Can Kill Threshold effects be dodged/avoided?

Been seeing this more frequently on the Empowered Monoliths, almost always with Champions (not Bosses). I’ll wait until the enemy is down to 14%, then Transplant. While I’m expecting an instant kill, the creature takes some damage, but not death.

Can someone please explain? I would have expected a Dodge/Avoid to eliminate all damage.

No, kill threshold can’t be dodged/avoided but historically the devs have said that bosses have “resistance” to it (so instead of being culled at 14% they might only be culled at 10%, numbers pulled out of my arse for descriptive purposes), but a lot of time has passed since then so it could be different. Your best bet is to ask on duscord.

As for your specific example, I’d assume that they weren’t at 14% when they took the damage that should have culled them.

That is very possible, sometimes my old eyes deceive me. On that note, it would be nice to have a toggle on how LE displays things, like Health bars and skill cool-downs; maybe a change in the color of the Health bar when it reaches a kill point. I got used to how Grim Dawn did that; changing cool-downs to numeric timers made it much easier for me to keep track of when a skill could be used again.

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This would be nice in theory, but in practice isn’t as easy to accomplish simply because you can have more than one skill with kill threshold. For example, in your zombies and your transplant. And each will have a different percentage of kill threshold.
So how would you make it so that you know that you now have kill threshold with one and not the other?

Granted, it’s not a common scenario. Usually you only take kill threshold with one skill and that’s the one you use.
But we all know that if something is possible, no matter how dumb or useless it might sound, someone somewhere will do it.

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How about a golden glow to the skill button that can cull?

That would work fine when you have a single boss in the room. How would it work with multiple mobs or when you have more than one boss, like the 3 fire guys?

Overall it seems like a complicated thing to try and implement when it can be tracked by the player.
I’m not saying it wouldn’t be nice to have in plenty of situations, just that I don’t see an easy feasible solution that would work universally.

You’d only see the highlight when mouseing over a target, I’d imagine.

I think the easier option is to just display health % on the health bar and make bosses resist half the kill threshold. So if it’s 16% you need 8%. It requires a bit of memory from the player but that’s far easier to implement than “mouse is over enemy X with y% hp that meets skill 1’s threshold so make it glow but skill 2’s threshold isn’t met so it doesn’t glow”

It already shows health %.
And I don’t think bosses resist kill threshold. I’ve never seen one do it, anyway. Even Aby (and I believe Uby) get killed by it at regular numbers. Maybe they did once and it was removed.
It’s not like kill threshold can go that high anyway. AFAIK, only 16%.

I think what might have happened in my case was that I overshot the Transplant, but still caused some damage with the auto-casting of Bone Curse and Rip Blood.