u/Echo-Sunray

Image 1 — ⚠️ HC PSA/Bug: Training Dummy can kill you wearing Endurant Faith 😢
Image 2 — ⚠️ HC PSA/Bug: Training Dummy can kill you wearing Endurant Faith 😢
▲ 839 r/diablo4

⚠️ HC PSA/Bug: Training Dummy can kill you wearing Endurant Faith 😢

The training dummy only deals direct damage, and when it reduces your life to 1, you can't take any more direct damage from the dummy (see attached photo #1).

But, if you equip Endurant Faith that converts direct damage to Damage over Time, DoT damage doesn't stop when your life reduces to 1, and will kill you. (see attached photo #2)

Because this is the same mechanic as Paladin's Fortress\Entrench, or Barbarian's Iron Skin\Endure, DoT might be able to kill you while under their effects as well. It's hard to test due to the low duration of those skills timed with the 4s DoT train from Endurant Faith.

I was testing the damage reduction on my 'immortal' WW Barb at the HC training dummy, wearing Selig and Endurant Faith when I discovered this. I was so surprised (and disappointed), I had to retest it with some other characters.

RIP my spin-to-win, I'll see you in Valhalla.

u/Echo-Sunray — 14 days ago
▲ 66 r/diablo4

Warplan reset costs prohibit exploration

At $50m per node reset, and several more nodes to try than earnable points, you can quickly run out of gold just trying to explore every feature of the warplans.

This is similar to the original reset costs for the skill tree and paragon nodes, which were a blocker to early/mid game exploration of different build options. This is why those reset costs were removed, and the armory introduced, to encourage players to interact with every ability.

Warplan reset costs should be free, but locked (not resettable) while doing a warplan, similar to how the skill tree and paragons are locked when in pits/undercity/etc. This is to prevent exploitation where players swap nodes mid activity to earn multiple rewards they shouldn't be able to.

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u/Echo-Sunray — 20 days ago
▲ 29 r/diablo4

Please remove the Weapon Damage Affix

The addition of the new +Weapon Damage affix in S13, now makes having that affix with a Greater Affix mandatory on your primary weapons/offhand. Any weapon that doesn't have it, is automatically inferior (including mythic weapons), regardless of any other affixes/GAs.

This is the same problem in the early seasons, when items in torment tiers could roll with a range of item powers. The result was any weapon that wasn't the max item power, was automatically inferior and so salvaged. Eventually when the highest difficulties were guaranteed to drop max item powers, that became the only way to farm. The solution was to have all ancestrals always drop at max item power, so players could farm how they wanted, which worked well.

Unfortunately with the addition of the +Weapon Damage affix, there are new artificial item power tiers, that become mandatory to farm for.

850 IP: Normals (level 70+ only)

900 IP: Ancestral (Torment only)

900 IP +230 Weapon Damage (min roll): Ancestral+

900 IP +383 Weapon Damage (max roll): Ancestral++

900 IP +479 Weapon Damage (GA): Ancestral+++

Edit 1: Weapon Damage is the value that all damage you deal (thorns, Direct/DoT, summons, etc) is scaled off of. Remove your weapon, and all skills/sub-skills have zero base damage. Add a weapon with higher or lower weapon damage, and the base damage of all skills/sub-skills scales off that. All additive (+) and multiplicative (x) damage buffs are buffs off of weapon damage.

So if you have 1 weapon damage, then adding and multiplying bonus percents, are percents of 1. If you have 5000 weapon damage, then adding and multiplying bonus percents, are percents of 5000. This is why when levelling, the highest item power weapon is the best, regardless of any other stat on it; and why equipping a garbage ancestral (900) weapon is better than equipping a perfect rolled normal (850) weapon.

https://www.wowhead.com/diablo-4/guide/gameplay/damage-buckets

https://maxroll.gg/d4/resources/in-depth-damage-guide

Edit 2: Weapon damage only applies to the weapon(s) that you use to cause the damage effect. So for rouge/Barb that can't use all their weapons at the same time, the +weapon damage affix being mandatory only applies to the weapon that is used for the skill/sub-skill; the rest of the unused weapons don't benefit from +weapon damage affixes.

u/Echo-Sunray — 24 days ago
▲ 16 r/diablo4

On the map in the sea, clockwise from the West of Gea Kul, North around Scosglen, and then South to Hawezar, are the same symbols used on Charms in the Talisman. Interestingly there are no charm symbols around Nahantu or Skovos. Were these on the map before LoH?

The Talisman is a circle of 6 possible symbols, the map shows 11 symbols in a semi-circular layout. The Talisman has a Horadric seal in the centre, the centre of the semi-circle of symbols on the map would be the undiscovered area North East of Saran Caldera (Dry Steps World Boss).

Could this be a hint to a secret use for the Talisman (socket the charms with the same symbols as the map, in the same positions as the map, to trigger something)? Maybe the corresponding words on the charm sets mean something when read in the same order as the map (e.g. Phoba-Fer-Mlor)? Maybe this is somehow involved with finding a luckiest coin (which I would expect to drop while under the effect of a lethal/artillery/immunity shrine), or the cow level itself?

It's also possible this is just Horadric lore, and has nothing to do with anything.

u/Echo-Sunray — 1 month ago