Necromancer Flesh Golem Glitch/Abuse/Bug?

Necromancer Flesh Golem Glitch/Abuse/Bug?

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Posted by: Natsu Dragneel.1625

Natsu Dragneel.1625

Well now, I was in the middle of a fight with this necromancer when he suddenly made his flesh golem spam the charge knockdown multiple times in the same spot, (it continued to hit me for about 7,500 damage over about 1.5 Maybe 2 seconds) I have never seen this happen before, anyone care to explain?

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Posted by: Bhawb.7408

Bhawb.7408

So now that I’m done laughing hysterically at that battle log, I’ll explain the fun little thing that Flesh Golem can do in fairly niche situations.

Charge applies a crapload of individual instances of damage, fairly small individually. Normally what would happen in an open field is he’d fly by, you’d take a few of those damage ticks in the time it takes from him sending you flying with the knockback and you actually getting out of his damage area. In certain situations, generally when you’re pinned against a wall, although it can happen when he gets “stuck” or if you happen to get carried with him due to his CC, you end up taking a ton of those damage ticks, due to you being stuck in his damage-area for a prolonged period of time.

Essentially, you got stuck in the charge for a longer time than usual, and instead of taking moderate damage you take closer to 100b worth of damage. This is why Golems can destroy siege equipment insanely fast, and why MM zergs can make walls melt like butter with 40+ charges.

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Posted by: Linguistically Inept.6583

Linguistically Inept.6583

charge does a ton of damage if something is locked up against a barrier (which is why its great against a lot of environmental objects; like the treb or gates in spvp)… but it doesnt look like you’re up against a wall… and those damage spikes look suspicious (though ive never really paid much attention to how much and when the flesh golem does damage… i only really use it for the utility)

Desolation: 80 ranger [Nightwither], 80 necro [Dusk Grimsoul]
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]

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Posted by: Arianna.7642

Arianna.7642

Well now, I was in the middle of a fight with this necromancer when he suddenly made his flesh golem spam the charge knockdown multiple times in the same spot, (it continued to hit me for about 7,500 damage over about 1.5 Maybe 2 seconds) I have never seen this happen before, anyone care to explain?

If you get trapped between an object with collision that makes it impossible for the Golem to pass through, it will continue to do damage to the target (And I’d assume those within the area of the Charge effect) for the duration of its Charge ability.
Easiest way to see it is against the immovable Target Dummies in LA.

Bug? Probably. But it is an extremely satisfying feeling on the Necro’s side, particularly if they know that they had enough situational awareness to purposefully CC you into a corner like that.

Edited in to address above; No, that is exactly what the Golem does. An enormous amount of small ticks, just as Bhawb said, with the occasional 1.xk damage tick. Go check on the test dummies. The chat log is also scrolled up (Allowing you to see “Slash” damage, which is the Golem’s auto), which leads me to believe that OP was either killed as they got blown out from the Charge, or proceeded to fight the Necro after taking said damage, realizing only after their death that they died extremely quickly.

(edited by Arianna.7642)

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Posted by: Natsu Dragneel.1625

Natsu Dragneel.1625

Ah k, although I’m fairly sure that the ground was flat and the fleshy had no conditions or anything at all on them that would keep them in one spot, oh well, its good to know what actually happened.

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Posted by: Arianna.7642

Arianna.7642

Ah k, although I’m fairly sure that the ground was flat and the fleshy had no conditions or anything at all on them that would keep them in one spot, oh well, its good to know what actually happened.

Fleshy gets Stability during Charge, probably to prevent this issue from being abused via Conditions. I want to say that he does not Charge through the fences themselves, which was probably the culprit from first glance.

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Posted by: Natsu Dragneel.1625

Natsu Dragneel.1625

I started and was killed in the same spot ^^

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Posted by: Arianna.7642

Arianna.7642

I started and was killed in the same spot ^^

Were you pinned against the fence and blown backwards after death/being downed/after Charge stopped?

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Posted by: Natsu Dragneel.1625

Natsu Dragneel.1625

nope, was nowhere near the fence, as I just said I was in the same spot when it happened.

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Posted by: spoj.9672

spoj.9672

It prob got stuck on a slight bump on the floor. Its the same way eles do ridiculous burst in dungeons. Fiery rush against a wall or use lightning flash to basically exploit it and do it without a wall. Difference is flesh golem charge is really weak. Fiery rush can do about 175k damage in the space of a few seconds. Its been noted as unintended damage recently so it will probably be nerfed along with all similar abilities (golem charge, burning speed, theres probably a few more).

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Posted by: Linguistically Inept.6583

Linguistically Inept.6583

Ah k, although I’m fairly sure that the ground was flat and the fleshy had no conditions or anything at all on them that would keep them in one spot, oh well, its good to know what actually happened.

