I noticed this in one of the Illithid UM maps where you have to kill Illithid Champions. When sniping at long range, damage is always 0. This also sometimes happens when using encounter powers like Cordon of Arrows.
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I'm having the same issue on Uprising daily mission maps with my Cleric. I usually open up with "Searing Javelin" and it does 0 damage on the first hit. As far as I remember it's usually Illithid mobs.
This happens so consistently that I wondered whether they have some sort of ability that reduces the first hit to 0 or something like that.
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therealprotexMember, NW M9 PlaytestPosts: 526Arc User
It happens to my mage, too. I noticed, however, that it might not be the distance itself. It is the missing awareness of an attacker. When the mob group is not aware of my char's presence yet, the damage is 0. That also happens when I quickly move in and attack them with Icy Terrain for example. As soon as they notice me, the damage is normal and no longer 0.
I hadn't noticed it on my rogue, but on my ranger I had this happen too with the first attack at a distance (even tho it was a melee attack). So my guess is that it has to do with mobs initial agro. When mobs haven't agroed you yet, your attack(s) will NOT do any damage. Once they agroed you, your attacks will do damage.
I'll add my confirmation to the mix. I noticed it mostly on the Champions. I normally open with Marauder's Rush, but it was doing no damage. Once the Champion is in combat, you can damage them, so I started running up and tossing a few at-wills before using any encounters. With other enemies, I did notice some would often receive no damage at the start of combat.
Just a hypothesis, but it feels like some new enemy state has been added, where they don't take damage unless fighting a player. This would make some sense since all these enemies are usually fighting other enemies when we get to them and it would be weird if they could kill each other. It would be especially bad if a champion got into combat with some other enemy and eventually ended up dying before the player got there, as that might break the quest (I don't think those respawn). Could be that their solution was to make them invulnerable until they take player damage.
If that's the case then it certainly makes sense. But then they could make the invulnerability go away before making the combat calculations and have the initial damage count as well ?!
This is explains what was going on with my CW yesterday. As they didn't get damaged but I also noticed there was no graphics for the encounters either but the encounter timers were ticking down
I'll add my confirmation to the mix. I noticed it mostly on the Champions. I normally open with Marauder's Rush, but it was doing no damage. Once the Champion is in combat, you can damage them, so I started running up and tossing a few at-wills before using any encounters. With other enemies, I did notice some would often receive no damage at the start of combat.
Just a hypothesis, but it feels like some new enemy state has been added, where they don't take damage unless fighting a player. This would make some sense since all these enemies are usually fighting other enemies when we get to them and it would be weird if they could kill each other. It would be especially bad if a champion got into combat with some other enemy and eventually ended up dying before the player got there, as that might break the quest (I don't think those respawn). Could be that their solution was to make them invulnerable until they take player damage.
That makes a whole lot of sense. Other zones where mobs fight each other do damage to each other, and it doesn't matter if they kill each other (ie Chult). I was wondering if it was some sort of awareness issue as sometimes I will still do 0 damage in close range when I am not the player with aggro.
Comments
This happens so consistently that I wondered whether they have some sort of ability that reduces the first hit to 0 or something like that.
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1251076/zero-damage-on-ranged-attacks
Just a hypothesis, but it feels like some new enemy state has been added, where they don't take damage unless fighting a player. This would make some sense since all these enemies are usually fighting other enemies when we get to them and it would be weird if they could kill each other. It would be especially bad if a champion got into combat with some other enemy and eventually ended up dying before the player got there, as that might break the quest (I don't think those respawn). Could be that their solution was to make them invulnerable until they take player damage.