Hi everybody, I main a monk. I noticed something a little unusual over the past few days while playing my monk while using exploding palm. When I grind, I usually do it solo. When I use exploding palm and last hit an enemy of a mob, I notice the effect of exploding palm's "50% max hp done as physical damage" on surrounding mobs. Occasionally, I'll play with my friends and I notice the effect of Exploding palm is not as strong on the mobs when you kill one of the surrounding monsters. In other words, I've noticed things like, when I kill a surrounding monster, say with 3 other members in my party, the monsters don't lose 50% of their health (which you should see at least 50% of their HP bar go down considering they're all the same monster in the same mob). When I solo, I definitely see this happen. When I'm in a large party, this DOES not happen. You're lucky if you see 20-30% of the Mobs HP go down.
I noticed the 'glitch', specifically when I was killing Ghom and Rak in mp8 Ubers. When I kill Rak with Exploding palm, I saw about 70% of Ghoms HP instantly drop. When I went to do the same thing with a party of 3 on MP8 ubers, I only saw 20-30% of Ghom's HP drop.
Would someone mind shedding some light on this? Has anybody else noticed this effect?
The radius needs to be extended from whatever it is now. Seems like the only time it hits is if the Elites are on top of each other. I been noticing that with CM wiz that if the elite is frozen and dies the radius is less, I don't know if I'm not seeing it, but its not noticable def. not 50%... Also it seems to me that the bigger the elite the bigger the radius, I'm not sure..just personal observation...There needs to be more forums on this skill, cuz it can be sooo awesome if they tweaked a few mechanics..
Is it possible that it only takes the base HP of the monsters and doesn't include the bonus HP monsters gain in a group?
I think you're right, if that's the case, I won't be using this skill anymore in Groups. They need to re-word the skill to where it doesn't say 50% of MAX hp.
Also, I would like to see the radius increased just a tad, now that you mention it.
I agree it should be worded better, but I'm not sure why you think yourself uniquely entitled to do more damage in multiplayer games than solo. Unless you guys are split up, assuming your party is any decent, it should see you making corpses slighly faster than solo, meaning more triggers of exploding palm for the exact same amount of damage.
Uniquely entitled? Wtf? I'm uniquely entitled to use skills with the assumption they're going to do what they're going to do. In no way am I asking to do more damage than what the skill leads me to believe.
You're assuming that all players are wailing on the same monster(s) at the same time, all the time. Which is just not true.
That doesn't change the fact that allowing it to scale as you'd suggest would make Exploding Palm more powerful (and more mandatory) the more people in the game. If you don't understand exactly what's wrong with that, at a very basic level, then I don't know what to say.
The bottom line is that no ability should scale up, proportionally, in damage to the number of people in the game. The point of playing in a group is that you have to cooperatively kill the monsters, not that your DPS scales up proportionally and you just go on soloing in a 4-player game as if it's a 1-player game.
If you're playing by yourself in a multiplayer game it SHOULD take you proportionally longer to kill monsters. There's no way to argue against that, but what you're suggesting is exactly the opposite and it simply makes no sense at all as no other skill in the game would behave like that and it would make monks insanely OP in a group situation to the point that 4-monk groups would outperform other groups by unbelievable margins.
The wording is fucked-up, but that's the only thing that's wrong with the ability.
The wording is fucked-up, but that's the only thing that's wrong with the ability.
Without turning the skill description into a small essay I'm not sure how they could correct the wording.
But, yeah, shouldn't scale up with more players unless a cap on max damage or something for EP is implemented, although that just adds more hidden variables.
Does it scale with MP btw? I assume it does, making it very powerful on higher MP levels.
Then they did the "lasy" "fix" of just making it stop scaling, which is fair cause then it's doing the damage it's supposed to be doing... except that isn't quite true... cause if you just scale up the all the monster's hp, getting more then 1-2 corpses easy was a LOT harder then it is on player 1 (or solo, in the case of D3).
That's because players in Diablo 2 didn't actually play together. Alot of times they'd be off soloing with 7 other players elsewhere (and if they weren't, boy you should see what a synergized party could do to bosses.) Maybe some high-end farming D3 plays like that for whatever reason, and the skill would be gimped in those instances, but I haven't seen much of that.
The skill is suffering from the same problems as the Necromancer's Corpse Explosion.
When it did scale with players (and /players 8 command), like it used to before some patch I can't recall the number of, it was so completely overpowered compared to any other skill in the game (provided you had corpses).
I agree, and I don't think the solution is just to make it scale on HPs such that it's brutally OP in multi-player games. There has to be a way to make it useful solo and multi-player without making it a MUST HAVE for co-op, right?
I noticed the 'glitch', specifically when I was killing Ghom and Rak in mp8 Ubers. When I kill Rak with Exploding palm, I saw about 70% of Ghoms HP instantly drop. When I went to do the same thing with a party of 3 on MP8 ubers, I only saw 20-30% of Ghom's HP drop.
Would someone mind shedding some light on this? Has anybody else noticed this effect?
Thanks.
I think you're right, if that's the case, I won't be using this skill anymore in Groups. They need to re-word the skill to where it doesn't say 50% of MAX hp.
Also, I would like to see the radius increased just a tad, now that you mention it.
That doesn't change the fact that allowing it to scale as you'd suggest would make Exploding Palm more powerful (and more mandatory) the more people in the game. If you don't understand exactly what's wrong with that, at a very basic level, then I don't know what to say.
The bottom line is that no ability should scale up, proportionally, in damage to the number of people in the game. The point of playing in a group is that you have to cooperatively kill the monsters, not that your DPS scales up proportionally and you just go on soloing in a 4-player game as if it's a 1-player game.
If you're playing by yourself in a multiplayer game it SHOULD take you proportionally longer to kill monsters. There's no way to argue against that, but what you're suggesting is exactly the opposite and it simply makes no sense at all as no other skill in the game would behave like that and it would make monks insanely OP in a group situation to the point that 4-monk groups would outperform other groups by unbelievable margins.
The wording is fucked-up, but that's the only thing that's wrong with the ability.
Without turning the skill description into a small essay I'm not sure how they could correct the wording.
But, yeah, shouldn't scale up with more players unless a cap on max damage or something for EP is implemented, although that just adds more hidden variables.
Does it scale with MP btw? I assume it does, making it very powerful on higher MP levels.
That's because players in Diablo 2 didn't actually play together. Alot of times they'd be off soloing with 7 other players elsewhere (and if they weren't, boy you should see what a synergized party could do to bosses.) Maybe some high-end farming D3 plays like that for whatever reason, and the skill would be gimped in those instances, but I haven't seen much of that.
Ha. Bagstone.
I agree, and I don't think the solution is just to make it scale on HPs such that it's brutally OP in multi-player games. There has to be a way to make it useful solo and multi-player without making it a MUST HAVE for co-op, right?