Real POB number is actually 17 billion but poe ninja showed "only" 14 billion so we went with the conservative number :) I was still playing the league as this was being set up so I wasn't part of the crafting / prep but I'm glad we got to showcase it. It worked at least once :D POBs in the description. Next project that I was fully involved in is happening today on stream. Thanks for watching!
@@petrjara7559 they already did few leagues ago. Partying is fine, 98%+ of the player base is unable to play in party. It requires lots of game knowledge, high consistency(that most players are unable to bring) and soft skills, the soft skill part is ridiculous as PoE players are mostly autistic jerks.
These meme projects are always some of your best content. What you do with you and Markus and Bazukatank and others is just peak enjoyment. I always look forward to these!
I feel like there is some overflow or block stuff happening. With my measely 200m TS character it wasn't that problematic to get them down. Wasn't instant, but didn't take ages either. One thing I did notice though, is that they have different tankinesses. E.g. the water tide chick(Rakiata?) died almost instantly while beefier ones like Kaom took a few seconds.
Pretty sure the bow one has way less HP than the others, with de cold sorcerer (because she hás a skill that instant fill ES) and the slam dude being the thankier.
Damage overflow theory is pretty plausible, if you think about it - when Bazuka didn't kill Kaom it's because he dealt overkill damage to him, basically if max hit it 2 billions and you deal 17billions the damage will overflow 8 times and deal 1 billion damage. So when he killed him on full HP that actually means he rolled high overkill damage, but than could be 17.9b or 15.9b. In that one explosion Kaom probably died 8 times over.
My league start project was to make a Heavy Strike character that invested as much as possible into Stun Duration, Stun Threshold Reduction and single hit damage to hopefully be able to stun TotA bosses for the entire duration of the fight, while still having a character that could do well at normal gameplay by swapping Stun Support for a damage gem. Sadly as this shows, it didn't bode well for TotA (although at low ranks it was great). Thankfully it was still good for reaching T16's and getting 2 voidstones. Permastunning map bosses was fun!
As far as I know overflowing integer doesn't cause the final number to be negative and I'm talking about the real damage number, not what is displaying in UI. The effect of overflowing integer is inconsistent so that's probably why you see such different results from no damage to high damage. So you should try to aim for the number as close to maxint as possible. That's of course just a speculation.
A few days ago a guy in the ssf global was saying that it's ok that this is how tota is balanced because "you're not supposed to do it with zdps characters" If trade league mirror tier bullshit struggles to do tota without cheesing, I'm sorry but my guardian SRS with 4.5k HP and a little bit of block should not be forced to suffer, with no options to reduce ranks without wasting hours and hours of time
the fact that this mechanic is so horribly balanced is the only reason why its even profitable to do it cause getting out of 600 is basicly impossible without bullshit mechanic abuse which they nerfed
As for watching the kaom fight, I was thinking if it was implemented a timed DR, like we know we got on ubers. Because the oneshot happens after a while he was alive, but after he spawn you only deal a small percentage of that damage.
It's probably just about the damage roll. If he gets negative, it doesn't do any damage and then the positive gap is just so big he can do anything from 10% to oneshoting the boss
@@Intestine_Ballin-ism They even allow players to skip most of boss phases by bursting bosses fast enough. It would be weird if 2000 rating tota suddenly had an antiburst mechanic when there's nothing like that in lower ratings and "general" mechanic doesn't make sense either because 1B hits works fine and up to this point there wasn't anything in the game you wouldn't kill with 1B damage so artificially capping damage somewhere above 1B just doesn't make any sense.
I quit Tota after seeing that not only are they insanely tanky, they flat out cheat in the game mechanic where they deal fixed % damage to your totems even if you are hitting them when they start channeling. I'd lose totems just because the opposing fighters just zerg rush them and always deal 2% damage, even when I deal 100k damage per hit to them and hit 4 times a second. Tota could have been a nice mechanic too, if only GGG didn't do "numbers go brrt" as the difficulty scaling for it.
@@martinsvilands7334 to be fair, they did the same with delve. But the difficulty with delve is at least negotiable, where you can just target farm at some ranks, whereas tota sets you up to keep going up.
