Fireball Totem Bug: Mobs do not drop loot if afflicted with Burn DOT and die after totem disappears
It seems like the same thing that was happening with skeletons inflicting a status ailment like burning and then disappearing. The mob would not drop loot because whatever (in that case, skeletons) inflicted the DOT was no longer in existence.
It's kinda hard to test this with the other bug afflicting totems in affect, however, the character this happened on has plenty of IIQ for at least something to drop from a rare enemy, which is what happened. What happened: Was fighting a group of enemies for quite a while (long enough for the duration of the totem to get close to expiration). Fireball Totem gives one last hit on a rare Murk Runner, the fireball managed to ignite the Rhoa, and then the totem expired. I was running away like a chicken (heh heh) with the rare Murk Runner in chase. The rhoa died. No loot. I'll try and keep an eye out for this happening some more. It'll be a little difficult with that other bug happening. I guess that's why no one has even noticed it yet. "In a state of physical balance and security, power, intellectual as well as physical, would be out of place." - H. G. Wells, The Time Machine Last edited by Sairven#6746 on Sep 17, 2012, 12:02:25 AM
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I pretty much gave up on trying to get this to happen again.
It's a rare enough occurrence that, honestly, it doesn't really require addressing any time soon. At least not until the major problem with turrets being lazy bums and not attacking enemies which come into range after they've been placed has been addressed. "In a state of physical balance and security, power, intellectual as well as physical, would be out of place."
- H. G. Wells, The Time Machine |
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It does match with some other reports, but we put a fix through a while ago that should have fixed this. I'll keep trying to reproduce it as well!
Balance & Design
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I'm gonna try and get me a chance to ignite support gem to assist with this sometime this weekend.
I agree, thought that issue was fixed by proxy when the skeleton/minion thing was fixed. Hmm. Maybe I was just super unlucky? RNG is RNG. :O Edit: Well... got the support gem quicker than expected. Time to roast hundreds more rares. XD "In a state of physical balance and security, power, intellectual as well as physical, would be out of place." - H. G. Wells, The Time Machine Last edited by Sairven#6746 on Sep 22, 2012, 8:14:58 AM
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OK. I think I may have found a correlation between this issue and the other problem with totems (totems not attack enemies that were out of range prior to their placement).
I've managed to down three rares now with burn after totem duration ends. One dropped loot. However, it was in range when I had dropped the totems. The other two rares did NOT drop loot, and they were out of range of the totems prior to their placement. The rare rhoa that sparked this thread also was not in range prior to totem placement (had a huge battle with a bunch of enemies, and it just happened to come along near the end of that). Anyway. The rare enemy that dropped items was one of those stone golem things in Old Fields. The other two rares (that did not drop loot) were one of the rangers and one of those monkey chieftens. I've had plenty of magic enemies and normal enemies die to burn damage after totem duration ended, and none of them dropped items. But... then again, that doesn't really stand out. I'm using: Unavailable On a side note... Is flame totem supposed to just stop for long periods of time? Because I've been toying around with it and it will shoot flames out for a second and just stop while things attack it (melee range). Edit: Further testing done today. Managed to down another stone golem with the burn dot after totem duration ended. It did not drop anything. Man. It takes some effort to do this lol. Came close so many times, but several enemies were just too puny and died moments prior to totem duration ending. :O Almost got the Great White Beast as well, but the joker killed the totems instead. Pretty sure he needed just a few more hits to ensure burn damage death since the totems were close to ending their duration (the Beast enjoyed running after me while I was running in circles, lol). :( "In a state of physical balance and security, power, intellectual as well as physical, would be out of place." - H. G. Wells, The Time Machine Last edited by Sairven#6746 on Sep 23, 2012, 12:58:16 PM
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" I can't express how aggravating this is. I made a new character just for the purpose of using Flame Totems as my damage dealers, yet they stop casting so much that it's ruining the whole character. If this isn't on a top priority list to fix then it really needs to be. Some items in this post are currently unavailable.
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" bump for this thread this is an issue with enemies being killed from the burning status effect only. the enemy MUST be killed by the burning damage in order to replicate this, NOT from the initial explosion damage. it also only happens sometimes, i'm not sure if it depends on the type of mob that dies while burning or if there's some other factor involved but i've noticed a lot of mobs not dropping loot when they should while using fireball this also happens with burning type damages from all spells when connected to a totem (easy way to test, use freezing pulse + cold to fire + proliferation, allow the burn to kill the mobs) this prevents blues and rares from dropping any loot whatsoever, i'm not sure about bosses, but i suspect it's the same there. this does NOT happen with the burning damage fire trap leaves behind on the ground, which as explained in the fire trap abides to its own mechanic. i really hope there's a fix for this, the combination of terrible chance at maps PLUS having to make sure your burning damage never last hits an enemy is sure enough to discourage anyone from playing a fire build. atm my build relies completely on burning damage and this renders my class basically unplayable. i will provide video proof of bug if necessary (i'm actually going to regardless anyway) Last edited by teek#7649 on Sep 25, 2012, 10:17:41 PM
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I've definitely been unable to replicate Teek's situation - A fireball that was proliferating could kill a boss with burning damage, and the boss would still drop all items and quest rewards.
Balance & Design
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" i haven't successfully been able to replicate it with bosses but blues and rares die without dropping loot at least once per map for me. i'm really not sure exactly which combination of spells i'm using to proc the effect, but it seems to only happen when source of the burn damage is from a spell cast by the totem. it's really hard to replicate consistently due to the inability to start/stop casting with a totem, but if you can get your burn debuff up and recast totem out of range you'll notice a lot of instances where there is no loot whatsoever. this is easiest with freezing pulse+c2f+prolif because it does not do a very large amount of damage. i wish i could cap full map runs without taxing my system, but i'm forced to play on a laptop atm and i get poor framerate while capping. i'll keep at it though and upload video as soon as possible unfortunately this one doesn't look quite as cut and dry as the issue with crustaceans not dropping loot while frozen could it quite possibly have something to do with the fact that lifeleech and reflect are both sent back to the totem when proc'd and not the user? (a totem using lifeleech can sustain itself in combat, and reflect will reflect damage back to totems/traps, not the caster) i also heard some talk about IIQ not working at all with burn damage, is this the case or do all burn damage kills take full personal & map IIQ into consideration? edit: i've done a couple runs without using totems at all since posting and i haven't noticed any blues/magics without drops yet further edit: i've never noticed it on a single mob either, it's always a pack of mobs... could it be burn damage caused by the aoe effect causing mobs to not drop items? Last edited by teek#7649 on Sep 26, 2012, 5:29:48 PM
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I just want to say "thanks" (ironically) to who ever decided it would be a great idea to up mob resistances in merc (to lesson the affects of Elemental Weakness).
It's made testing this a near nightmare. :| "In a state of physical balance and security, power, intellectual as well as physical, would be out of place."
- H. G. Wells, The Time Machine |
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