11-10-2003, 03:47 PM
(This post was last modified: 11-10-2003, 03:51 PM by DarkPhenomenon.)
I'm of the understanding that if the ancients are indeed supplied with weapons, it's some interaction between thier skills and equipment WITH the fire enchantment.
If anyone has been Magc finding the NM travincle for any length of time they will have encountered many FE council members.
Might I suggest testing exactly how FE works alone then apply what you find out about FE by itself to the ancients?
I can give some insight to my experiences with FE and the council (geleb is always FE so I'll just use him as the example). I'll tell of what mods, and how they affected me
My Barb level 78. 2100 life, 75% res to everything, no absorb of any kind, no MDR of any kind.
My Cousin's barb lvl 79. 2400 life, 85% fire res, 75% all other res. No absorb. 11MDR/10DR from SoE
1) Plain FE Geleb
My Barb) FE alone has taken half of my life away at times which translates to 1000 damage.
My cousin's barb) 300-400 damage on explosion.
NOTE: max damage was seen with Cursed barbs
Perhaps he got lucky as not ALL of geleb's explosions did 1000 damage to me. The DR, MDR and extra fire res seemed to help him.
2) FE/LE Geleb
My barb) My barb would take about 500 damage every time I hit Geleb once (from the fire enchanted bolts). It does not do the same damage as the FE explosions but it's hits hard enough that I stay the hell away from him when he's FE/LE and let my rogue merc kill him.
My cousin's Barb) Unaffected by the FE/LE bolts. They did so little damage he leeched back to full health which each attack (15%ish life leech)
How could they go from 500 a shot to virutally nothing with 10 extra res and only 11 MDR? My best guess is that fire enchantment stacks on range attacks much like how MSLE bolts stack on top of each other. This would explain why an extra 10 fire res and 11 MDR virtually negate 500 damage.
3) FE/CE Geleb
My barb) Attacking him was no problem, The LE/CE bolts didn't do NEAR the damage as the FE/LE bolts did however I fear his explosion (Fire explosion and cold explosion) as it's taken 1600 damage from my barb before.
My cousin's Barb) He's only taken one of these and it took about 600 away from him.
NOTE: Max damage seen with Cursed barb's
Now that I think about it, perhaps the Extra strong mod was increasing the FE explosions for the really bad hits. I never tried taking an FE/CE explosion while I was cursed under the influence of a council conviction aura.
My conclusion out of all of this. I'm guessing Fire enchantment stacks somehow, weather it's a feature or a bug is unknown. Perhaps the Ancients FE 1 hit kill bug is some of the ancients equipment (maybe it's got multishot or something) which multiplies or stacks the FE explosions.
Things to test though are Resistances, Absorb, MDR and DR.
Find out regular FE damage
Find out FE damage with just max res
Find out FE damage with massive fire Absorb
Find out FE damage with massive MDR
Find out FE damage with Massive DR.
Then try combos. I'll try some of this once I actually obtain MDR, absorb, DR and +max res Gear.
If anyone has been Magc finding the NM travincle for any length of time they will have encountered many FE council members.
Might I suggest testing exactly how FE works alone then apply what you find out about FE by itself to the ancients?
I can give some insight to my experiences with FE and the council (geleb is always FE so I'll just use him as the example). I'll tell of what mods, and how they affected me
My Barb level 78. 2100 life, 75% res to everything, no absorb of any kind, no MDR of any kind.
My Cousin's barb lvl 79. 2400 life, 85% fire res, 75% all other res. No absorb. 11MDR/10DR from SoE
1) Plain FE Geleb
My Barb) FE alone has taken half of my life away at times which translates to 1000 damage.
My cousin's barb) 300-400 damage on explosion.
NOTE: max damage was seen with Cursed barbs
Perhaps he got lucky as not ALL of geleb's explosions did 1000 damage to me. The DR, MDR and extra fire res seemed to help him.
2) FE/LE Geleb
My barb) My barb would take about 500 damage every time I hit Geleb once (from the fire enchanted bolts). It does not do the same damage as the FE explosions but it's hits hard enough that I stay the hell away from him when he's FE/LE and let my rogue merc kill him.
My cousin's Barb) Unaffected by the FE/LE bolts. They did so little damage he leeched back to full health which each attack (15%ish life leech)
How could they go from 500 a shot to virutally nothing with 10 extra res and only 11 MDR? My best guess is that fire enchantment stacks on range attacks much like how MSLE bolts stack on top of each other. This would explain why an extra 10 fire res and 11 MDR virtually negate 500 damage.
3) FE/CE Geleb
My barb) Attacking him was no problem, The LE/CE bolts didn't do NEAR the damage as the FE/LE bolts did however I fear his explosion (Fire explosion and cold explosion) as it's taken 1600 damage from my barb before.
My cousin's Barb) He's only taken one of these and it took about 600 away from him.
NOTE: Max damage seen with Cursed barb's
Now that I think about it, perhaps the Extra strong mod was increasing the FE explosions for the really bad hits. I never tried taking an FE/CE explosion while I was cursed under the influence of a council conviction aura.
My conclusion out of all of this. I'm guessing Fire enchantment stacks somehow, weather it's a feature or a bug is unknown. Perhaps the Ancients FE 1 hit kill bug is some of the ancients equipment (maybe it's got multishot or something) which multiplies or stacks the FE explosions.
Things to test though are Resistances, Absorb, MDR and DR.
Find out regular FE damage
Find out FE damage with just max res
Find out FE damage with massive fire Absorb
Find out FE damage with massive MDR
Find out FE damage with Massive DR.
Then try combos. I'll try some of this once I actually obtain MDR, absorb, DR and +max res Gear.
Do what you can about what you can do. Don't worry about what you can't help.