@@quack3891 deep delving was rewarding because rewards scaled too. It didn't force you to deep delve though and almost all rewards were available before you went 300 depth if I recall correctly. Tota not only limits rewards you can get before you're fighting mobs with obscene DR, it also invalidates a whole bunch of playstyles (anything that doesn't rely on hit damage requires multiple hits to knock chars out of the animation and stun them), it also forces you into higher and higher rank as you win matches, basically creating a necessity to lose matches unless you're able to scale infinitely. Also, of course, players team has way, way less DR and hp, to the point our allied units are paper thin and the player ends up the only defensive unit that's barely reliable. Also, Delve is a bad comparison because it was skill reliant. If you managed your flares and know the maps, you were always rewarded, even when you'd fail a run you'd have a fossil or two to show for it. Tota has no such mechanic. Losing a match means you get absolutely nothing, while winning one is only sometimes rewarded with decent loot, with major lot reserved to final match of the tournament, so you have to winstreak.
I made a discharge build for tota, 300mil hit damage is enough until you reach 1800 rank, after that you'll need arround 500mil hit damage and you're good. Pretty much speed running tota
Is it possible that due to dmg numbers overflowing the int limit he does negative damage instead, which does not do anything/even heals? And only when he rolls specific numbers, it actually does dmg?
It's celestial discharge, the reason it changes is because discharge does a different type of explosion based on which type of charge you had the most of
My 100mil dps (not hit, dps) BloodSac Scion rips out ~8% of TotA Boss HP at 2k Rating per Hit. Having a 14bil hit build not oneshot it consistently seems completly fucked.
A build supported by 2 other players, dealing more damage in a single hit than all the builds i played in the last 3 seasons combined, not being able to kill a Tota mob. Great League.
maybe you dont understand, but the mechanic is probably not designed for players to one tap the big bosses. Taking out "not being able to kill a tota mob" of that video seems very limited in my eyes@@Cracks094
Maybe when the range of damage is at the lowest, dps is positive and does damage But when range of damage is at the highest, dps is negative and does no damage?
is there a guide for your tornado shot ? i am always stuck i cant get fast attacks unless im using headhunter which is so expensive, idk how ppl get so rich but i did finally get a headhunter
if 2.1b damage is the maximum you can do in a signle hit and we all know that damage reduce never can go to actual 0 , so even a 10 dmg hit would be still 1 dmg with 99% reduce it is time to go the other way around and makes 2.1b hits i call spell cast loop poision inflict can beat this boss in under 1 sec BUT everyone will crash in under 1 frame KEKW
After watching this im feeling abit better at struggeling abit while playing a fairly non-cheese HoA-champ :) The random oneshots are annoying, and the fact some mobs take minutes to kill are frustrating, but so far the payoffs have been the best in any league so far while playing solo and not being punished for the occasional death is a breath of fresh air.
My personal theory is that this is a test for proportional damage, similar to the system in Last Epoch, so the more damage your character does the less the monster takes. They are on the record saying that they hate characters one shotting their shiny new bosses every league, but also they're probably tired of just manually upping life and rez numbers to values that prevent regular players from even attempting some fights. Just speculation though, and probably the test is for PoE 2 and would never go in 1, but who knows...
Except in LE and other games that use the system that's not how it works at all. You still do more damage the more damage you get and that never changes. Resistance just has a scaling attenuation to it to help even out the difference between nothing and everything. No matter what you will ALWAYS deal more damage as you gain more damage which isn't what is happening here.
Nice, discharge is something I played like 10 years ago after kripparian showed his build, was thinking about checking it out again in one of future leagues, glad to see it's still allows for nice memes
I wanted to do this build but the pain of trying to kill merveil again was too much 💀 slayer leveling feels disgusting I just used bows physical is trash gave up in act 4
ngl i am curious to know if ggg waits for end league projects like yours cause this is hella fun stuff and to see the min max-ing you guys do while having fun is a pleasure to watch.
