Izaro's slash attack and one shot death(s)

Not a post demanding nerf or crying something as OP

I have finished ascendancy (Merciless one around 77) and currently running labyrinth for fun and the enchantments. During that I have noted a strange behavior regarding Izaro's slash attack, which seems to have very different results in different runs, beyond modification of his buffs (I will expand this bit further).

I have navigated through these forums, different forums, even some imageboards, and the raw sewage outlet known as Reddit looking in to this. It seems that regardless of what kind of builds people seem to have there seems to be one thing in common from people who report being one shot by him, the slash projectile attack. My experiences are similar to theirs, and there is deep discussion regarding it and it's reasons. Some people don't seem to experience this, maybe by luck or quirk of their build, whatever the reason is irrelevant to this discussion.

What I find strange from my experiences and reading the other's experience is that the attack seems extremely inconsistent regarding it's damage specially in the last fight. Sometimes it hits like 2½ to 3k damage, but other times it seems to cut through you like a oxy-acetylene torch with correct nozzle cuts through 50mm sheet metal. (For those not familiar with steel fabrication, it is goes through easy, nice and smooth).

I run Juggernaut with 4½k hp, 40% armor, rescapped, with fortify and 4 endurance charges constantly. I can take basically one or two of his most annoying combos to face and survive, but I can't seem to take the slash attack majority of the time. ( This topic is not about my build or how I should improve it, so don't bother, I'm not going listen)

Does anyone know whats up with it? It almost seems like sometimes for some reason you take double damage in that tick calculation, almost like there was two projectiles, or some other attack with it. I just don't know. (Hey GGG can we get death recap?). I do game QA jobs as a side job, but you don't need to be a master of that craft in order to start to smell that there might be something off, and it isn't yesterday's fish in the bin. I'm sure Dan has already noticed something if he gets his focus off the coffee maker. (I don't know if GGG offices got Daniel who is caffeine addict, but it was worth a shot, just fuck with some minds)

So? Any experiences? There is a pattern here but I myself can not seem to figure it out.

P.S if you are just going to say "Omfg casual, just spend 500 exalted in gear and use this latest combo of broken gems to be a god on earth... Wraeclast" then don't bother and good for you, but I prefer to play this game my way which seems to be working for me very well thank you very much. I got a limited free time because I got a job where I need to wake up at 5am to get to.

Sorry for the grammar and typo issues, English is not my first language (Finnish is) and I try my best.
If you read this, then you have read this.
Dernière édition par Gehe_fin#6941, le 30 mars 2016 à 12:46:50
Dernier bump le 31 mars 2016 à 12:06:52
Ce fil de discussion a été automatiquement archivé. Les réponses ont été désactivées.
We've been asking for death recap since closed beta.

Maybe izaro just has a big damage range with a higher crit chance/crit damage than standard monsters.

Stacking multipliers on mob damage in path is why the game is so randomly rippy.

is your build ranged?

not that i want to laugh at ranged scrub - no, really no. ive read somewhere that he might have 'far shot' on this slash attack. the further you stay, the harder he hits

he never seriously damaged my melee guys - in fact melee favors him a lot (when facehugging the green lady also seems to be not casting her balls-o-doom that frequently if at all) so it might be it (however nothing more than a faint recollection as a proof)


my other theory is that he might have a knockback on this attack.
it hits (deals damage)
knocks you back, far enough so you are again in front of his 'wave'
it hits you AGAIN (deal damage second time)

similar stuff can happen with Kaom's (and his map variants + the Pit guy) - his fire/slam/glacial/cascade combo - if you got stuck near wall or a pillar can WRECK you no matter your stats.

or - the simplest solution - it is a crit. and as most poe playerbase knows by now - crits win you the game
"
sidtherat a écrit :
is your build ranged?

not that i want to laugh at ranged scrub - no, really no. ive read somewhere that he might have 'far shot' on this slash attack. the further you stay, the harder he hits



I'm built as 2h melee, but I use Sunder as primary attack, so I can be pretty much at any range. (Otherwise I couldn't really use fortify now could I?). I tend to stay just in his melee range, but I jump out a lot to farm all the juice skellingtons.)
If you read this, then you have read this.
"
Zaanus a écrit :
We've been asking for death recap since closed beta.

