For quite some time already, elite affixes were bugged when it comes to damage reduction: melee/ranged reduction as well as certain Mantras did not work to mitigate their damage. This is all very well documented in this official forum post by Nagash. I had another thread bookmarked that was recently deleted (this one), and it contained lots of useful information as well. Therefore I thought it may be worthwhile to post the contents of the other thread here, for a variety of reasons: 1) have a carbon copy in case the other thread vanishes as well, 2) put it in a concise table format (tables don't exist on the official forums), and 3) inform people that don't frequent the official forums but only DFans. I also just feel that this needs much more exposure, so hopefully more people will be aware of these bugs. In case you have an update for any of the affixes as they're currently being changed on PTR, please post in the thread on the official forum! Again, all credit goes to Nagash on the official forums for this thread:
This was posted on the monk forums, hence the particular focus on monk skills (Mantra of Conviction with Intimidation rune); just to explain what the "Mantra" column stands for.
For all those who're interested in the details how the mechanics of elite affixes works, see the list in the spoiler tag below. This was actually the original post that got deleted, for whatever reason...
Frozen = Freezing Orb (!)
tics within 15 yards
summon 6 orbs per cast (per mob)
each orb lasts 4 sec before exploding
explosion freezes affected targets for 2 sec each (stack up)
the end explosion can be "dodged"
Frozen Pulse = Chilling Orb (!)
tics within 15 yards
summon 1 orb per cast
homing sentry
orb triggers after 1.5 sec then searches targets for another 1.5 sec
each orb lasts 10 sec after triggered (start dealing damage)
affected targets are slowed by 60% (movement)
Desecrator = Hellfire (!)
tics within 6 yards
damage starts after remaining in the fire for 1 sec
damage doubles per tick (0.5 per sec)
damage continues 1 sec after leaving the fire (dot)
Molten
tics (5 yards) in front and around the mob
leave behind a burning trail for 5 sec (dot 3 yards)
leave behind an explosive blast upon death (18 yards)
the end explosion can be "dodged"
Mortar = Fire Bombs
impact damage within 6 yards
throw out 3 fire bombs per mob
this attack can be "dodged"
Fire Chains (!)
chain damages tics 10x per sec
chain linked between 2 mobs (activates when 2 mobs are nearby)
this attack can be "dodged"
Electrified = Shock Pulse
triggers when mob takes damage (per hit)
send 4 pulses in 4 different directions (per hit)
this attack can be "dodged"
Thunderstorm = Falling Lighting
impact damage and spreads up to 12 yards
damage on impact > spread, about 2x
damage can't be avoid
each cast triggers 5 falling lightning in a targeted area
Orbiter = Lightning Sentry
tics (30x per sec)*!*
summon 1 larger central sentry and 5-9 smaller orbiting sentries
central sentry = 5 yards dot
orbiting sentry = 3 yards dot
sentries last up to 15 sec or until caster re-cast
Plagued = Plagued Pools
tics within 10 yards (stack up)
damage continues 1 sec after leaving the pool (dot)
pool disappears when the caster dies
Poison Enchanted = Poison Slimes (!)
tics (3 yards)
summon 4 slimes that move in 4 different directions (16 slimes in total)
summoning takes 2 sec to trigger
slimes move for 3 sec leaving behind a poisonous trail for 6 sec
slimes explode after moving for 3 sec
Arcane Enchanted = Arcane Sentry (!)
tics 25 yards (linear)
summon 1 sentry per cast
summoning takes 2 sec to trigger
sentry rotates for 10 sec (full rotation) before disappearing
Jailer = Immobilized
cage duration is 2 sec
damage applies when the cage is formed
damage can't be avoid
Wormhole = Teleported
forms two 6 yards circle on the ground
players insider the circle are transferred to the other one when the circles disappear
this process takes 1 sec to complete
damage applies after being teleported
damage can't be avoid
Reflect = Reactive Armor
triggers when mob takes damage (per hit)
dodgeable
aura last up to 15 sec
Vortex = Vacuumed
damage applies when the vortex is formed (animation above player)
Very nice list thanks. Strange how Range/Melee and Elite doenst work on some of these. What's blizzard's explanation why it doenst?
If I had to guess I'd say it's just a bug. Seems like a strange and obvious bug, though. But, then again, just like we found out that even though most legendary damage effects were meant to scale with +% Element, they actually didn't. It was just a bug that had gone unnoticed for a long time... =\
Sorry for digging up an old post, but does anyone know if the table above is current? Have any of these "bugs" been addressed since this post was made? I'm just getting back into the game, finding information on this stuff has been challenging.
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http://us.battle.net/d3/en/forum/topic/12673259125
This was posted on the monk forums, hence the particular focus on monk skills (Mantra of Conviction with Intimidation rune); just to explain what the "Mantra" column stands for.
Added info about block, though not sure how accurate the source is: http://www.gamefaqs.com/boards/930659-diablo-iii/69486260?page=1 (seems like only passive affixes can be blocked)
For all those who're interested in the details how the mechanics of elite affixes works, see the list in the spoiler tag below. This was actually the original post that got deleted, for whatever reason...
Frozen Pulse = Chilling Orb (!)
Desecrator = Hellfire (!)
Molten
Mortar = Fire Bombs
Fire Chains (!)
Electrified = Shock Pulse
Thunderstorm = Falling Lighting
Orbiter = Lightning Sentry
Plagued = Plagued Pools
Poison Enchanted = Poison Slimes (!)
Arcane Enchanted = Arcane Sentry (!)
Jailer = Immobilized
Wormhole = Teleported
Reflect = Reactive Armor
Vortex = Vacuumed
For those who skipped to the end of this post - again, credit to Nagash on the official forums for posting this.
If I had to guess I'd say it's just a bug. Seems like a strange and obvious bug, though. But, then again, just like we found out that even though most legendary damage effects were meant to scale with +% Element, they actually didn't. It was just a bug that had gone unnoticed for a long time... =\
Sorry for digging up an old post, but does anyone know if the table above is current? Have any of these "bugs" been addressed since this post was made? I'm just getting back into the game, finding information on this stuff has been challenging.