Is Auradin stacking 2 same-aura items bugged?

DukeZed

Diabloii.Net Member
Is Auradin stacking 2 same-aura items bugged?

I came across an auradin with my stacked light res (aprox 365-370 light res and 90 max light as standard) pala the other day. He used both HF and HS. Now his HF pulse when it hit did aprox 1300 or so dmg (it was definitely over a thousand, I've reproduced the 2 before and after amounts on the life globe as I remember them to check). Yet even if my fire res was reduced by -170% for conviction with Hand of Justice to -85 or so how does it do that amount of damage?

Looking at the Arreat Summit's offensive aura page it shows every lvl incrementing in pulse damage by 1-2 up to lvl 20 when it is 18-21 area of effect damage and 109-127 added to attack. Factoring in all synergies at +480% (or times 5.8) and trying to project an estimated pulse damage as shown by Arreat Summit from lvl 20 to 30 (for lvl 14 and lvl 16 HF auras on Hand of Justice and Dragon) I get 40 pulse x 5.8 inclusive of synergies = 232 pulse damage.

With 1/6th pvp it should be aprox 39 dmg and about doubled to 75 or so with my negative fire resistances. Yet instead I take well over a thousand (even trying to account for some HS damage in there too despite my stacked light res and max light res).

So what I'm wanting to know is:
1. Is there some bugged way in which the game adds and calculates the levels and damage of HF (or even HS ) on 2 items when equipped together? Heck does it also add in the 'added to attack' fire damage of HF and even any +fire damage items/charms?
2. Though seemingly unlikely due to how other aura items like Beast etc are seen to work, does it get boosted additionally from any +skills items?
3. Does the 1/6th pvp penalty apply?
4. Someone once told me that equipping and unequipping one of two same aura items on a merc very fast would cause the total aura level to increase up by the amount of the un/re-equipped item (maybe say +14 each time). Is this true and if so does it have any bearing at all on the HF damage on an auradin?
 

Orphan

Diabloii.Net Member
Firstly, there is a bug with the act 3 merc. Check out http://forums.diabloii.net/showthread.php?t=455053 for more information on it.

Assuming he wasn't abusing the act 3 merc bug (ie, he didn't have an act 3 merc), then I'll hazard that the holy shock aura was just for show from the dream helm. If he wears a hand of justice weapon, a dragon armor and a dragon shield, he can have a level 44 holy fire aura. Fully synergised, this can deal out about 540 pulse damage, without factoring into account resistances.

That said, it still doesn't explain the huge damage figures that you were receiving, though I do not know his equipment. The PvP penalty should still apply to the auras pulse damage, and the added fire attack does not transfer to the pulse either. Perhaps he did have an Act 3 merc?
 

DukeZed

Diabloii.Net Member
No he didn't have a merc. I'd ran into him with me having about 1600 life left from duelling someone else. There was one pulse as I ran past him to town and he did over 1200 damage at least. I remember as I was watching my life globe as well. I'd certainly like to test this further but haven't ran into any more auradins in the meantime who I could ask to join in an experiment (on Europe).
 

cider

Diabloii.Net Member
what if he was actually using his own holy fire aura? would his items stack with his aura? this is the only way i can think of it doing that much damage
 

Orphan

Diabloii.Net Member
cider said:
what if he was actually using his own holy fire aura? would his items stack with his aura? this is the only way i can think of it doing that much damage
If you're talking about the stacking of the holy fire auras from the HoJ and Dragon runewords + his own aura, then they don't stack.

If you're talking about insteading having a fully decked out holy shock aura with his own holy fire, then probably, but he would then be sacrificing his conviction aura.
 

DukeZed

Diabloii.Net Member
Thing is when he saw me run past him he legged it north while I was heading south, which probably saved me from another pulse since he didn't want to take damage off me and I didn't want to hang around him when that big chunk just disappeared off my life globe. Even factoring in the idea of just losing BO before I ran past him, That would still be 800?+ damage at least, which using the rough calculation above in my first post still does not add up. Even a 'double pulse' or two pulses I missed and thought of as 1 pulse only doesn't add up. Since the Auradin then ran back to town on my heels as there was still some people out there north doing some fighting. What would a fully synergised added to attack fire damage from HF and HS cause? I don't think I would of missed him somehow hitting me directly but...
 

double

Diabloii.Net Member
Re: Is Auradin stacking 2 same-aura items bugged?

Was he in the game for awhile before you got there or even aftr? most likely he had a friend in there using the trade glitch to stack his auras.I have an auradin i use pvm mostly but a friend and i tried out the trade glitch. he has a level 92 barb with 5k life with bo (i may be a little off).so without the trade glitch it takes 11 pulses to kill him.We then then dide the trade glitch.as soon as he got first pulse he was dead.Hell baal also died in 2 pulses with trade glitch.
 

olbaid

Diabloii.Net Member
Re: Is Auradin stacking 2 same-aura items bugged?

Assuming he isn't using bugged stacking to stack an aura multiple times, he might be able to get over 1200 damage.

Level 44 HF using dual dragon + HoJ, fully synergized does Fire damage: 536 - 548 (avg 542)

Headgear with 3 x +5/-5 fire facets.
High level Conviction gives you -100 resist (double damage).

542 * 1.15 * 2 = 1246 damage
 

Pillz

Diabloii.Net Member
Re: Is Auradin stacking 2 same-aura items bugged?

Double is probably correct about this.
 

krischan

Europe Trade Moderator
Re: Is Auradin stacking 2 same-aura items bugged?

AFAIK, the trade glitch can be countered with integer absorb because the multiple auras get applied separately, so integer absorb works separately on them as well. Rising Sun on a L70+ character (who will have 52+ fire absorb) with 50% res will negate the mentioned amount of damage completely, for example:

1246 -(pvp)-> 206 -(50% res)-> 103 -(52 absorb)-> 0 (but healing occurs before suffering damage)

That's not entirely correct because -res works different, but olbaid's calculation of it was not entirely correct as well (and not meant like that), as -res isn't just a multiplier. I just played with the number, ignoring the -res issue.

BTW, please don't discuss any details about applying the glitch itself. Do your cheating on bnet, not here ;)
 
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