Mooltipass.
He kept his ethereals;)
That results are far from expecting even with ethereals. No way any dh was able to clear 144 in 3 mins with 2k with ethereal or without
players: bruh game is brokenâŚ
Blizzard: âworking as intendedâ
Donât be silly, Chris. That would require them to respond.
There is a correlation between rebirth on Asiaâs S25 And other strange issues. Youâve probably seen the videos by now⌠players starting with paragon and items, could this be another side effect?
What the hell, indeed!
Seems like the only notable constant is that the GoD set is used- this 144 isnât using either of the big move speed buffs utilized in the 146.
The results seem way too extreme to be an effect of âaccidentally kept Etherealsâ, as Shu has pointed out. No DH was ploughing 144 like this last season, especially at 2k paragon.
Itâs too extreme, too, for âaccidentally removed pierce cap on NCCâ. GoD was more powerful in those days, but not 144 in 3 minutes with 2k paragon.
And, I sort of wondered if maybe the effect of Momentum had been accidentally inverted⌠normally, each stack of Momentum gives you 8% move speed. So, maybe each 8% additional move speed was reading as a stack of Momentum. But, I think that would be immediately noticable to anybody looking for the bug. And, even with about 400% bonus move speed, this would only about quintuple your normal damage, which I think is probably not enough to explain 144 in 3 minutes. And, if it were that, why wouldnât we see the 144 guy with move speed buffs, or the 146 guy with even more move speed buffs, like SP: Shadow Glide, or use Liannaâs Wings, etc?
I also wondered if it was something like a bug where, if you reach the exit shrine at the end of 7, 8, 9 floors or whatever, and use it, the rift gets marked as cleared. That would kind of explain why GoD is used- because itâs fast. But, if you could do that, why wouldnât you just do 150? So, itâs probably not that.
Whatever it is, it lets you either kill or skip both the mobs and the boss⌠and it only seems to work with GoD.
You might be onto something here, I think. I noticed in the patch notes that they claim to have fixed a long-standing issue with Calamity not working properly with GoD. It might be possible that they fixed it a bit too well.
Hmm, interestingâŚ
So, neither of those players was holding Calamity, or had it in the cube. And, I donât think Scoundrel can carry it, right? And, neither of them had Marked for Death on the bar, so they werenât taking advantage of any runed effect. If it were directly Calamity-related, theyâd have to be doing something like equipping it, then de-equipping it.
But, maybe if you equip Calamity, then the game makes some adjustment to your Momentum stacking ability, and then never un-does it when you de-equip?
If your Momentum stack limit were uncapped, say, how high could you actually get them? So, assuming they still decay at the normal rate, but now instead of capping at 10, they donât cap at all.
THAT might explain the level of damage weâre seeing.
Another possibility is that somehow you can run the rift with multiple players (like, teaming with 1 or more Inna Monks), and they can leave the rift just before the boss dies, and somehow this gets recorded as a 1-player clear. But, it would be strange if that bug for some reason worked only with GoD DH. I suppose you might inadvertently discover such a thing while playing zDH in a groupâŚ
Oooohh I like mysteries
What changed in the patch? Depth diggers.
What cube items does GOD use?
Maybe a connection?
This is Wudiâs video about some of the abnormalities:
One of the comments says:
Thereâs a bug on god dh since the new patch. That if u hit a lag spike and didnât see the momentum building up (even youâre using hungering arrow to proc momentum) and once youâre lagging is okay You kinda teleports throught the level and hit 1800000t in one click. Happened to me twice yesterday
But Depth Diggers buffed HA before the change.
The builds on US leaderboards topping the GoD6 DH clears, donât have enough resistance, damage or any kind of mass crowd control to make use of Squirtâs properly. I thought it was about Fateâs Lapse slowing time causing an effect akin to Missile Dampening but that doesnât explain why they lack any kind of critical hit rating on their equipment.
That was my first thought, I just didnât have Calamity to test it.
The point is, all of the following stuff has been fiddled with in the patch:
- Calamity
- Depth Diggers
- GoD Momentum (probably, due to #1)
Things rarely break by themselves, so itâs pretty safe to assume that one of these changes has introduced the favourite Blizzâ product - unintended interaction.
I did a quick test, couldnât reproduce any insane results despite various fiddlings with Calamity.
This is probably what it is- some bug with Momentum. Maybe when you de-sync, the game starts looking at your move speed to determine your Momentum, which then gives you more Momentum, which gives you more move speed, etc. That might explain both the âteleport through the levelâ and the âhit 18000000t in one clickâ.
I think blizz knew about this and other bugs which caused our web armory profiles to throw error code 500s right after the patch went live. That way, we canât see exploiterâs followersâŚ
Oooohh I get it now.
You guys are overthinking, first of all, think how a historic best record of 134 and 120s open a gr 144-146? Especially the 144 clear its impossible for his bd to clear a 13x let alone 3 min 144.
1 possible cause is low level clear some how registered as high level clear.
That the group exploit works only for GoD is a distinct possibility that should be tested.
150 has been cleared by the âR1â exploiter now. Did anyone by chance notice if he cleared any rifts in between, or did he jump straight from 146 to 150?