"Shotgun" Change - List of Skills Affected

Arctic Breath and Fireball are going to be interesting since they explode on hit dealing AoE damage.

"Their area of effect damage can still overlap, dealing damage to the same target multiple times."

So as long as there's another mob next to the main target, they will still "shotgun" the main target in a way. If they buff the damage of these skills to compensate for the change, they will be really good pack clearer spells.
it kind of affects spectral throw, in that when you are kiting the likelihood of returning projectiles hitting the same target they initially hit is very low.
RIP Flame Totems. Most of its DPS relies on the shotgunning effect of GMP. I don't see them increasing the base DPS by the necessary 4-5x to compensate either.
Last edited by Blood_Sail#2593 on Apr 20, 2015, 10:25:17 AM
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Float wrote:
it kind of affects spectral throw, in that when you are kiting the likelihood of returning projectiles hitting the same target they initially hit is very low.

its been a while since spectral throw shotgunning was removed, so theres no change :P
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Aetherium wrote:
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Float wrote:
it kind of affects spectral throw, in that when you are kiting the likelihood of returning projectiles hitting the same target they initially hit is very low.

its been a while since spectral throw shotgunning was removed, so theres no change :P


yes there is. the shotgunning change affected spectral throw, not in shotgunning, but in return projectiles having already hit their targets, unable to now hit the targets which each other projectile hit. i know that sounds confusing, and u obviously aren't reading my sentences carefully, otherwise you not have said what you said. so i'll try to sum it up by saying - st hits twice, it boomerangs. think about it. that + kiting + recent change.
in fact, this change indirectly borks 'projectiles return to you', as u now have to stand perfectly still for the projectiles to hit the exact same targets.
I'm a huge fan of undying incinerator minions, but after reading more it seems that they would be mostly ok after this change since they have an actual AoE. Same with sentinels.

@Float: The keyword in shotgunning is "at the same time". Returning ST projectiles do not hit at the same time going back as they do going out, so this is not a shotgun effect. All 3 (5) projectiles hitting the SAME target on their way back would be shotgunning, and that is already impossible since the shotgun ST nerf.
well the notes read - Multiple projectiles emitted at exactly the same time can no longer hit the same target. so consider this scenario, you have st+lmp and u shoot it only once. u hit the guy on the left with the leftmost projectile only, then u move to the left and hit him again on the return flight with only the right projectile (no overlaps, to keep it simple). it now does not hit because all projectiles were emitted at the same time.
Last edited by Float#7947 on Apr 20, 2015, 11:53:41 AM
Hmm Freezing pulse seems entirely designed around it, shot gunning with it's broad projectiles.Can't think how narrowing the spread has any strategic use with it being such a short range spell.

Reading about the AoE part maybe it becomes more effective when there are multiple enemies but does the whole thing count as hitting.
Last edited by Kavlor#3571 on Apr 20, 2015, 12:09:17 PM
I think the way to read that is: every use of a multiproj skill counts as a volley (=emitted at the same time). Only 1 projectile from a volley can hit any one target at any one time. This would be consistent with how ST currently works.

The wording is a bit loose, but I think if GGG intended the change to be "each monster can only be damaged by the first projectile that hits them from multiproj skills" they would have been more explicit. Your interpretation would also be really annoying and clunky feeling, so I doubt they would intentionally do that to ST.

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