Corpse explosion: a frame-by-frame analysis

This post's intention isn't to moan about unfairness, so please refrain from comments about "you need more defenses", that's not the point of this post; this is an analysis to try and understand more about this mob-skill. I was confused by this death and I happened to have been recording, so I opened it up in an editor and analyzed the dynamics of what happened one frame at a time. The images are a selection of the most relevant moments, and what follows is a list of considerations I drew from my analysis. Also, maybe I am just blind and I'm missing something, and corpse explosion from the deathbringer is not what killed me, then someone will surely let me know.
My conclusions:
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The red circular marker does not indicate the danger-zone, it only indicates the area in which any corpses in it will subsequently explode; I understand the intention but it can be misleading.
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From the moment the markers become distinctly visible to the moment the corpses explode there's about 750 ms, which is a reasonable amount to get out of the danger-zone, in my estimation.
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The explosion's visuals are not indicative of it's effective range at all, which is actually larger then it looks; this is very bad and should never happen with any skill as it creates uncertainty and floatiness.
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The damage seems to be applied at the end of the explosion or with a significant delay for some other reason: in this case, ny character died just about 300 ms after the explosion started, which is very bizarre and can't be a matter of network latency given the magnitude of the delay (my ping is about 9 ms to 11 ms).
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Some environment elements such as the cairn of rocks here should disappear when the character is behind them in respect to the camera, not only when the object is close to the camera, which seems to be the current logic.
Comments
that's a really good post. fucj this mechanic
This actually explains a very annoying death I had a few days ago. Sigil on the ground, I walk well out of it, kaboom, instantly dead.
I also have a record of a death of mine but for me the animation was a only 700ms or so and 2nd the sigil was fully covered by grass even in frame by frame mode i barely saw it. In game it looked like i just tipped over without any monster on the screen since she was also off screen.
I think the circles don't encompass the area of effect in general and the area is generally a bit bigger in a lot of cases. Play around with flameblast, I noticed enemies getting hit by it that are outside of the circle that is shown on the ground (even at max stages)
for the amount of damage it done instantly, the telegraph of this ability is really DEAD-ASS AWFUL
and Rares with EXPLODE NEARBY CORPSE doesn't even have telegraph and the word NEARBY is being used so loosely, my Deadeye died almost instanly the moment such rare with that modifier enter my screen, most upsetting and anger inducing death in POE2.
ROFLMZAO , sorry caps :D I feel bad, not because it probably have double the aoe range of what it actually shows, but because i play Detonate Dead and it rocks ! :D Yea deaths like those really Sux. I'm on HC playing Spark stormweaver and i am moving all the time, even if i have to hug the mob in front of me, i never stop. If you stop, you are dead . You get used to the playstile once you understand what can get you, body block with stunlock, freeze, smelly aoe on the ground, etc....
This is CLASSIC GGG design. Zero visibility and when you CAN see it, it doesn’t matter because what’s shown ISN’T what’s actually happening. Thought PoE2 might lessen this bullshit, but here we are! 100000000% not your fault. Seen 100+ clips like this in PoE1.
This shit needs to go. Yesterday I died 2 times back to back because of this crap
I agree with you, its too fast at least. What's your ping? 12-20ms or so too?
The issue is that something that does this ridiculous amount of damage, it should be slower and far more obvious and telling. Imo anyway.
This. Please be in next patch!!
Would be cool if the rare say something before explode corpses like bosses before slam because we all know who is the true boss of poe
I had been playing a decompose build and never really understood the fuss. Then I rerolled a deadeye and I don’t like it.
This has to be fixed
Is this what keeps killing me leading me to sit in front of my computer mouth agape completely mystified as to what even did me damage?
Lol, after 320 hours i didn't even notice there is and indicator for this mod. Every time i hear it i just start running.
https://i.redd.it/vgdwgg2ffree1.gif
Am i blind?
This rare monster modifier is even more brutal if you are playing a corpse explosion build yourself. Even more brutal if you are playing co-op with someone playing corpse explosion. So hard to tell if you are in danger with this.
Excellent, high quality post. Thank you! I wish we had more of these level headed analyses
Theres crucial information this post is missing, that is map mods. If the enemies have haste and increased AoE it would explain most of the issues you discuss.
I see many posts on this sub complaining about deaths and one shots where it turns out they were running maps with awful mod combos,. Things like extra fire damage + extra cold damage + 25% ele pen for example.
POE 2 = Archnemesis (Chris Wilson's favorite league ever)
Ngl, I didn't even see it on the frame by frame until half way thru. Probably a skill issue but I genuinely think it's just visual clarity on dark maps with desaturated skills.
Almost every single ground targeted mob spell has animations that are this dogshit. They just spawn some bubbles or circles under you that explode in half a second for insane damage. Expedition casters are completely cooked.
Literally the only good ground effects are the periodical elemental circles mobs, all others are impossible to see or react to, and are overtuned as fuck.