Ramako, Sun's Light bug! not lowering resistances

I'm using Ramako, Sun's Light ascendancy node for my RF fire trap Chieftain and I am not noticing any damage increase vs bosses or rares when I am stationary. For the fact that it says nearby enemies fire resistance should be -20 to damage over time this should be a significant boost in damage. I have tested this multiple times in different maps and my damage when I'm running circles around them vs standing still seems to be the same. Anyone else noticing this?
Last edited by SGaitley#3748 on Aug 20, 2023, 3:07:14 AM
Last bumped on Sep 8, 2023, 11:43:48 PM
This thread has been automatically archived. Replies are disabled.
Is possible tha your stationary status works on traps themselves? They are entities that cast and they are always stationary. Try another skill that is casted by yourself, not by a trap.
Same here. Seems it is bugged and does not work. Tried it with Rf, Fire Trap and Scorching Ray no resault at all. Also tested it with a friend in pvp and nothing happend.
"
scorchua wrote:
Is possible tha your stationary status works on traps themselves? They are entities that cast and they are always stationary. Try another skill that is casted by yourself, not by a trap.


Tried it with RF as well and no increase in damage, and if I'm stationary my Fire traps should deal more dmg anyways cause I am stationary there resistance should be set at -20 and my fire trap should deal more dmg. Def Bugged.
The visual for the debuff is there, but there is really no noticeable change in damage. Tested it in a map with monsters having additional resistances, where the difference would be more obvious, but damage stayed the same. Applying Flammability increased the damage taken, though, which seems like further proof of Ramako being bugged.
It works fine according to my test.

Captain Arteri has 10% Fire Resistance and ~ 2345 Life

With Ramako it took ~ 8.2 Flame Walls to kill him, and without Ramako – 11 Flame Walls.

https://youtu.be/gmrflDzeYE8

Life bar after 3 flame walls

I fully agree that something is wrong.
It dictates that their fire res should be -20%, meaning that if you run into a rogue exile with RF on, it should just straight up die. And it doesn't.
I can definately feel a difference in damage from when I am moving vs standing still, but I definately think that bosses have a bunch of resists and therefore the damage should be quite noticeable.

Watching rogue exiles and monsters in trials of the ancestors with righteous fire not instantly explode while standing still is a sign this isn't working right.

Report Forum Post

Report Account:

Report Type

Additional Info