So my question after all that whining is... why does this seem to be the one melee attack that doesn't switch to default melee when one's mana is depleted? And if this occurs with another class's skill where it shouldn't, feel free to inform the uninformed.|||This is not a bug. It is plainly recorded in the text files.
It may be odd, but that is the way it is.
Use feral rage when mana burned. Better yet, use fury on right click and feral rage on left click...keep the feral ball up, and use it more when things take your mana.
edit, reversed left vs right but you can always go the other way around.|||
Q u o t e:
This is not a bug. It is plainly recorded in the text files.
It may be odd, but that is the way it is.
Use feral rage when mana burned. Better yet, use fury on right click and feral rage on left click...keep the feral ball up, and use it more when things take your mana.
edit, reversed left vs right but you can always go the other way around.
Nonsense. This (mana burn for a wolf) is largely due to slow attack speed. I suggest a tomb reaver, socketed with two shael runes (I use an eth zod/shael/shael tomb reaver). This gives a 4 frame attack, that generally permits you to attack the monster before it can attack you. A properly built and equiped wolf should NEVER use feral rage. You play with fury on one button, and fire claws on the other (for PIs). If you do get mana burned, just swing around in a circle, giving the mana a chance to regenerate (you only need two mana for fury). It helps to have a "% damage taken goes to mana" item, like nigma. Of course, you need a mana leach item, like a ring.|||
Q u o t e:
In my experience with this game, the druid's wolf skill Fury is the only melee-based attack that doesn't switch to default melee when out of mana. So when a monster with mana burn shows up (grats to the genius who decided that mana burn should result in ALL mana instantly vanishing), rather than continuing to swipe and at least get some life steal, the druid stands there and does nothing. And with how hard some of these hell monsters hit, there isn't always enough time to switch to feral rage (which DOES switch to default melee when out of mana, go figure).
So my question after all that whining is... why does this seem to be the one melee attack that doesn't switch to default melee when one's mana is depleted? And if this occurs with another class's skill where it shouldn't, feel free to inform the uninformed.
Every character stops using their skill when they run out of mana. So it switches to Attack. Mana burn may seem like a "one hit, drain all" type of deal, but if you look at the statistics, some creatures' mana burn percentage is over one-hundred.
~Hazzar|||Fury (and Leap Attack) won't use Normal Attack when you have insufficient mana (Fury costs 4 mana) because there is no flag in the AttackNoMana column of Skills.txt. This is 'working as intended', although in Fury's case I don't see any reason for it (in LA's case it prevents the Barbarian from closing the distance between him and the target to execute a Normal Attack, which may involve him trying to move around obstacles or through hostile mobs).
Q u o t e:
Nonsense. This (mana burn for a wolf) is largely due to slow attack speed.
Regardless of how fast your attack rate is, you'll run into this problem whenever reduced below 4 mana between your last hit and the start of your next attack: when you're using Fury and you have insufficient mana, you won't use Normal Attack as you would with every other melee skill available to you (Feral Rage, Rabies, Fire Claws and Hunger) when you have insufficient mana.
Q u o t e:
It helps to have a "% damage taken goes to mana" item, like nigma. Of course, you need a mana leach item, like a ring.
Mana is returned by % Damage Taken Goes to Mana before mana damage, which greatly reduces its use against those applying mana damage. Due to a bug, the melee attacks of Mana Burn Unique monsters (and their minions in Nightmare and Hell) apply mana damage 256 times higher than it should be, so in Hell % DTGM is no use whatsoever against them unless you're being attacked by other monsters at the same time. The ranged attacks of MB Unique monsters and their minions apply the mana damage they should, although this is still high enough to burn mana completely with just a few hits.
% DTGM may be some use against Wraiths and Willowisps since, unlike MB Unique monsters and their minions, their innate mana damage isn't applied by 100% of their attacks (so mana won't always be burned after being returned).
Q u o t e:
Every character stops using their skill when they run out of mana. They do not switch to Attack.
