monsters fracture. resurrected monsters fracture again?

got my ass handed to me by a Rare Volcano Map I knew I couldn't really handle.
and on top of the map, its tier, and the moderately-scary modifiers - I got both Necromancers and Revenants, which made it a perfect storm of pain really...

but one thing I'd like to discuss here, is something I hardly consider fair:
the first couple of times I saw a Necro raise some skeletons and they fractured, it was probably my imagination. but then some Necros fractured and raised some bone beast minions of an already-dead spider - then became even more bone beasts - and I knew I'm screwed.

so if my assumption is correct, and resurrected monsters do indeed fracture again - this mechanic makes no sense neither conceptually nor in terms of balance/fairness, and should be rid of.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Oct 24, 2015, 11:13:41 AM
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kill necro first, problem solved
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
I concede it's a quirky mechanic, but not unmanageable. Harden up.
IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle.
You can play any build you want, as long as it's the current meta.
I think your problem is killing the fractured or resurrected monsters in the first place since the don't give exp or loot.
"ran out of high teir maps to leave on the ground - people kept taking the higher teirs" - Da Pagionator
https://www.youtube.com/watch?v=T31clJn_oNQ
Being that the dudes that appear after a knitted horror are undead, if what JK says in OP is true.

I can't imagine what would happen if a necro got among this...

Rare Fracture Knitted Horror in a Fracture Map
"
TheAnuhart wrote:
If you've never had the pleasure of meeting this on a build that doesn't destroy corpses, it's a sight for sore eyes.

I was intrigued as to what exactly just happened and while I'm not 100% certain of the exact mechanics or math, I'll have a stab at it. Maybe Mark_GGG would give the exact mechanics and math?

So.
Knitted Horror - On death, 3 Voll's Fallen rise up from the corpse.
Fracture mob affix - Splits into 8-12 lesser mobs of the same type upon death.
Fracture map affix - Splits into 2 lesser mobs of the same type upon death. [Edit] It would appear this is actually 3 :/ Math below using 2.

Let's take an average of 10 to work with for the mob affix.
As far as I can tell, only the initial rare monster (and its initial 3 fallen spawns) splits for the 8-12 but all others split for the 2 and any Knitted Horror death produces 3 Fallen, every monster death will fracture to 2 unless it is itself one of the 2.



Rare Knitted Horror - monster #1
M#1 dies, 3 Fallen rise #2, 3, 4
M#1 dies, 10 mob affix fractures #5, 6, 7, 8, 9, 10, 11, 12, 13, 14
M#2, 3, 4 die, 6 map affix fractures #15, 16, 17, 18, 19, 20

M#5 dies, 3 Fallen rise #21, 22, 23
M#5 dies, 2 map affix fractures, #24, 25
M#21, 22, 23 die, 6 map affix fractures #26, 27, 28, 29, 30, 31
M#24, 25 die, 6 Fallen rise, #32, 33, 34, 35, 36, 37
M#32-37 die, 12 map fractures, #38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49

M#6 dies, 3 Fallen rise #50, 51, 52
M#6 dies, 2 map affix fractures, #53, 54
M#50, 51, 52 die, 6 map affix fractures #55, 56, 57, 58, 59, 60
M#53, 54 die, 6 Fallen rise, #61, 62, 63, 64, 65, 66
M#61-66 die, 12 map fractures, #67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78

At this point my head is hurting but we have a constant, M#5 dying added monsters #21-49, M#6 dying added #50-78. We need to do this for monsters #7-14 and we are done.

M#7 dies, #79-107
M#8 dies, #108-136
M#9 dies, #137-165
M#10 dies, #166-194
M#11 dies, #195-223
M#12 dies, #224-252
M#13 dies, #253-281
M#14 dies, #282-310

So, yah. After my RT cycloner set upon a single, solitary monster, he was balls deep in over 300 corpses in about 5 seconds flat.

¯\_(ツ)_/¯

Feel free to correct mistakes.




Casually casual.

Last edited by TheAnuhart#4741 on Oct 24, 2015, 5:07:33 PM
"
PrinceOfPuddles wrote:
I think your problem is killing the fractured or resurrected monsters in the first place since the don't give exp or loot.


They give leech and charges and flask charges and life/mana on kill.
Casually casual.

"
BerMalBerIst1 wrote:
No risk, no reward! :D


Good joke. There's very little in PoE that follows the "risk/reward" mentality, but Fracture is in the worst end of that scale. It's 100% risk and 0% reward. Putting the obvious damage spikes aside, Fracture also endangers you more to instance crashes, DC's and game crashes in general. And even if you 1shot absolutely everything, it'll slow down your clear speed by a lot.

Fracture every now and then is fun, but there is NOTHING rewarding about running that mod.
[s]only mindless sheep think labyrinth is OK to have in PoE.[/s]
okay nevermind labyrinth, fix dx9 blackscreen instead...
"
BerMalBerIst1 wrote:
"
TheAnuhart wrote:
"
PrinceOfPuddles wrote:
I think your problem is killing the fractured or resurrected monsters in the first place since the don't give exp or loot.


They give leech and charges and flask charges and life/mana on kill.


The point: you missed it


How come?

Are you telling me you don't take advantage of the flask charges, better charge upkeep, leech and on kill bonuses that fracture provides but just leave all the fractures attacking you because they don't give loot or exp?

Dafuq?

GL with that /remaining, too.
Casually casual.

Last edited by TheAnuhart#4741 on Oct 24, 2015, 5:58:29 PM

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