Placeholder for Typhonâs Veil and Hydra feedback. Feel free to chime in with your thoughts on the new Wizard set, Hydra mechanics, and supporting Legendaries!
Typhon's Veil Patch Notes
https://us.diablo3.com/en/blog/23298649/patch-268-ptr-begins-26-1-31-2020#Wiz
I will update here with my thoughts and feedback after testing.
Hydra Mechanics
Rune Mechanics:
- Note: Some of the following listings in this section are taken from d3planner.
Unruned:
- Max Projectile Distance, 50 yards. Projectile speed, .45. Can apply Conflagration. Hydra heads offset, 2 yards. Can Crit. All runes line of sight check.
Arcane:
- Max Projectile Distance, 50 yards. Projectile speed, 1. AoE radius, 7.5 yards. Arcane Attunement increases damage (more below). Can Crit.
Lightning:
- Search distance, 50 yards. Can Crit. Can benefit from Starfire as a separate multiplier. Benefit is increased every 10 yards, starting at yard 0. Can proc Paralysis, and benefit from Manald Heal proc damage.
Blazing:
- Max Projectile Distance, 50 yards. Projectile speed, 1. Can apply Conflagration. Burn duration: 3 seconds. Does not crit, but CHC/CHD included in damage formula as multiplier. AoE radius, likely 7.5 yards.
Frost:
- Speed Coefficient of .5 but ~2x damage. Pie Angle: 30 degrees. Attack radius: 35 yards. Can Crit. Applies .5s chill effect. Chill effect applies before damage instance, therefore, it increases Bane of the Trapped damage at range.
Mammoth:
- Max Distance, 50 yards. Firewall spawn duration, 1.8s (takes that long to fully spawn). Firewalls can stack, applies damage from each hydra cast. Firewall duration of 3s. Firewall damage radius of 5 yards. Firewall refresh rate, every .3s. Does not crit, but CHC/CHD included in damage formula as multiplier.
General Set Mechanics and Multipliers:
- SS and Magistrate multiply damage of all Hydra runes.
- Magistrate does not increase MH proc damage (Lightning Hydra).
- Serpent sparker does not increase MH proc Damage (Lightning Hydra).
- Typhonâs 6pc does not increase MH proc damage (Lightning Hydra).
- Mirror Images cast hydras but they donât interact with the set bonuses. Source: Wudijo, Masterjay).
- Hydra Skill % damage on gear is a separate multiplier (not additive with DIBS surprisingly).
- Typhonâs Veil only provides 1 stack in regards to Mammoth Hydra, this includes the benefit to the 4 and 6 piece bonuses.
Typhonâs ICD on Hydra heads (if it exists) is very low <= .5sFixed- Typhonâs 4pc ICD is now 2s. Only one head dies upon getting hit after the ICD has expired, and this action triggers the ICD again.
- Typhonâs 4pc working for head count. Probably full DR applied to a hit before head death. Could not confirm, but with the animation, this is likely.
- 4pc: Stacks are additive. 10 stacks = 80% DR. DR working as expected at 1, 5, 10 stacks.
4pc: Shielding does not prevent 4pc stack loss. Noted as bug here:Fixedhttps://us.forums.blizzard.com/en/d3/t/12151/7
- 4pc shielding now prevents stack loss.
2pc: One head not benefitting from from arcane dynamo. Unsure if the same is true for elite damage%.Should be fixed, I have not tested as yet.https://us.forums.blizzard.com/en/d3/t/12192
- Arcane Dynamo is snapshot.
- Arcane Attunement increases damage of the Arcane Hydra as a multiplier. The Magistrate, Serpent Sparker, and Typhonâs 6 piece benefit and scale with arcane attunement. Arcane Attunement is snapshot.
- Arcane torrent double dips channeling multiplier bonuses upon ramp up of skill. Example: Deathwish gives not just 4.25X but 4.25*4.25 multiplier when fully ramped up.
https://us.forums.blizzard.com/en/d3/t/12182
Spawn / Despawn of Hydra and Heads:
- Hydra is stationary. Moving away does not despawn on the same level. Zoning does despawn Hydra. Hydra despawns upon death.