I don't like the idea of making the game/mechanic around a streamer, in a way ggg expect that streamer will approach it. But I honestly wouldn't be surprised if that were the case, while it's fun to watch, it leaves a pretty shady precedent for anyone who isn't exactly that streamer.
Bazuuka, if you've been playing this game for 10 years, than you damn well should know that GGG do not know the numbers, lol this type of stuff happens by accident all the time, and its hilarious! so thank you for the content.
Minions are easy to 1 shot. Bosses on the other hand… i think the best is fast attacking / casting high dmg characters, things that hit hard AND frequently.
Sama. My discharge solo was also 3 shoting the tota bosses with 70-75 mil hits. No idea how i dint kill them with more then 100x times my normal damage, Pepegatank i gess
Are you aware of who you're watching? Players donate their items to him when they're done with the league, which gets put into all their endleague meme projects, they liquidate everything when hes done with the league himself and spend it on crafting/buying everything they need to make these types of projects happen
Real POB number is actually 17 billion but poe ninja showed "only" 14 billion so we went with the conservative number :)
I was still playing the league as this was being set up so I wasn't part of the crafting / prep but I'm glad we got to showcase it. It worked at least once :D POBs in the description.
Next project that I was fully involved in is happening today on stream.
Thanks for watching!
lul
I hope it goes core so you can bring Project Bob to TOTA
Sir can't you help me with standards luggage sir build don't have items 😢😢😢😢😢 help
3.23 :
Discharge deal 50% less damage
molten strike deal 90% less damage
Would be cool they rather nerfed partying finally.
nerf progenesis as well
@@petrjara7559 they already did few leagues ago. Partying is fine, 98%+ of the player base is unable to play in party. It requires lots of game knowledge, high consistency(that most players are unable to bring) and soft skills, the soft skill part is ridiculous as PoE players are mostly autistic jerks.
Please re-record with Bazuuka acting as if he was Dr. Manhattan
These meme projects are always some of your best content. What you do with you and Markus and Bazukatank and others is just peak enjoyment. I always look forward to these!
I feel like there is some overflow or block stuff happening. With my measely 200m TS character it wasn't that problematic to get them down. Wasn't instant, but didn't take ages either. One thing I did notice though, is that they have different tankinesses. E.g. the water tide chick(Rakiata?) died almost instantly while beefier ones like Kaom took a few seconds.
Pretty sure the bow one has way less HP than the others, with de cold sorcerer (because she hás a skill that instant fill ES) and the slam dude being the thankier.
Those tota mobs must have the "You may take damage" modifier
The random results suggest to me you might be seeing overflow/wrap around bug, leading to some 'negative' damage rolls
"I am perplexed" - still me, after playing PoE for 16k hours.
Damage overflow theory is pretty plausible, if you think about it - when Bazuka didn't kill Kaom it's because he dealt overkill damage to him, basically if max hit it 2 billions and you deal 17billions the damage will overflow 8 times and deal 1 billion damage. So when he killed him on full HP that actually means he rolled high overkill damage, but than could be 17.9b or 15.9b.
In that one explosion Kaom probably died 8 times over.
There could be a damage reduction for those dudes, we can't know
My league start project was to make a Heavy Strike character that invested as much as possible into Stun Duration, Stun Threshold Reduction and single hit damage to hopefully be able to stun TotA bosses for the entire duration of the fight, while still having a character that could do well at normal gameplay by swapping Stun Support for a damage gem. Sadly as this shows, it didn't bode well for TotA (although at low ranks it was great). Thankfully it was still good for reaching T16's and getting 2 voidstones. Permastunning map bosses was fun!
0:11 0:15 for bazuka's build summury
As far as I know overflowing integer doesn't cause the final number to be negative and I'm talking about the real damage number, not what is displaying in UI. The effect of overflowing integer is inconsistent so that's probably why you see such different results from no damage to high damage. So you should try to aim for the number as close to maxint as possible. That's of course just a speculation.