The following skills are flagged as AttackNoMana in Skills.txt, so Normal Attack is used when there is insufficient mana to use them:
Amazon
Jab
Power Strike
Impale
Charged Strike
Fend
Lightning Strike
Assassin
Tiger Strike
Dragon Talon
Fists of Fire
Dragon Claw
Cobra Strike
Claws of Thunder
Dragon Tail
Blades of Ice
Dragon Flight
Phoenix Strike
Barbarian
Bash
Double Swing
Stun
Concentrate
Frenzy
Whirlwind
Berserk
Druid
Feral Rage
Maul
Rabies
Fire Claws
Hunger
Necromancer
Poison Dagger
Paladin
Sacrifice
Smite
Zeal
Charge
Vengeance
Conversion
Holy Shield
Fist of the Heavens
Q u o t e:
Mana burn may seem like a "one hit, drain all" type of deal, but if you look at the statistics, some creatures' mana burn percentage is over one-hundred.
The percentages in MonStats.txt (and MonUMod.txt for Mana Burn Unique monsters and their minions) apply to the relevant value in the relevant DM column of MonLvl.txt: the mana damage is calculated in the same way as other damage types. In Hell, Wraiths and Willowisps apply 200-300% of the MonLvl.txt value as mana damage (Wraiths apply 60-105% as physical damage, Willowisps 45-115%).
So Wraiths in the Jails (level 71) apply 48-85 (60-105% of 81) base physical damage and have 45% chance of applying 162-243 (200-300% of 81) base mana damage, while the Specters of the Worldstone Keep Level 3 (level 85) apply 57-100 (60-105% of 96) base physical damage and have 50% chance of applying 192-288 (200-300% of 96) base mana damage.
However, this damage increases by 1/16 (6.25%) with each additional player in Nightmare and Hell Ladder and single player games, and Resist % difficulty level penalties apply: in an eight-player game, 192-288 base mana damage would increase to 276-414, and the Resist -100% penalty in Hell would double this to 552-828 (384-576 when playing solo).|||
Q u o t e:
Fury (and Leap Attack) won't use Normal Attack when you have insufficient mana (Fury costs 4 mana) because there is no flag in the AttackNoMana column of Skills.txt. This is 'working as intended', although in Fury's case I don't see any reason for it (in LA's case it prevents the Barbarian from closing the distance between him and the target to execute a Normal Attack, which may involve him trying to move around obstacles or through hostile mobs).
Regardless of how fast your attack rate is, you'll run into this problem whenever reduced below 4 mana between your last hit and the start of your next attack: when you're using Fury and you have insufficient mana, you won't use Normal Attack as you would with every other melee skill available to you (Feral Rage, Rabies, Fire Claws and Hunger) when you have insufficient mana.
Mana is returned by % Damage Taken Goes to Mana before mana damage, which greatly reduces its use against those applying mana damage. Due to a bug, the melee attacks of Mana Burn Unique monsters (and their minions in Nightmare and Hell) apply mana damage 256 times higher than it should be, so in Hell % DTGM is no use whatsoever against them unless you're being attacked by other monsters at the same time. The ranged attacks of MB Unique monsters and their minions apply the mana damage they should, although this is still high enough to burn mana completely with just a few hits.
% DTGM may be some use against Wraiths and Willowisps since, unlike MB Unique monsters and their minions, their innate mana damage isn't applied by 100% of their attacks (so mana won't always be burned after being returned).
