Hi everybody !
I decided to try a new build through Firebrand, but make it a single target like Shatter Strike. I took a point in Firebrand - triple stricke and it turned out that this ability in the tree does not work correctly! triple strike allows you to inflict not one attack, but 3 in a row in an area!
Here is an example: let’s say I have Firebrand-20000 dmg from my hand, but when hitting the boss, for example, triple stricke counts as 1 hit instead of 3 hits at the same time! Instead of hitting the boss 3 times at a time for a total of 20000 * 3 = 60000 , only hits 1 hit 20000 when all 3 lines of attack hit the enemy ! The shield should also count, 1 hit = 3 hits at a time on any opponent, so the shield should stack in triplets! I think this is a small bug that is not being fixed, I think it needs to be fixed, since the single target Firebrand thanks to the triple stricke point can become very strong if 1 attack equals 3 hits! And Firebrand will be similar in DMG to Shatter Strike, since Firebrand has DMG potential and the developers should not forget about this skill! )
I hope these messages will be seen and amended in Firebrand! Thank you !)
Generally skills in LE don’t shotgun unless they explicitly state that they do (& that node doesn’t). If projectiles are fired at the same time then they won’t usually all hit the same target but if they’re fired in sequence, they will.
I agree that if only 1 projectile hit the enemy model at a distance of 3, then yes, but when 3 projectiles hit the enemy model of the same boss at once and when it is visible even to the naked eye, then 3 attacks should be considered immediately, and not one !
I know, but it’s intentional that multiple projectiles generally don’t hit the same target.
To piggy back on what @Llama8 says,
What’s most likely happening here is even if visually all three are hitting only the first one is actually registering as damage because this skill doesn’t shotgun. So effectively, the change/feedback here to ‘work as intended’ is to have the second and third one just whiff in a different direction. My guess is, this is a low priority fix on the devs list because the skill is still, for all intents and purposes, functioning as intended and this ‘fix’ would be merely cosmetic in nature.
The point of this node is to increase the width of the AoE within which the skill can hit stuff. If the additional whatever they are arranged themselves to not hit the primary target multiple times then it might have some odd consequences further from the character if the initial target were both very close and very large.
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