So shotgunning was removed...
It was a single monster (normal mob) oneshotting me.
Remove Horticrafting station storage limit.
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" Extremely untrue. Lanternbearers are a great example of a mob that will do 3x damage on +2 proj maps. The lanterns they throw all overlap in the center. It's an eye-opener. Torch-wielding Cannibals do the exact same thing. Tornado Shot archers, Avians, and Devourer and Goatmen fireballs complete the full list of normal mobs that can shotgun (I think that's it). --- For bosses, Malachai notably does this (though lol at the prospect of running *MP Core), and probably a few of the exiles/warbands/beyonders/invasionbosses/mapbosses as well. |
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i will second the annoyance of this
if monsters couldn't shotgun, then the multiple projectiles mod on maps would be free quantity without trying to take data i can tell you that monsters with that mod hurt more than a standard one and i assume they don't have a 20/20 LMP equivalent |
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the problem was shotgunning AND overlapping aoe.
if they remove overlapping aoe, they can as well remove multi projectiles from monsters. age and treachery will triumph over youth and skill!
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Multiple projectiles is supposed to increase coverage, not damage. That's what the whole "anti-shotgunning" thing was about.
Even if it was not a ludicrous 3x/5x damage multiplier for enemies, it would increase risk due to getting hit by stray bullets. Similarly, it's a powerful affix against multi-player and/or summoner mapping, much like how Chain is a "free mod" only while solo. |
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"the solution is a level 1 CWDT + Immortal Call combo (+ inc duration of course, if you have the socket for it) it'll keep you alive while you get the hell out of there, at least also works great against chimeras and tentacle minigun chicks |
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" I assume you don't know how IC/monster damage works then. Once those meatballs have been launched, you can use a 20/20 IC with 7 end charges and that won't stop any incoming damage. [s]only mindless sheep think labyrinth is OK to have in PoE.[/s]
okay nevermind labyrinth, fix dx9 blackscreen instead... |
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" I am pretty sure this is only true if you are talking about manually triggering Immortal Call. This is because damage calculation is done when the monster initiates the attack, before the attack animation. So even if you used IC manually when a bunch of devourers pop up on you for instance, IC won't count and you will die when their attack actually lands. The poster is talking about triggering it with Cast When Damage Taken, which will work fine. I am pretty sure damage from multiple projectiles is not all in one go and instead counts each splash as a separate instant. Once you take the first damage CWDT + IC will trigger and will prevent the rest of the damage. |
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