A few days ago a guy in the ssf global was saying that it's ok that this is how tota is balanced because "you're not supposed to do it with zdps characters"
If trade league mirror tier bullshit struggles to do tota without cheesing, I'm sorry but my guardian SRS with 4.5k HP and a little bit of block should not be forced to suffer, with no options to reduce ranks without wasting hours and hours of time
Then be free and don't do the boring ass tota mechanic
I'm doing tota with a TS deadeye just fine, what are you going on about?
the fact that this mechanic is so horribly balanced is the only reason why its even profitable to do it
cause getting out of 600 is basicly impossible without bullshit mechanic abuse which they nerfed
As for watching the kaom fight, I was thinking if it was implemented a timed DR, like we know we got on ubers. Because the oneshot happens after a while he was alive, but after he spawn you only deal a small percentage of that damage.
It's probably just about the damage roll. If he gets negative, it doesn't do any damage and then the positive gap is just so big he can do anything from 10% to oneshoting the boss
or it feels like he's hitting a time based damage cap. Like an anti-burst mechanic
@@Intestine_Ballin-ism They even allow players to skip most of boss phases by bursting bosses fast enough. It would be weird if 2000 rating tota suddenly had an antiburst mechanic when there's nothing like that in lower ratings and "general" mechanic doesn't make sense either because 1B hits works fine and up to this point there wasn't anything in the game you wouldn't kill with 1B damage so artificially capping damage somewhere above 1B just doesn't make any sense.
And my friends were telling me I was crazy when I said the big dudes in tota were insanely tanky. Really killed the league for me.
But didn't kill the boss.
I quit Tota after seeing that not only are they insanely tanky, they flat out cheat in the game mechanic where they deal fixed % damage to your totems even if you are hitting them when they start channeling.
I'd lose totems just because the opposing fighters just zerg rush them and always deal 2% damage, even when I deal 100k damage per hit to them and hit 4 times a second.
Tota could have been a nice mechanic too, if only GGG didn't do "numbers go brrt" as the difficulty scaling for it.
@@martinsvilands7334 to be fair, they did the same with delve. But the difficulty with delve is at least negotiable, where you can just target farm at some ranks, whereas tota sets you up to keep going up.
@@quack3891 deep delving was rewarding because rewards scaled too. It didn't force you to deep delve though and almost all rewards were available before you went 300 depth if I recall correctly.
Tota not only limits rewards you can get before you're fighting mobs with obscene DR, it also invalidates a whole bunch of playstyles (anything that doesn't rely on hit damage requires multiple hits to knock chars out of the animation and stun them), it also forces you into higher and higher rank as you win matches, basically creating a necessity to lose matches unless you're able to scale infinitely.
Also, of course, players team has way, way less DR and hp, to the point our allied units are paper thin and the player ends up the only defensive unit that's barely reliable.
Also, Delve is a bad comparison because it was skill reliant. If you managed your flares and know the maps, you were always rewarded, even when you'd fail a run you'd have a fossil or two to show for it. Tota has no such mechanic. Losing a match means you get absolutely nothing, while winning one is only sometimes rewarded with decent loot, with major lot reserved to final match of the tournament, so you have to winstreak.
@martinsvilands7334 just play those 1hp tota runner
"So now we know everything"
Intro was pure gold.
I made a discharge build for tota, 300mil hit damage is enough until you reach 1800 rank, after that you'll need arround 500mil hit damage and you're good. Pretty much speed running tota
Is it possible that due to dmg numbers overflowing the int limit he does negative damage instead, which does not do anything/even heals? And only when he rolls specific numbers, it actually does dmg?
I love to see clever usage of intended game mechanics !
What's the effect/mtx of Bazooka's discharge? Sometimes it looks like celestial, other times like black hole/some ice orb explosion.
It's celestial discharge, the reason it changes is because discharge does a different type of explosion based on which type of charge you had the most of
My 100mil dps (not hit, dps) BloodSac Scion rips out ~8% of TotA Boss HP at 2k Rating per Hit. Having a 14bil hit build not oneshot it consistently seems completly fucked.
Gotta bump that up to 20b.
Isn’t there an attack per second cap around 30 APS?
