I'm going to attempt to maintain a list of known monster abilities and affixes which seem to not be properly capped by the pet force armor so that it doesn't keep creeping up in other threads.
Find something not listed? Post it and I'll update it.
This is NOT scientific. The reason for some of these things MAY be due to the fact that they're hitting very quickly, but either way they are still things which are taking our pets down far faster than normal and might need to be brought to Blizzard's attention. Either way something is fishy that out pets can stand in Arcane beams now, but a Dervish Whirlwind manages to take 33% of their life away!
Confirmed 1-shot abilities are marked with an asterisk (*).
Act 3
Colossal Firewing (Tides of Battle Event) Breath Attack
Demonic Tremor Overhead Smash
Herald of Pestilence Poison Puddle
Azmodan Rain of Bones
Act 4
*Mallet Lord Overhead Smash
Oppressor Breath Attack
Diablo Fire Puddle (the resulting puddle from the single target fireball)
Diablo Shadow Realm Clones
I wonder if it's as designed though. I forget exactly how force armor works for wizards, but I know if the hit is high enough, force armor will only stop a certain % of the damage based on the HP of the pet.
I wonder if it's as designed though. I forget exactly how force armor works for wizards, but I know if the hit is high enough, force armor will only stop a certain % of the damage based on the HP of the pet.
I think some of them are barrages of smaller hits.
If you notice when you stand in Desecrator your health goes down very steadily and not in chunks. I think this applies to the Dervish whirlwind and the fire/poison puddles. I'm not really sure if this is intended or not.
The one-shot mechanics, again, may or may not be intended either. If they copied Force Armor code and just tweaked it, it's possible that got left in there unwittingly. It doesn't seem like a great idea that an AoE 1-shot that our pets are definitely not capable of avoiding would be able to circumvent the "keep the pets alive" mechanic. I mean, to a large extent, a lot of the pet changes were surrounding the fact that pets do not avoid things.
So, I say... make a list of what seems to be doing more than normal damage and see where it goes.
Does anyone else have issues with Electrified mobs doing more-than-expected damage to your pets? I don't think I do, it may be a result of Electrified + something else where it just seems like Electrified is the culprit?
Is anyone else having issues with the hoof kick from the Whimsyshire unicorns? It seems like something that should be covered by the pet Force Armor, but that's why this thread exists. To try to figure out what is hurting, perhaps why it's happening.
@ShinyCoin
Which Diablo AoE? The single fireball + puddle? Which part? I'm going to assume the puddle?
Running ZH and JF I was able to watch my dogs (narrowly) survive a few of those things tonight; dervishes and charging beasts being the most memorable, although i'm not sure they all manage to miss biting the dust.
Fairly accurate list from what I've seen in Act III / IV. Didn't notice anything in Act I when I was running a friend through in co-op. Haven't taken them out in Act II. All of that said, I've found with very high health (read 80k + minimum) as well as additional regen on gear (~800 or so) coupled with Blood Ritual / Fierce Loyalty (total regen to pets >1600), I would say there isn't much outside of these exception mobs/abilities that will reliably kill your pets.
Honestly, Diablo p2 and p3 (clones and fire pools), kamikaze maniacs, and mallet lords' slam are the only surefire things that will wreck my pets at this point. Occasionally, I'll lose a dog to fast electrified or if I'm not paying attention to Oppressor breath (it can be healed through with a globe or Spirit Walk / Healing Journey if I am paying attention). Beyond that, with this type of gear / talent setup, they pretty much do exactly what I need them to -- soak up hits while I add in damage unhindered.
They did say that they wanted to leave some elements where your pets will die and you will have them on cooldown, just not to the degree it was at before.
So these could be specific mobs that were set to be able to "bypass" force armor with their specific attacks/mechanics.
I don't disagree, but honestly, if we make a fairly comprehensive list we can then present it to Blizzard and they can confirm whether or not it's working as intended.