The following skills are flagged as AttackNoMana in Skills.txt, so Normal Attack is used when there is insufficient mana to use them:
Amazon
Jab
Power Strike
Impale
Charged Strike
Fend
Lightning Strike
Assassin
Tiger Strike
Dragon Talon
Fists of Fire
Dragon Claw
Cobra Strike
Claws of Thunder
Dragon Tail
Blades of Ice
Dragon Flight
Phoenix Strike
Barbarian
Bash
Double Swing
Stun
Concentrate
Frenzy
Whirlwind
Berserk
Druid
Feral Rage
Maul
Rabies
Fire Claws
Hunger
Necromancer
Poison Dagger
Paladin
Sacrifice
Smite
Zeal
Charge
Vengeance
Conversion
Holy Shield
Fist of the Heavens
The percentages in MonStats.txt (and MonUMod.txt for Mana Burn Unique monsters and their minions) apply to the relevant value in the relevant DM column of MonLvl.txt: the mana damage is calculated in the same way as other damage types. In Hell, Wraiths and Willowisps apply 200-300% of the MonLvl.txt value as mana damage (Wraiths apply 60-105% as physical damage, Willowisps 45-115%).
So Wraiths in the Jails (level 71) apply 48-85 (60-105% of 81) base physical damage and have 45% chance of applying 162-243 (200-300% of 81) base mana damage, while the Specters of the Worldstone Keep Level 3 (level 85) apply 57-100 (60-105% of 96) base physical damage and have 50% chance of applying 192-288 (200-300% of 96) base mana damage.
However, this damage increases by 1/16 (6.25%) with each additional player in Nightmare and Hell Ladder and single player games, and Resist % difficulty level penalties apply: in an eight-player game, 192-288 base mana damage would increase to 276-414, and the Resist -100% penalty in Hell would double this to 552-828 (384-576 when playing solo).
I had a feeling that I was missing some information. Thank you for looking this up, Onderduiker.
~Hazzar|||There's some interesting information in this thread. However, I think the magnitude of the perceived problem (mana burn for a wolf) largely depends on playing style and equipment. It can be managed. Attack speed does make a big difference, as does weapon range. If you can reach out and kill the monsters before they have a chance to burn your mana, then you will avoid the problem in that instance. A fast polearm is ideal, and tomb reaver socketed with two sheal runes is best, IMO. A non-eth, 2 or 3 socketed tomb reaver shouldn't even be all that "expensive"
Q u o t e:
In my experience with this game, the druid's wolf skill Fury is the only melee-based attack that doesn't switch to default melee when out of mana. So when a monster with mana burn shows up (grats to the genius who decided that mana burn should result in ALL mana instantly vanishing), rather than continuing to swipe and at least get some life steal, the druid stands there and does nothing. And with how hard some of these hell monsters hit, there isn't always enough time to switch to feral rage (which DOES switch to default melee when out of mana, go figure).
So my question after all that whining is... why does this seem to be the one melee attack that doesn't switch to default melee when one's mana is depleted? And if this occurs with another class's skill where it shouldn't, feel free to inform the uninformed.
Try using items like The Stone of Jordan Ring. They will help you get more mana so that you don't have to deal with this.
~Hazzar|||FWIW, I don't think it's as big a game breaker as Blessed Hammer to have a default attack if you're out of mana for Fury, so I'd make the suggestion for the next patch.
Providing they pay any attention to the suggestions, that is.
In the meantime, there are suggestions here which will help you cope with the problem. That's about the best you could do aside from going to single player and modding the mpq to have it behave as you wish.|||
Q u o t e:
In my experience with this game, the druid's wolf skill Fury is the only melee-based attack that doesn't switch to default melee when out of mana. So when a monster with mana burn shows up (grats to the genius who decided that mana burn should result in ALL mana instantly vanishing), rather than continuing to swipe and at least get some life steal, the druid stands there and does nothing. And with how hard some of these hell monsters hit, there isn't always enough time to switch to feral rage (which DOES switch to default melee when out of mana, go figure).
So my question after all that whining is... why does this seem to be the one melee attack that doesn't switch to default melee when one's mana is depleted? And if this occurs with another class's skill where it shouldn't, feel free to inform the uninformed.
You can also use the Insight Runword to give you Meditation which resupplies you with Mana infinitively.
~Hazzar|||Complaining that Mana Burn monsters deplete your entire mana globe is silly, but Fury should revert to a normal attack when you're out of mana. As another said, Insight can give you a good amount of mana regeneration.|||IIRC mana damage is also incorrectly multiplied by 255
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