- Etched Sigil will not spawn a new Hydra upon channeling if the maximum number of Hydras possible are already summoned.
- 4pc: Hydra Head death order is not based on position.
- 4pc: Hydra Head death order is seemingly random.
Additive, Elemental, Elite, Area Damage:
- Taeguk is dynamic. Spellsteal is dynamic. These are both additive bonuses, so it is likely other additive bonuses are dynamic as well.
- Elemental abilities: Flame Blades / Absolute Zero are snapshottable.
- Elemental damage on gear is snapshot.
- Hydra refreshes one stack of elemental exposure upon dealing damage. Which elemental stack is applied is depedant on the rune in use.
- Elite damage is shapshottable.
- Area damage scales with: Magistrate, Serpent Sparker, Typhonâs 6 piece.
- Question: Can 2pc Heads apply area damage?
The Magistrate:
- The Magistrate casts three frost nova blasts in rapid succession. All three Frost Nova procs initiate within the same 5 frame window. These Magistrate frost nova chain procs occur every 1.5s (90 frames).
- Magistrate frost nova procs always use the base rune. Magistrate frost nova procs freeze enemies within a 19 yard radius of the base of the right side, top side, and left side hydra heads for 2 seconds, and proc in that order within the aforementioned 5 frame window.
- The first frost nova proc occurs 90 frames after the Hydra has been fully summoned. Based on testing at 1.96 AS, this is about 110 to 115 frames (~1.75s) after the hydra summon cast has been intiated.
- Bug report link for 3 Frost novas per proc window:
https://us.forums.blizzard.com/en/d3/t/12293
Existing Bug Reports
Broken Mechanics bugs:
Issue: Channeling multiplier double dip with Arcane Torrent. Bug:Fixedhttps://us.forums.blizzard.com/en/d3/t/12182
Issue: Shielding does not prevent 4pc stack loss. Bug:Fixedhttps://us.forums.blizzard.com/en/d3/t/12151/7
Issue: One head not benefitting from from arcane dynamo with 2pc Typhonâs. Unsure if the same is true for elite damage%. Bug:Should be fixed, I have not tested as yet.https://us.forums.blizzard.com/en/d3/t/12192
- Issue: The Magistrate casts three frost nova blasts in rapid succession.
https://us.forums.blizzard.com/en/d3/t/12293
Issue: Animation delay on the first attack after a Hydra is summoned. Itâs really noticeable on speed runs and nephalem rifting. All hydra runes except frost exhibit this slowdown on the first attack.https://us.forums.blizzard.com/en/d3/t/12668
- Issue: Taking damage with shields causes damage taken value to be calculated without 4 piece included.
https://us.forums.blizzard.com/en/d3/t/12884/14
- Issue: Hydra Heads still die while shielding pylon buff applied.
https://us.forums.blizzard.com/en/d3/t/12938
Feedback
Thanks to the team for working to give Wizard a new set and for revisiting Hydra. I appreciate the effort made to make this an engaging and fun style of play.
Note: The following feedback provided is with Non-Seasonal in mind (No Forbidden archives included), and will be provided in an Issue / Suggestion format (suggested fix or solution).
Issue: Typhonâs Veil 4pc allows for too many heads to die. Base toughness is far too low when you accout for this, and 6pc damage can dip way below that of other sets.
- Suggestion: Fix the 4pc to only kill off extra heads spawned from the two piece bonus. This would allow for a consistent 48% DR as long as Hydras are spawned, and no less than 6 headâs worth of multiplier.
Issue: ICD on Typhonâs Veil 4pc Hydra head death is very low or non-existant. Fixed
Suggestion: Increase the ICD. Perhaps make it 1-2s.
Issue: Hydra Head death order is seemingly random. For many builds it takes significant effort to spawn a fully buffed Hydra.