Just realized the Demonic Tremors in Act 3 are taking away huge chunks of life. Not entirely surprising, I suppose.. more suprising that I hadn't noticed it until now.
It appears that the fast-ticking rape-your-face damage we're seeing from some effects (the blue cited skeletal mages) is not entirely intended to be destroying our pets but currently is.
They already addressed that blizzard is looking into these things and that they plan to expand what gets a 90%+ decrease in aoe damage reduction to the pets.
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Find something not listed? Post it and I'll update it.
This is NOT scientific. The reason for some of these things MAY be due to the fact that they're hitting very quickly, but either way they are still things which are taking our pets down far faster than normal and might need to be brought to Blizzard's attention. Either way something is fishy that out pets can stand in Arcane beams now, but a Dervish Whirlwind manages to take 33% of their life away!
Confirmed 1-shot abilities are marked with an asterisk (*).
Act 1
(?) Unicorn (Whimsyshire) Hoof Kick
Treant Poison Puddles
Act 2
Dune Dervish Whirlwind
Smoldering Construct Fire Puddle
Toxic Construct Poison Cloud
Act 3
Colossal Firewing (Tides of Battle Event) Breath Attack
Demonic Tremor Overhead Smash
Herald of Pestilence Poison Puddle
Azmodan Rain of Bones
Act 4
*Mallet Lord Overhead Smash
Oppressor Breath Attack
Diablo Fire Puddle (the resulting puddle from the single target fireball)
Diablo Shadow Realm Clones
Multiple Acts
*Kamikaze Imp Suicide Explosion (Acts 2, 3)
Accursed Poison Cloud (Acts 2, 3)
*Savage Beast Charge (Acts 1, 3)
Affixes
Desecrator
Electrified
Fire Chains
I think some of them are barrages of smaller hits.
If you notice when you stand in Desecrator your health goes down very steadily and not in chunks. I think this applies to the Dervish whirlwind and the fire/poison puddles. I'm not really sure if this is intended or not.
The one-shot mechanics, again, may or may not be intended either. If they copied Force Armor code and just tweaked it, it's possible that got left in there unwittingly. It doesn't seem like a great idea that an AoE 1-shot that our pets are definitely not capable of avoiding would be able to circumvent the "keep the pets alive" mechanic. I mean, to a large extent, a lot of the pet changes were surrounding the fact that pets do not avoid things.
So, I say... make a list of what seems to be doing more than normal damage and see where it goes.
Does anyone else have issues with Electrified mobs doing more-than-expected damage to your pets? I don't think I do, it may be a result of Electrified + something else where it just seems like Electrified is the culprit?
Is anyone else having issues with the hoof kick from the Whimsyshire unicorns? It seems like something that should be covered by the pet Force Armor, but that's why this thread exists. To try to figure out what is hurting, perhaps why it's happening.
@ShinyCoin
Which Diablo AoE? The single fireball + puddle? Which part? I'm going to assume the puddle?
Honestly, Diablo p2 and p3 (clones and fire pools), kamikaze maniacs, and mallet lords' slam are the only surefire things that will wreck my pets at this point. Occasionally, I'll lose a dog to fast electrified or if I'm not paying attention to Oppressor breath (it can be healed through with a globe or Spirit Walk / Healing Journey if I am paying attention). Beyond that, with this type of gear / talent setup, they pretty much do exactly what I need them to -- soak up hits while I add in damage unhindered.
D3Progress: http://www.diabloprogress.com/hero/emberos-1608/Emberos/51824579
I don't disagree, but honestly, if we make a fairly comprehensive list we can then present it to Blizzard and they can confirm whether or not it's working as intended.
Just realized the Demonic Tremors in Act 3 are taking away huge chunks of life. Not entirely surprising, I suppose.. more suprising that I hadn't noticed it until now.
It appears that the fast-ticking rape-your-face damage we're seeing from some effects (the blue cited skeletal mages) is not entirely intended to be destroying our pets but currently is.