So per hit cap is 2.14 billion damage, and 30 APS = ~64 billion DPS is game limit max
when did they add respawn timer? I guess they were not fast enought so I dropped league before that xD
Bazooka : "I am become death" lmaoo
I watched this at 1:30 in the morning and now I can’t sleep trying to understand wtf just happened
BRAZUKATANK SEMPRE NA ORDEM E PROGRESSO
It seems like your issue is getting past those defensive layers instead of just pure mitigation
They seem to maybe have ss block and maybe dodge
watching the tota fights without knowing the total damage would make someone think that you are doing way less damage than you are actually doing
This man is moving like Oppenheimer out here
This may be a GGG internal requirement: "I don't want Empys team to oneshot the new boss!"
Cyclone AoE: Fuck it, we'll do it melee!
How about 1k+ delve boss ?
A build supported by 2 other players, dealing more damage in a single hit than all the builds i played in the last 3 seasons combined, not being able to kill a Tota mob. Great League.
they are trying to 1-shot, not just to kill. thats a huge difference
but you did notice that like 6 out of 7 hits didn't deal any damage at all? like absolutely none?
maybe you dont understand, but the mechanic is probably not designed for players to one tap the big bosses. Taking out "not being able to kill a tota mob" of that video seems very limited in my eyes@@Cracks094
A lovely video as always, thanks!
Finally a game mechanic where everyone can be on Quinn's level.
is that guy a professor? hes a genius
I'm amazed you keep coming up with fun stuff to do in the game, thanks for all the entertainment! :)
Maybe when the range of damage is at the lowest, dps is positive and does damage
But when range of damage is at the highest, dps is negative and does no damage?
is there a guide for your tornado shot ? i am always stuck i cant get fast attacks unless im using headhunter which is so expensive, idk how ppl get so rich but i did finally get a headhunter
@Empyriangaming next project: make character that survives a full blown dps party
if 2.1b damage is the maximum you can do in a signle hit and we all know that damage reduce never can go to actual 0 , so even a 10 dmg hit would be still 1 dmg with 99% reduce it is time to go the other way around and makes 2.1b hits
i call spell cast loop poision inflict can beat this boss in under 1 sec BUT everyone will crash in under 1 frame KEKW
You should make a stack of mirrors so they do not fill in the currency tab
You can store 75 000 in a currency tab.
I played a glasscannon occultist hexblaster that did about 1b dmg, i was spawnkilling bosses but couldnt do tota lol
Maybe even GGG doesn't know 15:18
This make me realize that my Chaos ts was a monster
Activation Complete should be a new sub sound
Anyone else curious whats the maximum possible light radius? 😮
with that amount of div you actually could rebuilt manhattan in wraeclast
"Progenesis is out riiiiight... n-"
_death noise_
In ele reflect map he'd die so hard he'd respawn in standard
hey, I watched this on youtube earlier, now I'm watching it again
After watching this im feeling abit better at struggeling abit while playing a fairly non-cheese HoA-champ :) The random oneshots are annoying, and the fact some mobs take minutes to kill are frustrating, but so far the payoffs have been the best in any league so far while playing solo and not being punished for the occasional death is a breath of fresh air.
My personal theory is that this is a test for proportional damage, similar to the system in Last Epoch, so the more damage your character does the less the monster takes. They are on the record saying that they hate characters one shotting their shiny new bosses every league, but also they're probably tired of just manually upping life and rez numbers to values that prevent regular players from even attempting some fights. Just speculation though, and probably the test is for PoE 2 and would never go in 1, but who knows...
ngl that is the shitiest system ever thought off
Except in LE and other games that use the system that's not how it works at all. You still do more damage the more damage you get and that never changes. Resistance just has a scaling attenuation to it to help even out the difference between nothing and everything. No matter what you will ALWAYS deal more damage as you gain more damage which isn't what is happening here.
bazuka muted in the beginning again? :D
That's why I just stopped doing ToTa about halfway through the league. Way easier and less frustrating to just buy tattoos and what not.
