Feral Rage tooltip (or skill) is bugged

feral rage skill description is bugged or the skills is … regardless it does not match the skill description

here is how it actually works ( this can be verified by checking the advanced stats tab)

for each “swing” of feral rage that connects you upgrade your spinny change ball by 1
the max amount of charges you can have is determined by the skill level of feral rage

at lvl 1 you can have max 3
at lvl 2 you can have max 4
all odd levels starting at lvl 3 will NOT all a max charge despite what the skill indicates’
every EVEN level. will add one max charge ( starting at lvl 2)

the correct life leech value for each lvl can be seen on the advanced stats tab
if feral rage misses ( due to attack rating miss) you wont get your next spinny orb or refresh spinny orb duration) so when u read “swing” i mean the attack needs to hit

but for reference
it is:
skill lvl 1 → 12 life leech (3 feral swings to to reach max life leech )
skill lvl 2 → 16 life leech (4 swings to to reach max life leech)
skill lvl 3 → 16 life leech (4 swings to to reach max life leech)
skill lvl 4 → 20 life leech (5 swings to to reach max life leech)
skill lvl 5 → 20 life leech (5 swings to to reach max life leech)
skill lvl 6 → 24 life leech (6 swings to to reach max life leech)
skill lvl 7 → 24 life leech (6 swings to to reach max life leech)
skill lvl 8 → 28 life leech (7 swings to to reach max life leech)

etc… you get the idea… every 2 levels on even levels it add’s one extra max charge and said charge gives 4 extra life leech

so you can either fix the tooltip
or you could make the skill match the tooltip.

but either way… it doesn’t function as described by the tooltip, and is therefore bugged.
because the tooltip indicates its gains +4 life leech ever level and not every even level.

PS: this bug isn’t new to d2:R it has existed in LOD since for as long as i can remember

skill level what tooltip says actaul value feral hits needed until max leech
1 12 12 3
2 16 16 4
3 20 16 4
4 24 20 5
5 28 20 5
6 32 24 6
7 36 24 6
8 40 28 7
9 44 28 7
10 48 32 8
11 52 32 8
12 56 36 9
13 60 36 9
14 64 40 10
15 68 40 10
16 72 44 11
17 76 44 11
18 80 48 12
19 84 48 12
20 88 52 13
21 92 52 13
22 96 56 14
23 100 56 14
24 104 60 15
25 108 60 15
26 112 64 16
27 116 64 16
28 120 68 17
29 124 68 17
30 128 72 18
31 132 72 18
32 136 76 19
33 140 76 19
34 144 80 20
35 148 80 20
36 152 84 21
37 156 84 21
38 160 88 22
39 164 88 22
40 168 92 23
4 Likes

bump because… still not fixed

its a tooltip bug. the life steal shows 8+slvl*4, but it should be charges*4.

bump… because you know… seriously fix this plz

Thanks… so my 168% LL is really 92%… and I need to smack monsters 23 times… I knew it was a lot, but having numbers gives a better idea of judging how long to strike Feral for before going Fury…
Is the faster run walk accurate?
TBH, that is typically why I hang in with Feral… is to get faster run to the next monsters or for back-tracking.
Would be real nice if Feral would have a longer duration (since tele is so cumbersome on WW)… probably asking to much and… getting off topic.

FRW doesn’t have breakpoints and his really high diminishing returns ( similar to MF), that being said i don’t know. that was never something i checked. it should be easy to see for yourself now with the new advanced stats tab

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FRW with Feral spooled up does not register in the character screen…
I have;
30% on Boots (Gores).
38% on charms in inventory (5 at 7% and 1 at 3%).
60% on Feral (as I fight, 62% as cast).
I smashed everything in the Pit with nothing but Feral, which should be in the hundreds for hits…
and my character Screen never read higher than 68% FRW.
Having said that, he certainly does run faster with Feral engaged (guessing it’s near 2x as fast as without), just the character screen does not note it.

absolutely no idea then ¯\ _ (ツ)_/¯

that may have been the reason it wasnt in this post back when i made it…
checks math
a year and a half ago >.>

1 Like

Happy to resurrect… LOL