How does crushing blow work in a game with more than one player?
Some sources state that it works the same way as in a single player game, namely it reduces the same percentage of the current life. Other sources claim that the effect is reduced in a multilayer game. Which is correct?
How does crushing blow work in a game with more than one player?
Some sources state that it works the same way as in a single player game, namely it reduces the same percentage of the current life. Other sources claim that the effect is reduced in a multilayer game. Which is correct?
If the non-boss monster has 350% more (x4.5) hp in an 8 player game, you deal 25%/4.5 of current hp as damage to the monster.
So in absolute numbers it does the same damage, in relative numbers it does less.
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Verband wrote: 1 year ago
If the non-boss monster has 350% more (x4.5) hp in an 8 player game, you deal 25%/4.5 of current hp as damage to the monster.
So in absolute numbers it does the same damage, in relative numbers it does less.
It hits for a set percentage of current life, regardless of player count. That effect is however relatively reduced at higher counts because it is based on current life (as a fraction) scaled to base life, rather than scaled life (technically, it takes scaled life and unscales the dmg post-hoc..but same thing rly). I.e. on P8, it does the same absolute dmg as it does on P1.
Do note that it isn't always 25% though. The actual percentage depends on how it is triggered (melee vs. ranged) and what the target is. See also https://d2.lc/AB/wiki/index889d.html
Technically, I believe it is 0.5 + (0.5 * players) so at p8 that's 0.5 + 4 = still 4.5.
Also keep in mind that CB is based on current life so while the first is 1000 * 0.25 = 250, the 2nd (after that dropping the mob to 750) = 750 * 0.25 = 187 and so on.
Phys resist does play a role as it can reduce the damage from crushing blow. Similarly, phys immunes will take no damage from it. Deviating from the norm however, negative resistance will not increase it. So full damage at 0 or any negative resist. Damage reduced accordingly at any positive resist. Similarly, the real damage gets reduced further depending on attack type (ranged only hits for 12.5%) or target type (e.g. 1/8 melee and 1/16 ranged on SUs and bosses).
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