Conflagerate

The ignite removal and bonus damage does not apply to spires or the training dummy

I can confirm that on my Spellblade, the Conflagrate Node of Echant Weapon does not clear any Ignite stacks on the Dummy and there is no indication by damage markers/numbers that any damage is being done to the dummy.

It does seem to be working on normal enemies… havent had an opportunity to test on a Spire…

That’s because the training dummy isn’t an enemy & the node specifies enemies…

https://forum.lastepoch.com/search?q=%23bug-reports%20conflagrate

That still leaves the Spires…

It does.

Ah hah… Didnt search/ had not read that one…

But I found a Spire and can confirm that it does in fact, not work… :stuck_out_tongue:

Who are you and what happened to Vapourfire? :thinking:

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Confirming. It does not work on spires. It does not work on Lagon. It does not work on certain enemies that act as spires in certain phases (only in those phases).

Also, I was mistaken in the past, it does show damage numbers HOWEVER it has a problem with damage output. More potential bugs.

I took videos of some fights. I stacked around 450 ignites. If I let the ignites burn off and counted/added the damage, I was pretty consistently ending up around 64,000 (boss in empowered Dragon Mono). So, applying the same number of ignites (equal attacks for stacks), I used conflagrate right after the final application. This should yield that damage number (64k) times 3, which is 192k. Well it consistently yielded about 110k to 120k (109957 to 118531 to be exact). This is 57%-63% of the damage it should have. This also does not figure the fact that when I use conflag, I still have max stacks of fire shred; whereas letting the dots burn off I start losing them fast. This means the number should be even higher than 192k. Yet somehow it is significantly lower.

There is something seriously buggy with this skill. And the weird thing is, if I do a single attack and only apply ~45 stacks. conflagrate ends up yielding almost exactly 3x the burn off damage (tested on rare enemies, big arm guys in beacons). It’s weird. It feels like big hits just get flat out reduced damage and it doesn’t feel good.

Since the question will be asked otherwise, the modifiers for that boss fight were:
Rare enemies regenerate health
Enemies heal if they have not been damaged recently
rare enemies have 62% increased cooldown recovery speed
rare enemies regenerate health (again)
enemies have 50% more health and damage

Tomorrow I’ll probably test it in a mid-range ~300 stacks to see how it fares. I just can’t figure out why this skill has such weird drop offs. Not being able to test it on the dummy makes it pretty hard to figure out.

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