical and half ele damage in their hits, it would certainly explain why IC doesnt mitigate them.


I like how you completely skip 4 pages of posts where this is discussed over and over

As for devourers, the problem here is that the damage dealt by an attack is calculated server-side at the moment the attack begins (when the animation starts playing). Any possible modifiers to your mitigation won't affect this attack, the damage is already rolled and calculated, which means things like granite, jade flasks, immortal call are useless. This is true for every mob in the game, except Vaal smash (it used to be like that, i think, might be wrong on this one). The reason why this is not noticeable for any mob except devourers and rhoas (and leapers to a certain extent), is because most attack animations are very short (i suspect this is purely because of how the game works, damage calculation wise)

When a devourer (or devourers) unburrows, he (they) starts attacking you at the same time the unburrow animation starts playing, meaning that the only realistic way to avoid devourers initial unburrow attack damage, is to move out of the way, your CWDT / IC setup that makes you feel safe, its completely useless.

I bet you all experienced the situation where a pack of devourers ambushes you and you take insane damage, and you wonder what the fuck was that, well, now you know, there is usually 3 or 4 instances of damage that CWDT / Immortal call completely fails to mitigate, just because of how the game works.
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Last edited by yotmato on Dec 30, 2014, 4:42:38 PM
There must be some magic behind this :D.

In my opinion your defensive stats are taken too early to hit/damage function. And too early means at the moment when they pop up. Hit animation just apply the damage which was already calculated.

Same happens for flameblast. If you cast flame blast, there is 0.5 before it detonates. It's enough time to cast a curse, however curse won't increase damage. Like it's not taken into account like it was cast after monster defensive details were taken already. Seems like these details are taken before explosion.

Ironically in my opinion this whole magic is done to reduce desync. Server receives information earlier and it could earlier calculate hit/damage etc.


about your Immortal Call
Last edited by bluegray on Dec 31, 2014, 5:41:58 AM
GGG please reply this post
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