Nice, discharge is something I played like 10 years ago after kripparian showed his build, was thinking about checking it out again in one of future leagues, glad to see it's still allows for nice memes
How to tell when a mechanic is poorly done: nuking doesn't help in the slightest. Literally need a CC build to do it effectively
Of course the ToTa bosses don't take damage. How would the game calculate it when their max hp is overflowed?
I wanted to do this build but the pain of trying to kill merveil again was too much 💀 slayer leveling feels disgusting I just used bows physical is trash gave up in act 4
i leveled with elemental bow . tooke me 3 hrs (with ok leveling items)
ngl i am curious to know if ggg waits for end league projects like yours cause this is hella fun stuff and to see the min max-ing you guys do while having fun is a pleasure to watch.
I don't like the idea of making the game/mechanic around a streamer, in a way ggg expect that streamer will approach it. But I honestly wouldn't be surprised if that were the case, while it's fun to watch, it leaves a pretty shady precedent for anyone who isn't exactly that streamer.
i was hoping project big would be character size lol
They capped it a while ago :(
I feel like the game gets all kinds of fucked when you overflow numbers.
Conclusion TOTA bosses also use Progenesis and sometimes it fall off xD
GGG made monster to scale more than player ...
Oh no. Discharge nerf incoming after this vid.
@Empyriangaming
Did you guys try Bob vs ToTA boss?:)
The build that's in standard right now?
Bazuuka, if you've been playing this game for 10 years, than you damn well should know that GGG do not know the numbers, lol
this type of stuff happens by accident all the time, and its hilarious! so thank you for the content.
Maybe tota are using PvP scaling or similar scaling
I was one shoting other mobs and killing 2000 rank bosses in 2 to 3 sec with my minmaxed cold wardloop (hatred)
Minions are easy to 1 shot. Bosses on the other hand… i think the best is fast attacking / casting high dmg characters, things that hit hard AND frequently.
Sama. My discharge solo was also 3 shoting the tota bosses with 70-75 mil hits. No idea how i dint kill them with more then 100x times my normal damage, Pepegatank i gess
I’m pretty sure the “opposite of exponential” scaling is called logarithmic scaling, but I’m not some big math nerd, I’m just a guy.
Proof discharge isn't actually broken and doesn't need nerfs. Pls 😅
I hope they'll add the improved GGnoobs also to HoGM
Project Manhattan, from the name Manhattan Project... Thanks for clarifying!
So no one is going to mention the 8 mirrors and 8000 divines casually sitting in his inventory....
It's just donations from the community after they stop playing. They spend all that money on these crazy projects. Happens at the end of every league.
Are you aware of who you're watching? Players donate their items to him when they're done with the league, which gets put into all their endleague meme projects, they liquidate everything when hes done with the league himself and spend it on crafting/buying everything they need to make these types of projects happen
You must be new around here
Try to kill Bloodbound Warrior on ratings 2K+, he just immortal if he can hit something.
Activation complete. boom.
The 32-bit integer limit is 2^31, as integers also include negative numbers.
Can we have rota boss vs Bob?
I feel like ToTa dies the same speed no matter ur dmg
After every markusz and bazookatank POE brainstorming discussion I feel like the game is just not for me
Very understandable numbers
Great content! I laughed too many times!
What nerf GGG going to brick builds next. Take away the fun
Weaklings!
This just goes to show ggg really does be just throwing random scaling on shit and hoping noone ever gets to the point where they see shit like this.
community: damn progenesis is kinda broken
meanwhile GGG
hmmm... lets add another link support gem
I just hope GG fixes powerscaling and learns from their mistakes in 2.0
bazukatank is the best.
шоукейc билдов нефентуса :D
Thats funny. I killed Markus with my Str stacker.
The frost "appearing" right in your path is awful. Lol Idaho.
seems like to me that GGG used GGnoobs for their Tota bosses!
is the GGnoobs character in HoG yet?
yes it is, but not this progenesis variant shown in the video
@@TheSacredMaster ya just didnt know if ggg had actually updated the map itself
pepegaTanking
Next league progenesis will kill you upon use
BazukaTank just wanna know GGG ... please enlighten him :)
tts numbers
Bazoka is brazilian?
Yes