Assuming you didn't let Energy Armor decay, it's likely due to the Force Armor hotfix -
Amount of damage absorbed from a single attack will now cap at 100% of a player’s maximum Life.
Though this is poorly worded, this basically means that while Force Armor will trigger on any hit larger than 35% of your health pool, it won't absorb more than 100% of your life in damage - for example, with your 23,000 life, if you were to take a hit for 60,000 damage, Force Armor will attempt to reduce it to 35% of your total life - 8,050 damage. However, since it's not able to absorb more than 100% of your life, it can't reduce it below 37,000 total damage, thus killing you in one shot.
I'm running a 1/2 melee, 1/2 kite wizard build. The build is: Passives: Astral Presence Galvanizing Ward Temporal Flux Offense spells: Arcane orb (celestial) Hydra (Poison) Blizzard (stark winter) Defensive skills: Teleport (fracture) Energy Armor (prismatic) Buff skills: Magic Weapon (force weapon) I can farm act 2 inferno with this build, but most elites rough me up in act 3 though. Any suggestions on how I can improve my build?
I note that in each of the Armor skills in the Conjuration tree, it says that only one armor skill can be active at a time. Does Diamond Skin count as an Armor spell? Or can I trigger both Diamond Skin and, say Energy Armor or Ice Armor, at the same time?
In Bloons TD Battles, you have the option to purchase energy potions which increase your energy by a certain amount, depending on the package you buy. My question is, is this change permanent? For example, if you buy the large energy potion, will your max energy increase by 50, or will it just give you 50 energy and then go back to normal once you have used all of your energy?
Thinking about making a system that will, after fully charging a Redstone Energy Cell, remove the block and place another empty one in it's place to eliminate any wasted energy from the running engines. I was thinking about using Block Breakers, but I'm worried it won't keep the energy stored if I use that.
Is it possible to get the "Q-Force Champion" trophy (for completing the game on hard) during a challenge mode play-through? I completed the game on medium difficulty, and it gave me the trophies "Q-Force Cadet" (complete game on casual) and "Q-Force Hero" (complete game on medium). Next I set the difficulty to hard and started a challenge mode play-through. When I finished I got the "Glutton for Punishment" trophy (complete game on challenge mode), but I didn't get "Q-Force Champion" (complete game on hard). Was there a bug or can you only get the difficulty trophies on a non-challenge play
I enjoy playing as a skulk, and towards the latter part of the game you can mutate with upgrades (extra armor, regeneration, extra energy, etc). When I die and respawn, do I keep those upgrades, or must I mutate again each life?
My problem is that when I place down my ME controller the Leadstone energy cables and industrialcraft cables don't connect to it, as shown in the picture below. They were connecting earlier though and nothing has changed since.
I tried to build a very basic spreadsheet for keeping track of energy regeneration in Spiral Knights under the assumption that you regen 100 units of energy per day as the game itself says. However, energy seems to recharge to a rate actually faster than that. Has anybody run the numbers on how fast energy actually recharges? Does energy recharge faster if you're not logged in?
If I have 50% damage reduction due to my armor 100 energy shield up Monster attack for 150 physical damage What will happen? Does it deal (150*0.5) damage to my energy shield? or Will it crush my energy shield and hit me with (150-100)*0.5 damage?