- Suggestion: Fix the 4pc Typhonâs Veil bonus so that heads die in FIFO prioritization corresponding to Hydra spawn order.
Issue: The set and build have very limited mobility.
- Suggestion: The Wizard Gains ~10% Movement speed per the number of Hydra heads active (or per maximum heads allowed).
- Suggestion: The wizard can now move through enemies. Each enemy killed increases Movement speed by ~10%, stacking up to 5 times.
- Suggestion: When the wizardâs pets kill an enemy, gain an (Aetherwalker esque) clearcasting state, allowing the player to cast teleport with no cooldown. Additional details: Needs to have an AP cost if intent is to have calamity to count as a resource-spending attack in regards to effects like Bastionâs of will.
Issue: Required Typhonâs Veil itemization too crowded / not enough room to fit in Attack Speed based items.
Issue: Mixing CC based item (The Magistrate) with a multiplier.
Note: The above seem to all be related and could be solved by the below suggestion.
- Suggestion: Remove the multiplier from the magistrate and shift it to the Serpent Sparker or Typhonâs (or split between both). This would free up an item slot for use with Hydra AS increasing items, or alternatively, make room for an item of the playerâs choice. Magistrate has a crowd controlling effect and as such should not be required for use in a Hydra build. (What if the player wants other means of CC, such as a Ranslor pull, or Black hole?)
Issue: Magistrate does not freeze immediately after summon. Could be an issue for speed builds using this item.
- Suggestion: With Magistrate, allow for initial frost nova proc after summoning hydra if possible to allow for quicker application of freeze.
Issue: The set only associates with one ability, and thatâs Hydra. Inclusion of more skills would be preferable.
- Suggestion: scale signature damage & attack speed with the set.
- Suggestion: Include Blizzard (fan favorite).
- Suggestion: have the Hydra heads (or Hydras) cast your spenders when you do.
- Suggestion: have the Hydra heads (or Hydras) cast your signatures when you do.
- Suggestion: If this is the pet set, include mirror image, and / or familiar (as an active dynamic damage increasing skill), and revamp those two skills at some later time.
- Note: As you can see, there will probably be a lot of suggestions for this issueâŚ
Issue: I miss Manald Heal Lightning Hydra as a playstyle. No suggestions on how to fix this or make MH stronger with Hydra yet. Balance with non-MH Hydra here is difficult.
Issue: Typhonâs shoulderpiece rolls with +Armor by default.
- Suggestion: Fix for a more relative affix⌠Hydra % damage or VIT? or even: remove this additional defaulted affix.
Issue: Animation delay on the first attack after a Hydra is summoned. Itâs really noticeable on speed runs and nephalem rifting. All hydra runes except frost exhibit this slowdown on the first attack.
- Suggested Fix : Fix first Hydra animation for runes other than Frost so that Hydra consistently attacks at a speed equivalent to the current FPA.
Issue: Taking damage with shields causes damage taken value to be calculated without 4 piece included. https://us.forums.blizzard.com/en/d3/t/12884/14
Changelog
- (2/6/2020): Initial version.
- (2/7/2020): Edited formatting and added more mechanics info from testing.
- (2/8/2020): Tested Frost Hydra for chill, doesnât display âchilledâ but definitely applies it before the damage instance.
- (2/8/2020): Added Feedback section (initial version).
- (2/8/2020): Minor edit to signature suggestion.
- (2/8/2020): Added move through enemies + move speed suggestion for mobility.
- (2/9/2020): Added mechanics info for Hydra Skill% damage and Mirror image.
- (2/11/2020): Added Typhonâs shoulderpiece issue.
- (2/12/2020): All runes but frost animation delay on first attack issue added.
- (2/18/2020): Added damage taken with shields issue. Adjusted mechanics section for fixed issues. Added bug link for heads dying while shielding pylon applied.
Thank you for reading! Canât wait to try out Hydra in earnest.