Hi! Since I discovered your channel I find myself constantly devouring your videos. It feels like a slow paced enjoyable experience, like I used to (and still do) like to play the game. I would really like you to dwelve into mana shield and how it interacts with "damage goes to mana" and the counter for it, mana burn effects. Also if it gives you a unfair advantage in pvp. Thanks, and keep up the good work!
I plan on doing an energy shield video soon but for now take a look at my damage taken goes to mana video I cover it's interaction with energy shield. ua-cam.com/video/eZMQxekn8XY/v-deo.html
Lol was about to reply that b4 seen you did, still not sure if was a request video or just epic timing ggm had a very nice detailed video that or the next day
Corpse Explosion, and their new album, "Poison and Bone", featuring such songs as, "Bone Spear", "Bone Prison", "Poison Nova", and my personal favorite, "Teeth". Their hit song, "Blood Golem" from the album "Summoning" reached number one on the charts last month. Their worst song IMO is "Amplify Damage", but that is just me.
I was just shopping a wand for white runeword, then it hit me. You need a series about what automods can appear on certain white items. Such as Amazon bows\spears, wands, staves, heads, pally shields. Talk about which ones are best. Most sought after, uses as bases, etc etc. That would be a good content well to draw from.
Tiny but important detail: CE quickly drops in effectiveness with more players in the game. It uses the base life of a monster for damage, not the increased life after players join your game (or you increase player count offline).
@@GGMentor Not a big deal, just a detail :) Example: hell cows have 14k life on average, 50% physical and 50% fire res. 1 CE (after amp damage) does avg 13.3k damage, more often than not the explosion will 1 shot them. 8 player cows have 63k life, it takes 4-5 CE (after amp damage) to kill them. Cow level is wonderful with density, but other areas aren't as jampacked. Anyhoo, I didn't mean to poopoo on CE, it's still a fantastic skill :) It was more to dispel some new players' confusion of "why did CE suddenly stop 1 shotting everything" (I was certainly 1 of them).
@@marianpetera8436 what do you do when you cant cast the skill? When theres no corpse? Nothing. Not worth it when other classes have similar abilities that are active and kill.
Arguably the most overpowered skill in the game, along with blessed hammer. Love it though. So visceraly gory and bloody. I think it was originally 60 - 80% corpse hp but to make it more viable in team games blizzard increased it Does fire mastery with trang ouls set benefit corpse explosion?
I am not D2R player but: Original CE had 100 % Corpse Life before 1.13 patches, after that was 75 % Corpse Life in D2, as far as im aware now its 70-120 % in D2R which is ridiculous In Original D2 and also D2R Trang Oul Set doesn't have any effect on CE, it only has in PD2 Although considered a fire skill the + fire skills, +% fire damage doesnt have any effect on D2/D2R CE only effect that has on CE is Conviction, -% Enemy fire resistance from facets, Amplify Damage and Lower Resist In PD2 because of added base Physical and Fire damage the effect of Trang Oul's Set Fire Mastery is in effect If you ask why that's the case because CE in vanilla D2/D2R is scripted and it's directly calculated from Corpse life as phys and fire damage
I just came here from the Poison Explosion (PE) video and realized I had missed this one. Corpse Explosion (CE) is far and away the most powerful Necro ability and I believe needs a rework just as bad as PE. Because CE is based on monster HP it is only limited by the difficulty of the situation, and has become a nightmare to balance. So much damage potential is tied up in CE that the Necromancer playstyle has simplified to "how am I going to generate my first corpse". CE has no Synergies, benefits no other skills, and reaches full power with only 1 point of investment, which has largely oversimplified Necromancers; I believe all of these need to change. I believe that the skill needs to change along one of two paths: First, following the example of PE, the *physical* damage needs to scale based on the skill level not monster HP; and be balanced along with Amp to deal damage appropriate to expected monster HP. The fire damage component would be entirely split off the base skill and instead become a synergy with the Fire Golem. CE would receive a 5% damage bonus as Fire damage per level invested in Fire golem. Additionally Fire Golem would receive a 5% chance per level in CE to duplicate the fire damage done by CE as an explosion centered at the fire golem; much like the current on-death effect. this change would effectively make 2/3 of the damage of CE Fire it would scale better into endgame with -fire rez on things like Infinity, FF, and Lower Resist. It would also incentivize the use of Fire golem which at present is criminally underused as a capstone skill. Additionally, the Fire Mastery buff from the Full Trang's set bonus could be expanded to include both Corpse Explosion and Fire golem to create a Full-trang's Pyromancer build. As a numbers-only change I see it as possible to implement in current D2R. The second path would be a lot more difficult to accomplish in D2, but has been seen in other games in the genre. The proposed change would be to keep the % life damage type (perhaps with the fire changes mentioned above), but change the target from a corpse to one of your summons (Edit: consuming them) and base its damage on their life total. This would normalize the damage to your summon HP and make the skill significantly easier to balance. Additionally this change would create a builder-spender playstyle where you consume your summons as a resource to deal damage strategically throughout the fight. Alternatively this could create a boss-killing option as you could build up a full set of summons and detonate them all at once on the boss to deal damage regardless of the presence of corpses. Summoners are often criticized as having a very passive playstyle and this change would add an active resource management component to the gameplay. As this change would make CE scale very heavily off summons it would likely require CE to move into the Summoning Tree, but as CE is neither Poison or Bone I don't see it as a problem thematically. I don't see this as a realistic option for D2 as it would require a redesign of the skill trees and I doubt the dev team has the resources to make it happen.