Maybe izaro just has a big damage range with a higher crit chance/crit damage than standard monsters.

Stacking multipliers on mob damage in path is why the game is so randomly rippy.



I can confirm that his crit chance isn't important and his crit damage isn't as bad as people are making it out to be.

The reason why he is challenging is because of the mechanics of the fights before hand, if you do those challenges correctly he won't have charges (that increase his damage a lot) or little mobs like the one lightning dude that shocks the fuck out of you.



That being said he can hurt even with armor, fortify, coil, ect. In terms of 1 shotting without being able to react as melee (in merciless) I don't think that is possible, without the condition of the charges as described above.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
goetzjam a écrit :
"
Zaanus a écrit :
We've been asking for death recap since closed beta.

Maybe izaro just has a big damage range with a higher crit chance/crit damage than standard monsters.

Stacking multipliers on mob damage in path is why the game is so randomly rippy.



I can confirm that his crit chance isn't important and his crit damage isn't as bad as people are making it out to be.

The reason why he is challenging is because of the mechanics of the fights before hand, if you do those challenges correctly he won't have charges (that increase his damage a lot) or little mobs like the one lightning dude that shocks the fuck out of you.



That being said he can hurt even with armor, fortify, coil, ect. In terms of 1 shotting without being able to react as melee (in merciless) I don't think that is possible, without the condition of the charges as described above.


I haven't encountered him on merciless with the charge combo. And according to reports neither have others. That is what is strange about it this. The reports are extremely varied n situations, but they all have a common theme of this attack.
If you read this, then you have read this.
The damage skyrockets if he has charges, conduits and all that stuff.

A basic slash (in merciless) without any powerup does around 2.5k damage to my zero armor character.
For my tanky Jugg (was ~5k hp, relatively low armour, but 20k armour with the granite up), he would hit on a powerful hit about 4k hp.

One thing to note is this is a very avoidable attack, like vaal slam, but its tricky. You see him start to spin, but he always spins the exact same distance, so with some practise you can avoid these.

Now though (now at 6k hp, much higher armour), I just tank it. With a crit it won't take off more than 1500 hp. If he's absorbed charges from the golems, or other similar things, he keeps the damage boost to the next fight, so you can find that he deals a lot more.

With the lightning golem, even though it appears to just be a mob, it also has buffed his damage, and I've found that I then start taking about 2500 dmg from a slash, even up to 4k if he has a few buffs on him of different sorts.

Its just the buffs, if you properly clear each stage so he gets 0 buffs to the next, as Raudram said its probably about 2.5k dmg with 0 armour
"
Real_Wolf a écrit :
For my tanky Jugg (was ~5k hp, relatively low armour, but 20k armour with the granite up), he would hit on a powerful hit about 4k hp.

One thing to note is this is a very avoidable attack, like vaal slam, but its tricky. You see him start to spin, but he always spins the exact same distance, so with some practise you can avoid these.

Now though (now at 6k hp, much higher armour), I just tank it. With a crit it won't take off more than 1500 hp. If he's absorbed charges from the golems, or other similar things, he keeps the damage boost to the next fight, so you can find that he deals a lot more.

With the lightning golem, even though it appears to just be a mob, it also has buffed his damage, and I've found that I then start taking about 2500 dmg from a slash, even up to 4k if he has a few buffs on him of different sorts.

Its just the buffs, if you properly clear each stage so he gets 0 buffs to the next, as Raudram said its probably about 2.5k dmg with 0 armour


Talking of which, how are you supposed to kill the elemental essence things as melee? Run close to them to kill em Aziro absords them.

My last run where I got instagipped got no elementals nor liutenants. I had the Curse wells and the statues that needs to be deactivated.

Can we somehow figure out a list on how different things affect him. Because it is really hard to figure out "Should I continue this run or not".
If you read this, then you have read this.
Izaro can triple slap you with mortar, sunder and a normal attack if you're farther away as those attacks take a different amount of time to get to you and in the right order land on your spot at the same time. Getting hit twice, mortar and one attack from Izaro isn't all that uncommon, which can lead to a spike in damage, too. Add in a latency spike and even an instant pot will not save you.
"Into the Labyrinth!
left step, right step, step step, left left.
Into the Labyrinth!"

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