Items Suffer from durability loss.
When walking around in town or standing still at the Blacksmith with the repair window open one can clearly see when everything is repaired the cost comes up again indicating that one needs to repair.
Removed one item at a time and waited for a while and still the repair buttons came up.
After removing all items i crafted Rare Quality Chest (generated the Stalwart Mail) and a Rare Quality Pants (Generated the Mutiny Tongue).
First to suffer from durability loss was the Pants and after a while the Chest suffered from durability loss.
Crafted Full Rare Quality items and The Belt slot is the first one to suffer durability loss.
1)Belt 2)Pants 3)Chest 4)Bracers Offhand 5)Weapon 6)Feet Necklace Right Ring 7)Left Ring Gloves Schoulder Head
In this order they all took one durability loss
Second cycle happened
1)Belt 2)Pants 3)Chest 4)Bracer Offhand 5)Necklace Weapon Feet 6)Right ring 7)Left Ring Gloves Schoulder 8)Head
1)Belt 2)Offhand 3)Weapon Necklace 4)Bracers Right Ring 5)Feet Pants Left Ring 6)Chest Head Schoulder 7)Gloves
1)Belt 2)Offhand 3)Weapon Necklace 4)Bracers Right Ring 5)Feet Pants Left Ring 6)Chest Head Schoulder 7)Gloves
Takes about 8 minutes from the moment the belt slot suffers durability loss to Gloves slot suffering durability loss.
10 minutes total cycle from Belt slot to Belt slot.
Ring Slots above are from the hero perspective
The first two cycles i might have missed out on the correct rotation however im pretty sure about the last two rotations only the last cycle was timed while monitoring.
After the first two cycles i unequipped the pet (Haunting Hannah) that was out at that time aswell.
Didnt really matter if the items where Legendary or Rare.
First noticed this with Legendary Quality items equipped then removed them one by one and still suffered durability loss then crafted fully Rare Quality items.
While typing this report lost connection to the game and logged back in and found my self now in Bastion’s Keep Strongholds seems the durability loss is not there.
This event was first noticed and monitored at New Tristram.
Equipped the Pet again.
Bastion’s Keep Strongholds No sign of durability loss.
Survivor’s Enclave No sign of durability loss.
Hidden Camp No sign of durability loss
New Tristram No sign of durability loss
Rebooted System
Everything seems oke.
Dropped difficulty to Torment 1 went to Fields of Misery while having the Rare Quality items Equipped suffered durability loss came back to New Tristram Repaired all after that no durability loss for no reason occured.
Went back to Torment 13 while having Raiment of the Jade Harvester and two parts Sage’s Journey (Sage’s Ribbon and Sage’s Apogee) equipped finished Act 2 Bounty.
Durability loss was still there when idling in New Tristram.
Leave game popped up a countdown.
Banner showed the information… Location: New Tristram Party guide Fighting an Elite which was not the case.
Something is keeping the hero still in combat even after Teleporting to town.
Might be the Fetishes that spawn from the Passive Fetish Sycophants although i did not Teleport mid fight.
If an item has the affix Ignores Durability Loss the cycle skips that item.
Takes a while longer but still continues its cycle lowering durability on items.
Something is keeping the hero flagged in combat and does not wear off when or after Teleporting to town.
Enemy becomes Untargetable.
Family type : The Fallen
They keep doing damage however they become immune to any sort of damage.
Occured twice during Hardcore season 19.
Moving your thread to the correct forum. We sadly can’t handle gameplay questions in the tech support forums - Olbynx
First, this topic doesn’t belong to Technical Support forum. Better to move to General Discussion.
Second, I think you are still in combat because you have haunted some monsters or infected them with swarm. The haunt and infection last almost forever due to the passive skill. In high difficulty, monsters have high HP. It takes almost forever to kill them if you don’t harvest them.
This event occured again and shortly after swapping the passive Creeping Death hero drops off combat and the item suffering durability stops.
Used Haunt and Locust Swarm skills on enemies right after that used Teleport to Town and this didnt keep me in combat.
Haunt skill
A monster beeing affected by this skill and right after it dies the spirit haunts another nearby enemy or the spirit takes possession over an wreckable object.
When a wreckable object is beeing haunted by this spirit that object becomes immune to next haunt cast and does not get destroyed.
Wreckable objects (Door’s, Chair’s, etc.) normaly can be destroyed by a direct cast of the skill haunt however if a object is occupied by the spirit any other skill used destroys it but not by the spirit it self.
In some accasions the wreckable object after getting destroyed either rewards you with a item or an enemy gets spawned.
Could this be the reason for keeping you in combat that the spirit haunts the object and does not get destroyed and the object is supposedly trigger an monster spawn?.
What you said is the normal behavior of Haunt. https://eu.diablo3.com/en/class/witch-doctor/active/haunt
Haunt
Secondary
Cost: 50 Mana
Haunt an enemy with a spirit, dealing 4000% weapon damage as Cold over 12 seconds. If the enemy dies, the spirit will haunt another nearby enemy.
An enemy can only be affected by one Haunt at a time.
Normally, it won’t be a problem because Haunt only lasts for 12 seconds, but Creeping Death passive extends it to almost . Otherwise, Jade set won’t do any damage.
Your Haunt, Locust Swarm and the damage amplification from Piranhas last almost forever.
Note that the damage of Haunt is very small compare to the health of monsters in high diff lvl. Even it doesn’t jump to other mob, it will take forever to kill a mob.
Targets beeing still affected by those skills didnt had anything to do with what i encountered.
This part
So if the Haunt lingers off to an object and you walk up to that object and cast Haunt again that object becomes immune to a direct Haunt cast.
However any other skill used does destroy the object.
Knowing a direct Haunt cast normaly destroys any wreckable object in this case it does not.
I made sure i Haunted a target then killed it so the Haunt would linger off to any object that was near then Teleported back to town to see if i was still in combat and found out it had nothing to do with the durability loss for beeing still in combat.
Now in some accasions some objects are occupied by monsters when the object gets destroyed they come out for a suprise attack.
So i figured that this might be causing the problem as in Haunt that lingers off to a nearby object which is wreckable and a small chance that this object contains a monster that would normally come out after getting destroyed, doenst get destroyed and keeps you still in combat even after Teleporting back to Town.
Anyhow my Hardcore Witchdoctor died due to Disconnect error 1016 and after this i couldnt be bothered to test it further.
In anycase Haunt skill not beeing able to destroy an object that already is beeing occupied by a another spirit and making it immune to your next Haunt cast is something to be looked at and assuming that this is not working as intented since a direct cast of Haunt on a object normally does destroy it.