So this comes down to range, check my video one range here for a more solid idea of how far is far enough. ua-cam.com/video/dNKanXY3Z88/v-deo.htmlfeature=shared
Yes Fire Mastery and Synergy bonuses both effect item charges. I tested this conclusively with Enchant charges on demon limb using a sorc with no enchant. The warmth and Fire Mastery both effected the Enchant from the weapon.
at higher levels yes, because it will always create more bodies than it uses to kill with. If it takes 3 bodies to kill 1 monster it can hit the entire screen, so those 3 bodies can kill 10-50 monsters, and those monsters become more fodder for explosions further way and closer to more monsters which can now also be exploded for more damage. In general Corpse Explosion feeds itself and has no upper limit as far as I am aware for damage output. Because it can hit everything on the screen and then some, it is only limited by the number of monsters currently within range.
Is that graphic for Slain Monsters Rest In Peace something D2R introduced? I like how it implies that corpse explosion is less about exploding the corpse and more about exploding the *soul* of the monster.
The physical part of CE can be blocked. I don't believe cows have block chance, but there are a few enemies in the game who can. Maybe that's what's causing it.
@@RandoBox Can't say I've ever seen that. I usually run cows with a trapsin (Death Sentry is CE's poor relative), but I've never seen the X on either CE or DS. On the other hand, unique cows can spawn immune to all of CE damage, if they have Stoneskin and Fire Enchanted / Magic Resistant affix.
Just wondering - what if they redesigned poison explosion to do poison damage over a limited 4-5 seconds based on monster HP? That might make poison explosion slightly more viable and interesting.
Yes as long as the monster doesn't destroy his or her own corpse. Fire Enchanted monsters btw explode on their own. The Frozen monsters in crystalline shatter when they die on purpose to prevent using the corpse.
Other dmg skill have fixed aoe and lvling increases dmg CE have fixed ridiculous dmg and lvling increase aoe. aoe scaling is so much better than dmg scaling against enemy hp increase as difficulty increases ridiculous dmg and aoe without synergy
Its the most ridiculous aoe op skill seen in a game but useless in boss fights. If you invest 80 points into skelly, mages, revives, golems, your damage is about 50x less compared to only 5 points in CE.
Hi! Since I discovered your channel I find myself constantly devouring your videos. It feels like a slow paced enjoyable experience, like I used to (and still do) like to play the game. I would really like you to dwelve into mana shield and how it interacts with "damage goes to mana" and the counter for it, mana burn effects. Also if it gives you a unfair advantage in pvp. Thanks, and keep up the good work!
I plan on doing an energy shield video soon but for now take a look at my damage taken goes to mana video I cover it's interaction with energy shield.
ua-cam.com/video/eZMQxekn8XY/v-deo.html
Lol was about to reply that b4 seen you did, still not sure if was a request video or just epic timing ggm had a very nice detailed video that or the next day
Can we all just agree that Corpse Explosion would be an extremely awesome name for a death metal band
Corpse Explosion, and their new album, "Poison and Bone", featuring such songs as, "Bone Spear", "Bone Prison", "Poison Nova", and my personal favorite, "Teeth".
Their hit song, "Blood Golem" from the album "Summoning" reached number one on the charts last month. Their worst song IMO is "Amplify Damage", but that is just me.
I was just shopping a wand for white runeword, then it hit me. You need a series about what automods can appear on certain white items. Such as Amazon bows\spears, wands, staves, heads, pally shields. Talk about which ones are best. Most sought after, uses as bases, etc etc. That would be a good content well to draw from.
Tiny but important detail: CE quickly drops in effectiveness with more players in the game. It uses the base life of a monster for damage, not the increased life after players join your game (or you increase player count offline).
Lol, you make it sound like a big deal when in reality in a players 8 game spamming CE & amp it barely slows you down
@@GGMentor Not a big deal, just a detail :)
Example: hell cows have 14k life on average, 50% physical and 50% fire res. 1 CE (after amp damage) does avg 13.3k damage, more often than not the explosion will 1 shot them. 8 player cows have 63k life, it takes 4-5 CE (after amp damage) to kill them. Cow level is wonderful with density, but other areas aren't as jampacked.
