So I'm reporting what I can only imagine is a bug. Sadly I didn't get a good look at numbers, or had ACT running, but from the hundreds of times running I don't recall hypo ever being an issue for a tank who has maxed out (90%) defense and awareness as well as over 1M HP while having mitigation from Sigil of the Paladin and the Cleric's Astral Shield as well as Shift-Tabbing as a Paladin AND max Earthen Weapon stacks for DR with two others (random DPS and the healer) sharing damage.
I dunno, maybe it's just me, but it blew my mind, as that has never happened before and I've tanked it with so many different configurations. This has been an ongoing issue for a while now, and I've checked to ensure it isn't something related to my gear.
The strangest part is that the healer who shared in the hypo barely took any damage at all...
Here's a recording showcasing the issue.Perhaps someone can enlighten me?
Comments
I also took 0 damage from a fireball?
Is he just having a bad day?
About fireball, it has been bugged since, I dont know, for a long time. If you take it right after it spawns, it deals 0 damage. You can do it as a dps or healer, it does not matter.
On the aggro video, its hard to comment because video starts kind of late. It seems like you took the aggro after Halaster already started his atwill attacks on the dps, so Halaster followed the dps until the animation/duration of those atwill attacks. Halaster does not change the target during its mechanics/animations if you take aggro in the middle of it, it swaps after animation is done, which already happened in the video.
Also, this doesn't explain how the healer barely took any damage, at all, and this has consistently been a thing, especially when there hasn't been any potential stacking involved. Healer survives without a scratch, tank just melts.
That was the server frame you were in and the deciding one for the Hypo, you can see the next couple the far Hypo holder dodging out but the Hypo targets were already set, and now it's damage animation.
Dodging counts you in the place until the animation ends, so while they were dodge animating, they didn't actually move. This is a case where just walking would have worked better.
There could also be small delay between the selection, and proc (lag, server frames and other factors). Also you can see their movment inside, I've marked with arrow. If the server uses interpolation (very commonly used to mitigate lag), it would assume that they keep moving inside further overlapping for the deciding frame.
This mechanic has been there since its release, basically 2 stacks of hypo = dead, nothing new.
One last thing that is still irking me, aside from all the rest now explained, is how the healer took so little damage where she was clearly in place to share the hypo? The amount of damage shared then does not seem proportionate?