Quote (TheOmnipotent @ May 25 2018 12:23pm)
Can the vipers still kill you this fast on 1 player, or is it only insta-death on 8 players?
Can definitely still kill most builds in 1 second or better under the right circumstances.
Hell P1 Viper damage per cloud (slvl15 Might from Nihlathak)
118-157
236 - 314 (Amp)
Hell P8 Viper damage per cloud (Might):
168-224
336 - 448 (Amp
If you Teleport into a 3 cloud stack (not hard to encounter at all), you are cursed with Amplify Damage, and Merc is close enough to prevent last collide, you’ll take 10,312 damage (@ 0 PDR/0% DR) in 25 frame (1 second)
from P1 Vipers. They also have a 5% chance to crit...
E: (That’s 236+314/2=275 average damage per frame.
275*3=825 damage per frame from 3 stacked sources.
825*12.5=10,312.5 damage per second with last collide bypassed registering damage every other frame to you. I wake and baked today so I could be wrong, figured I’d explain the math).
Also worth nothing Vipers spawn in Halls of Vaught ~48% so skipping them outright is extremely ineffecient.
Quote (Onderduiker)
The javelin and clouds would still apply physical damage the way they do even if neither applied any poison damage, since this damage is applied by missile collisions. In Hell, a single collision applies 42-56 base physical damage and 230/256 poison damage, then 230/256 poison damage would be applied every frame for 100 frames or 4 seconds, resulting in < 91 (230*(1+100)/256) poison damage over 4 seconds. Subsequent collisions would each apply 42-56 physical damage and 230/256 poison damage, and reset the length for which that poison damage rate was applied.
Charging through multiple clouds will result in multiple collisions and thus multiple applications of damage. Last Collide is a bit more complicated. If a missile is not destroyed on collision, it normally makes a collision check for every frame of its existence: in the absence of Last Collide, this could result in it colliding with a target every frame, and thus applying damage every frame (this is how the fire damage per second applied by skills like Immolation Arrow works).
However, some missiles like the Tomb Viper javelin clouds have Last Collide enabled, which normally prevents them from colliding with their last target. Once a cloud has collided with a target, it cannot collide with that target again as long as it remains its last target: a player charging through 14 clouds would take damage from 14 collisions, but when charging back through them there would be no collisions (and thus no new damage) if that player was still their last target.
The problem arises when the player is no longer a cloud's last target. If a single player collides with a cloud and then stops, that cloud won't apply any further damage. However, if the cloud is colliding with two targets then after colliding with target #1 in the first frame it will collide with target #2 in the second frame; since #2 is now its last target, it can collide with #1 again in the third frame, resulting in #1 becoming its last target again so that it can collide with #2 again in the fourth frame; and so on, so that the cloud collides with each of the two targets in alternate frames, or 12.5 (25/2) times per second on average.
This post was edited by LucAA on May 25 2018 12:01pm