Anyhoo, I didn't mean to poopoo on CE, it's still a fantastic skill :) It was more to dispel some new players' confusion of "why did CE suddenly stop 1 shotting everything" (I was certainly 1 of them).
@@GGMentor its pointless already because you have to kill half the pack first. Trapsins do clearing better, or even a sorc.
@@marianpetera8436 what do you do when you cant cast the skill? When theres no corpse? Nothing. Not worth it when other classes have similar abilities that are active and kill.
Also very useful for stopping Nihlatak from using CE against you if you can CE them first.
Yes
Ah you summoned the sleeping skeletons at the temple!!!
Never knew that was possible :O
Yup
12:00 Nice detail! Never knew that whether it was in original D2 :-)
CE summoner is the way to go
Another great video, had to be one for one of the fastest/most powerful pvm skills
its not, have to kill half the pack first.
@@jimmythecrow It certainly looks cool and does the job. :)
@@beefchampion2792 agreed
Arguably the most overpowered skill in the game, along with blessed hammer. Love it though. So visceraly gory and bloody. I think it was originally 60 - 80% corpse hp but to make it more viable in team games blizzard increased it
Does fire mastery with trang ouls set benefit corpse explosion?
It seems like it yes when I use Ce with full Trang’s the effects feels noticeable
Yes
I am not D2R player but:
Original CE had 100 % Corpse Life before 1.13 patches, after that was 75 % Corpse Life in D2, as far as im aware now its 70-120 % in D2R which is ridiculous
In Original D2 and also D2R Trang Oul Set doesn't have any effect on CE, it only has in PD2
Although considered a fire skill the + fire skills, +% fire damage doesnt have any effect on D2/D2R CE only effect that has on CE is Conviction, -% Enemy fire resistance from facets, Amplify Damage and Lower Resist
In PD2 because of added base Physical and Fire damage the effect of Trang Oul's Set Fire Mastery is in effect
If you ask why that's the case because CE in vanilla D2/D2R is scripted and it's directly calculated from Corpse life as phys and fire damage
I just came here from the Poison Explosion (PE) video and realized I had missed this one. Corpse Explosion (CE) is far and away the most powerful Necro ability and I believe needs a rework just as bad as PE. Because CE is based on monster HP it is only limited by the difficulty of the situation, and has become a nightmare to balance. So much damage potential is tied up in CE that the Necromancer playstyle has simplified to "how am I going to generate my first corpse". CE has no Synergies, benefits no other skills, and reaches full power with only 1 point of investment, which has largely oversimplified Necromancers; I believe all of these need to change.
I believe that the skill needs to change along one of two paths:
First, following the example of PE, the *physical* damage needs to scale based on the skill level not monster HP; and be balanced along with Amp to deal damage appropriate to expected monster HP. The fire damage component would be entirely split off the base skill and instead become a synergy with the Fire Golem. CE would receive a 5% damage bonus as Fire damage per level invested in Fire golem. Additionally Fire Golem would receive a 5% chance per level in CE to duplicate the fire damage done by CE as an explosion centered at the fire golem; much like the current on-death effect. this change would effectively make 2/3 of the damage of CE Fire it would scale better into endgame with -fire rez on things like Infinity, FF, and Lower Resist. It would also incentivize the use of Fire golem which at present is criminally underused as a capstone skill. Additionally, the Fire Mastery buff from the Full Trang's set bonus could be expanded to include both Corpse Explosion and Fire golem to create a Full-trang's Pyromancer build. As a numbers-only change I see it as possible to implement in current D2R.
The second path would be a lot more difficult to accomplish in D2, but has been seen in other games in the genre. The proposed change would be to keep the % life damage type (perhaps with the fire changes mentioned above), but change the target from a corpse to one of your summons (Edit: consuming them) and base its damage on their life total. This would normalize the damage to your summon HP and make the skill significantly easier to balance. Additionally this change would create a builder-spender playstyle where you consume your summons as a resource to deal damage strategically throughout the fight. Alternatively this could create a boss-killing option as you could build up a full set of summons and detonate them all at once on the boss to deal damage regardless of the presence of corpses. Summoners are often criticized as having a very passive playstyle and this change would add an active resource management component to the gameplay. As this change would make CE scale very heavily off summons it would likely require CE to move into the Summoning Tree, but as CE is neither Poison or Bone I don't see it as a problem thematically. I don't see this as a realistic option for D2 as it would require a redesign of the skill trees and I doubt the dev team has the resources to make it happen.
A skill designed so well and iconic… but it is missing in most ARPGs because of “balance”
Does corpse explosion do the corpse closest to your mouse cursor? Talking when a pile of corpses all near eachother.
yes I go over that during the video,
Where can i buy this game?
