Every time I run with multiple warlocks, the instance slows to a crawl during combat. When I'm soloing and I hit a ton of enemies at once with Eldritch Cone or get surrounded while using Eldritch Aura, the instance slows to a crawl. After some experimentation, the problem seems to stem from the sheer number of rolls and effects caused by most epic-level warlock builds. Each time a warlock hits, the following happens:
- Roll 1d6 force damage for each stack of Eldritch Blast Damage feat
- Add 3d6 force damage for Epic Eldritch Blast feat
- Add 4d6 force damage for Epic Arcane Eldritch Blast feat
- If using Utterdark Blast, convert all dice to Evil damage
- Roll spell critical chance, if crit confirmed roll damage, and apply spellpower
- Roll 1d4 sonic/fire/acid damage for each stack of Pact Damage feat
- Roll crits and apply spellpower again
- Roll 1d4 light damage for each stack of the Spiritual Retribution enhancement
- Roll crits and apply spellpower again
- Roll 3d6 light damage for Celestial Spirit enhancement
- Roll crits and apply spellpower again
- Roll 2d6 light damage for Lantern Ring item
- Roll crits and apply spellpower again
- (If nullmagic build) Roll Nullmagic Strike chance and, if procced and the enemy has at least one buff, roll spell resistance
- (If shiradi build) Roll Prism chance and, if procced, 2d10 ability score damage
- (If shiradi build) If Prism procced, add 1d100 damage for Rainbow feat
- (If shiradi build) Roll crits and apply spellpower again
This repeats for every enemy in the area of effect causing a noticeable lag spike. By the time it's done rolling the warlock has already hit again, queueing up more Eldritch Blast calculations until the instance server starts choking on dice. Can this be optimized? Theoretically, but it would be a balancing and QA nightmare.