Damage relationships in Monolith Feedback

Damage relationship between normal monsters, large monsters, mini bosses and bosses are very odd in monolith. It’s very hard as a player to judge based on your resists if something you will run into will have a likelihood of killing you or you can tank it because the damage seems all over the place. This could be because of scaling of certain monster types with a mixture of how weak everything else feels.

[My experience is with my toon: 700~ hp, 64% average resists, 65% block / 3317 block protection, 100% glancing blow, 82%~ avoid crit playing VK warpath smite. I am playing melee range so I am from time to time having to be hit by mechanics/abilities.]

First I think overall “normal” monsters in monolith need to do more hit damage. I also think lv100 zones damage needs to be toned higher. I was easily cruising lv100 monolith monsters barely scratching me at lv8X I don’t know if this is something that is intended; my only comparison is playing PoE where doing lv75 and lv80 maps there was a HUGE difference in damage. If lv100 monolith is supposed to be interesting for players and continue to be challenging as an endgame experience, it needs to be tuned for lv100 players with full passives specs and above average resists. Certainly I barely felt a damage difference between lv80, lv90, and lv100 monolith and I feel like I should feel a BIG difference. Mind you I am not spamming the hardcore mods on my map like frenzy, haste or crit but I feel way too comfortable to do added % damage on lv100 monolith with my lv8X toon. I feel like there should be more fear here and be more challenging.

I also like to mention I felt weird disparities in how hard some monsters are hitting and others feel like cannon fodder. In monolith majority of my deaths have been caused by strictly degens. This is most likely because how meta getting 100% glancing is for most builds, which I am aware. Degens are weird in monolith because it feels like you have to watch out for a certain mob type not just stacking a lot of resist for that type of damage. I feel like the degens are slightly all over the time in relative damage. From what I experienced average normal mobs degens are chunking me for 5% per tick. Then out of no where you can randomly get a Void Leech they can be chucking me for like 25%+ per tick in the same map. Large mobs depending on which it is can chunk me for 5-10% maybe more depending on the mob. Some mini bosses and bosses degens can 1 shotting me or chucking me for 50%. This would be in the same zone with the same mods with decent resist.

So from my experience i’m cruising down a map in lv100 monolith, my hp barely dips, I get to the boss and it’s one of those winged ball fire guys which degen chucking me for 2-3 fifths of my health. For me what is confusing is either, degens are scaled extremely high or everything else in maps are scaled to do no damage and I get complacent in thinking the bosses are going to be the same. This leaves with the understanding all I need to know for monolith is be scared of a few mob types degen and everything else you can easily tank.

I think there is some weird stuff going on with overall damage in monolith and it should be scaled up for the most part. I would also say for the devs keep an eye on how powerful degen scaling is becoming. There is many ways to make sure hits are mitigated and absorbed but minimal ways for degens.

Weird damage disparities (probably more but these are just off the top of my head):

Void Leech – randomly do a lot of damage in maps where every other void monster is barely scratching.

Ice Vortex – can 1 shot you with well over 1k resist/700 hp; (Yulia’s Husk)

Fire Wing ball things (when they are bosses/mini bosses) running close over 70+ resist 700 hp and these things degen ticks extremely high compared to the other fire monsters in the same map which do no damage.

While I have not put as much effort into figuring it out as much as you have, I tend to agree on the wildly varying mob damage levels in Monolith.

{ referring to general mobs, not rares etc }

Obviously it all depends on your defence etc. but I have found that if you have a fairly even level of defence in everything, the mobs can vary hugely in the damage that they do. (*assuming no specific mob boost on the map).

As a starting point, I agree that most basic mobs don’t do enough damage, but I have also been confused by the massive difference in damage dealth by mobs.

Sometimes a bird type mob will blast me from across the screen for half health with ice damage but the Rime & Ice Ogre standing right in front of me barely register any damage. On other maps, Rimes AOE blasts the crap out of me but the Ice Orges Ice smash barely tickles and the bird mobs are just an annoyance - even if the map boost does not explicitly affect the mobs in question.

Granted there are lots of other things that come into play like crits / dots / skills and ailments etc but I do get the feeling something is odd about mob damage.

There is also something to be said for mob combinations interacting with each other, there are times when individual mobs get some sort of a massive boost based on the other mobs around them. On their own, they are pathetic, but combined with another, they become demi-mobs. Examples are Ice Elementals with Meruna Sirens or the lightning turret mobs (sorry cant recall the names) with those slow lightning crabs that shoot multiple bars. On their own they are easy… together they seem to get an exponential boost on some maps in a way that I find really hard to predict beforehand.

While the random mobs together is a positive thing to help add some spice to the Monolith maps, there are times where I will find an early map with virtually no boosts, MUCH more difficult than a later map with so many boosts that virtually everything is a rare level mob.

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