Blizzard store.
What lvl would you consider overkill ? I have lvl 40(15.6) and wondering if I should respect and move some to bone armor.
So this comes down to range, check my video one range here for a more solid idea of how far is far enough.
ua-cam.com/video/dNKanXY3Z88/v-deo.htmlfeature=shared
@@GGMentor Ya.. this is my fav reference video I have seen. I don't think theirs a way I can get it to go farther than 1 pack of enemies.
if youre just now discovering corpse explosion, youre gonna cry when you learn the assassin can do it too.
And your also gonna cry when you realize assassin's "corpse explosion" is quite inferior in comparison to necros version
I love CE interestingly. if you had like corpse morn or something on a sorc and level40+ Firemastery does fire mastery apply to items charges ?
Yes Fire Mastery and Synergy bonuses both effect item charges. I tested this conclusively with Enchant charges on demon limb using a sorc with no enchant.
The warmth and Fire Mastery both effected the Enchant from the weapon.
Does corpse explosion actually compoundedly / exponentially scale? Aka dead enemies leads to even more dead enemies chains of explosions.
at higher levels yes, because it will always create more bodies than it uses to kill with.
If it takes 3 bodies to kill 1 monster it can hit the entire screen, so those 3 bodies can kill 10-50 monsters, and those monsters become more fodder for explosions further way and closer to more monsters which can now also be exploded for more damage.
In general Corpse Explosion feeds itself and has no upper limit as far as I am aware for damage output. Because it can hit everything on the screen and then some, it is only limited by the number of monsters currently within range.
Is that graphic for Slain Monsters Rest In Peace something D2R introduced? I like how it implies that corpse explosion is less about exploding the corpse and more about exploding the *soul* of the monster.
Lol, I think the corpse is just undefilable
@@GGMentor Interesting how a Necromancer decides to stop defiling a corpse at that point, but not before it :)
Love your content! Do you know if fire golem and corpse explosion will be stronger with flickering flame?
The -15% fire resistance would beef up the fire portion of CE a bit yes
So, what's a good spot for radius? Or just go high as you can?
I like to hit the entire screen =)
@@GGMentor ya, but what radius would be hitting the entire screen is really what Im asking? If I can cheap out a few points on CE. Would be nice.
Doesn’t conviction also lower physical resistance? So wouldn’t it beef up both sides of corpse explosion?
No, but conviction does decrease defense
I hope they'll finally fix the curse, iron maiden,someday👍✌️
Have you seen CE missing targets? I see the 'x' pop up often in high density areas (like cow level).
The physical part of CE can be blocked. I don't believe cows have block chance, but there are a few enemies in the game who can. Maybe that's what's causing it.
@@marianpetera8436
They do not have a block chance.
And do you see the white 'x' if an enemy blocks an attack vs missing?
@@RandoBox Can't say I've ever seen that. I usually run cows with a trapsin (Death Sentry is CE's poor relative), but I've never seen the X on either CE or DS. On the other hand, unique cows can spawn immune to all of CE damage, if they have Stoneskin and Fire Enchanted / Magic Resistant affix.
i wish necros had a summon chinchilla skill
Iirc Trangouls set gives 5 fire mastery with the new phys and fire sunder charms the set might be buffed
"Black horn"or "black thorn" also your pet doesn't seem to like bright lights?
Just wondering - what if they redesigned poison explosion to do poison damage over a limited 4-5 seconds based on monster HP? That might make poison explosion slightly more viable and interesting.
The way I always saw it nova was the quick damage, dagger was the medium speed damage for single target.
And poison explosion was the long term damage
Does it work with corpses of unique and/or champion monsters?
Yes as long as the monster doesn't destroy his or her own corpse. Fire Enchanted monsters btw explode on their own. The Frozen monsters in crystalline shatter when they die on purpose to prevent using the corpse.
VOOOOOTTTT????
So you say necromancers explode farts inside monsters guts, and that's what happened all this time?????
This is nuts.
Yes 🤔
Other dmg skill have fixed aoe and lvling increases dmg
CE have fixed ridiculous dmg and lvling increase aoe.
aoe scaling is so much better than dmg scaling against enemy hp increase as difficulty increases
ridiculous dmg and aoe without synergy
Does the cat like your chinchilla? Him on your shoulder, cat in the shirt?
Chinchilla does not like the cats no. i
Its the most ridiculous aoe op skill seen in a game but useless in boss fights. If you invest 80 points into skelly, mages, revives, golems, your damage is about 50x less compared to only 5 points in CE.
Yes, but it's completely balanced around. You must kill something to get a corpse. So unless something actually dies it does zero damage.
You don't even demonstrate it!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Hah, I don't? what a shame!