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Toadstomper overtuned or bug


Deltanon
  • Branch: Live Branch Version: Windows Fixed

Something about the (OVERKILL on CRIT passive) for the TOADSTOMPER is massively over-tuned, or bugged.

In this run, it was multiplicativity increasing with every proc (as near as I could tell) - sorry I can't provide much more clear information.

The run before this I picked up the new WALLET power (+dmg%, based on current teffra) and hit a new PB of like 1.5 million, which I thought was weird since usually I get around 400k dmg in a run with 650k being my old PB. I then tweaked my gear a bit and ran again, this time NOT getting the WALLET - but refined my playstyle more, focusing on getting the procs from TOADSTOMPER and got like 1 billion damage done?? xD

Powers are in the attached picture, other gear was FLORACRANE, TORCHFLY and the new BONEJAW JAWBELT.

TOADSTOMPER was level 12, GEMMED as with CRIT DMG-y, PHASING-y and CONCENTRATED-y

rotwood_billion.png


Steps to Reproduce

Use the specified build, focus playstyle on stacking the TOADSTOMPER passive. Some of the random powers acquired in this particular run, might be responsible - hard to say.




User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

Bit of an explanation for what causes the insane total damage numbers people experience with this weapon. :)!

Short version Toadstompers trait is effected by damage multipliers - so they end up stacking multiple times, crit chance can cause the effect to loop.

Example of this trait in action, with fairly common game conditions:
1000 damage onto a 500 hp target would be 500 overkill damage.
500 overkill x 1.5 from Toadstomper trait becomes a 750 damage bomb.
This 750 damage can them be multiplied by all your damage mods, aswell as having its own crit potential.
Say you are running Collosapphire legs, so you have +100% damage, that 750 then becomes 1500.
Also assume you have some crit powers, by default giving your explosions double the damage, being 3000, this damage will then kill other surrounding targets and each will provide overkill damage of their own, causing the trait to trigger again.

Assume they also have 500 heath.
This becomes 2500 overkill damage, which turns into a 3750 damage bomb.
Reuses the Collosapphires damage modifier, becoming 7500.
With crit powers, this all happens so quickly, any duration based effect will still be active, so this damage is further increased to 15000.
As mentioned earlier, this effect is duplicated for anything that was killed by the previous attack, say you had killed 3 mothballs - this effect would have applied 3 times onto all targets in range for a massive 45000 between the 3 explosions.

This effect will loop forever until there is nothing in range that was killed via a crit.
Totally an overtuned effect... but its incredibly fun - but I also fully expect this to get a nerf with how much it trivialises any boss with any type of summons.

If this effect is to be nerfed - I would hope it specifically removes the interaction with duplicating damage modifiers, instead of removing its ability to crit - since the looping effect is what I myself, and assume most others find most enjoyable about the weapon.
 

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What you described was indeed happening, @MrMyther -- that compounded with the fact that the power has a natural 50% growth per iteration due to its power tuning, compounded with the fact that crits naturally are 2x.

I've plugged the hole of the duplicating damage modifiers, but decided to leave the +50% growth-per-cycle at max level, though that leaves the door open for endless growth, given enough targets. If that still trivializes bosses in a way that's too easy to replicate, then we'll consider bumping it down to 100% at max so it doesn't create a positive feedback loop.

I've also made it so that the center of the overkill damage radius is the target that got killed, not the player. Previously, a chain reaction would stop if the new targets in the chain were physically far away from the player. No longer the case!

Thanks for the report and good notes! Will be in an upcoming beta.

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