Fleshy gets Stability during Charge, probably to prevent this issue from being abused via Conditions. I want to say that he does not Charge through the fences themselves, which was probably the culprit from first glance.

stability doesnt affect conditions… just hard CC (daze, stun, launch or whatever would cancel the charge not hold it in position), immob still works on stabbed targets (because its a condition – soft cc)

edit
just doomed svanir into the wall, dark pact to immob and then golem charged him… it seems like the higher damage is on the final hit (but hard to tell because it doesnt appear in my combat log, and the damage ticks fast)… it would be easy to tell if you have a friend to help test (get them to stand against a wall, golem charge them then they check their log) but i dont

… if it is the final hit that does substantially higher then the OPs SS seems to indicate the golem rushed 3 times… in a minute…against a wall… that would either take some extreme coordination with three necromancers or bug/hack (or i could be blind and missing when the big hit is)

(my golem in the mists seems to do 170-ish on each tick and 1300-ish on final hit)

Desolation: 80 ranger [Nightwither], 80 necro [Dusk Grimsoul]
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]

(edited by Linguistically Inept.6583)

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Posted by: Arianna.7642

Arianna.7642

stability doesnt affect conditions… just hard CC (daze, stun, launch or whatever would cancel the charge not hold it in position), immob still works on stabbed targets (because its a condition – soft cc)

Gotcha. This is what happens when you don’t touch a game for a while.

Below images were spammed during Golem charge. The big tick definitely occurs more than once throughout the duration. How many times it occurs, I don’t know. It was vividly shown as three ticks with the screenshots I got from this one instance, however. Lower left of the screen, all three are 1629 on a collateral dummy.

Edited in because it made me laugh upon realization; the drop in the Dummy’s HP is pretty explanatory in terms of damage dealt within the span of a few seconds.

Double edited in to address being stationary until death; The only explanation I have in that case is magic. Arenanet magic, to be exact. The same magic that allowed us to have a third of our expected downed HP for a good half of the year, as well as our class mechanic to be broken in a multitude of ways, etc, etc. Shrugs

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(edited by Arianna.7642)

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Posted by: Linguistically Inept.6583

Linguistically Inept.6583

stability doesnt affect conditions… just hard CC (daze, stun, launch or whatever would cancel the charge not hold it in position), immob still works on stabbed targets (because its a condition – soft cc)

Gotcha. This is what happens when you don’t touch a game for a while.

Below images were spammed during Golem charge. The big tick definitely occurs more than once throughout the duration. How many times it occurs, I don’t know. It was vividly shown as three ticks with the screenshots I got from this one instance, however. Lower left of the screen, all three are 1629 on a collateral dummy.

Edited in because it made me laugh upon realization; the drop in the Dummy’s HP is pretty explanatory in terms of damage dealt within the span of a few seconds.

Double edited in to address being stationary until death; The only explanation I have in that case is magic. Arenanet magic, to be exact. The same magic that allowed us to have a third of our expected downed HP for a good half of the year, as well as our class mechanic to be broken in a multitude of ways, etc, etc. Shrugs

i have terrible eyes then xD
ty for clarification

Desolation: 80 ranger [Nightwither], 80 necro [Dusk Grimsoul]
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]

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Posted by: Sepreh.5924

Sepreh.5924

Hehe pulling off one of those perfectly positioned charges is one of the most satisfying things to do as a necro, right up there with a perfectly executed epidemic

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Posted by: Brayzz.6524

Brayzz.6524

Well that is not that much, with some of the last patchs they nerfed the dmg. Icon says 1500 dmg but it does only 200 dmg per hit ,maybe a bug .No need to nerf the dmg in pve.

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Posted by: Anchoku.8142

Anchoku.8142

Minions are stopped by any break in terrain, even a small bump that must be jumped over, and they are prevented from falling down a break you would normally step off of. Minions must go around breaks or port to your position if they fall too far behind. Flesh Wurm teleport, Dark Path, and Spectral Grasp are also subject to those limitations, afaik. Spectral Walk is the only Necromancer skill that ignores pathing because it returns you to your point of origin.

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Posted by: WyldKat.4712

WyldKat.4712

It gets balanced by stuff like when I told my golem to charge a dozen people 600 units away and he got stuck on a 6 inch rise in front of me. The dozen were amused. I was too after bopping back to the BL waypoint.

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Posted by: Andele.1306

Andele.1306

Lemme explain a few things about the wave/pulse mechanic of movement skills.
They all have a base damage (200~ in golems case as seen) that are used for hit detection, but then they also have a “On hitting a enemy/on effect” damage proc that in golems case is ccing you, in case of burning speed is the end of the charge or in whirlwind is plain hitting the enemy.
All wave skills have been bugged like that since release allowing for people to get hit by more than one proc of the main damage (despite them fixing Death Blossom that had the same problem of instakilling people – thief dd 3) and are the reason why some instakills happened in MR and some happen during the new Tequila waves despite the actual damage that should be dealt being only like 2k (or something just as pitiful, it barely does damage if you have stability and move towards it instead of jumping/running away if you dont have dodge or lag).

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(edited by Andele.1306)

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Posted by: Bweaty.9187

Bweaty.9187

LoL funny stuff!

If it makes ya feel any better, I’ve never done it. But have had quite a few players abuse it in reverse, where they make my minions run around invis walls, with no way to call them back making them 100% useless. (I still find it funny, tho it’s my end the kitty happens)

I wonder if there’s a way to get Teq down with this, as my serv’s strat of Akitteng and abusing ANet in map chat doesn’t seem to get me much loot. ;-P