[3.11]QUEEN OF NECROMANCY - STRONGEST ZOMBIES EVER? 55M+ DPS 7K+ LIFE MAX BLOCK 90% CHAOS RES

"
Msciwoj wrote:


These things are in general hard to calculate exactly due to lack/untrustworthiness of data. However, I did some calculations when I was crafting my mace, basing them on the data from poedb.tw. Each mod has an associated spawn weight to it, I assumed these weights work in a straightforward way, i.e. if a mod type (prefix or suffix) is going to appear, to determine if that is the specific one you add all the weights of mods that can spawn, and divide the weight of the mod you want by that number.

For an ilvl 76 mace (one I had), doing it like this results in the relative probability of 1/33 roughly for +1 gems and 1/91 for maim. Which is lower than I actually remember from doing it but again, not sure how the spawn weights work exactly, and if there are special rules regarding shaper items or anything.

But if we assume it's correct, then rolling suffixes and prefixes is independent and we can assume we always roll both (let's say we commit to always augment - or actually we don't have to, let's pretend the second mod is there, only augment if we get one we want, probabilities don't change), then the probability of getting both mods just on alt or alt+aug is 1/3072, so the expected value of alts needed is 3072.

If you factor in annuls, and are commited to getting the magic item with both mods first, and not imprinting, then the expected value simply gets x3 to 9216 alts (+3 annuls). That is about 8ex currently, maybe 9ex. Obviously this is just average, it is supposed to vary greatly.

Again this number depends on how this actually works. The magic item case is still easier than the rare case because I think there is something called generation weight which basically makes mods not independent anymore, so the more mods you have the harder it is to combine probabilities.


I am not saying you are wrong, this depends on whether the datamined weights correspond to reality in a straightforward manner. They might, they might not.

BTW I just discovered on poedb.tw one of the possible corruptions for such a mace is "Socketed gems are supported by level 10 Fortify", and because Fortify now grants more damage it would make zombies even more POG (not like they need that but you know, it's there). With the popularity of this build and the number of weapons existing I am just waiting until someone actually attempts that and gets this corruption.



I didnt take the weights from poedb into account, and don't remember if the guy that did the calculations did. It was some time ago, before this thread had 100 pages.

As I said, can only speak from experience, and while 11 is nowhere close to a good dataset, not having had any extreme outliers had me reasonably convinced that his math was at least somewhat correct.

And yes, Fortify implicit is one of the dreams. But not the biggest. The biggest dream is Fortify and Onslaught double corruption. Making the Zombies 9-linked. While of course not a strong support, Onslaught does give our Zombies nice things :D
Last edited by Mecielle on Sep 25, 2019, 11:24:16 PM
Hey, I was watching your stream yesterday and decided to invest more time on my Summoner (first time doing one, perfect league to do so, I suppose haha)

And today I dropped the jewel that transforms INT in STR (sorry I've forgot the name), so I'm taking it as a signal haha.

Anyway, can someone suggest me what to buy/upgrade next? I have ~2ex right now, but I want to try to forge my own weapon, so any other suggestion or tip on what to do next on my character would be amazing. (I haven't decided yet between Golems and Skeletons)

here is the POB link

https://pastebin.com/Uu6R9mMt

Thanks in advance :)
and thanks for your guide!


I hit 53 str / +1 zombie amulet, 2nd regal after imprint gave 53 mana roll, that doesn't really help much right? Should probably re-imprint and try again.

I hit 18 maim & +1 gem level on mace in a bit under 2k alts.




Chaos'd that, pretty close to decent but not really worth keeping is it?
Last edited by Microchaton on Sep 26, 2019, 1:25:32 AM
"
Msciwoj wrote:

These things are in general hard to calculate exactly due to lack/untrustworthiness of data. However, I did some calculations when I was crafting my mace, basing them on the data from poedb.tw. Each mod has an associated spawn weight to it, I assumed these weights work in a straightforward way, i.e. if a mod type (prefix or suffix) is going to appear, to determine if that is the specific one you add all the weights of mods that can spawn, and divide the weight of the mod you want by that number.

For an ilvl 76 mace (one I had), doing it like this results in the relative probability of 1/33 roughly for +1 gems and 1/91 for maim. Which is lower than I actually remember from doing it but again, not sure how the spawn weights work exactly, and if there are special rules regarding shaper items or anything.

But if we assume it's correct, then rolling suffixes and prefixes is independent and we can assume we always roll both (let's say we commit to always augment - or actually we don't have to, let's pretend the second mod is there, only augment if we get one we want, probabilities don't change), then the probability of getting both mods just on alt or alt+aug is 1/3072, so the expected value of alts needed is 3072.

If you factor in annuls, and are commited to getting the magic item with both mods first, and not imprinting, then the expected value simply gets x3 to 9216 alts (+3 annuls). That is about 8ex currently, maybe 9ex. Obviously this is just average, it is supposed to vary greatly.

Again this number depends on how this actually works. The magic item case is still easier than the rare case because I think there is something called generation weight which basically makes mods not independent anymore, so the more mods you have the harder it is to combine probabilities.


I am not saying you are wrong, this depends on whether the datamined weights correspond to reality in a straightforward manner. They might, they might not.

BTW I just discovered on poedb.tw one of the possible corruptions for such a mace is "Socketed gems are supported by level 10 Fortify", and because Fortify now grants more damage it would make zombies even more POG (not like they need that but you know, it's there). With the popularity of this build and the number of weapons existing I am just waiting until someone actually attempts that and gets this corruption.


The raw data used by poedb is supposedly datamined - unless these datamined values aren't actually used by the game or unless some sort of other hidden math is going on (which is all very possible) - I'm inclined to believe poedb.

My original results were too optimistic as I somehow left off some prefix weighting.

Odds of rolling prefix: 1-in-34
Odds of rolling either of two suffixes: 1-in-45
Odds of rolling desired affixes: 1-in-1540 ranging to 1-in-1690 depending on ilvl

Calcs/data I used in case someone wants to double check:
Spoiler

Squire's 1 (15–19)% increased Physical Damage +(16–20) to Accuracy Rating 1000
Journeyman's 11 (20–24)% increased Physical Damage +(21–46) to Accuracy Rating 1000
Reaver's 23 (25–34)% increased Physical Damage +(47–72) to Accuracy Rating 1000
Mercenary's 35 (35–44)% increased Physical Damage +(73–97) to Accuracy Rating 400
Champion's 46 (45–54)% increased Physical Damage +(98–123) to Accuracy Rating 200
Conqueror's 60 (55–64)% increased Physical Damage +(124–149) to Accuracy Rating 100
Emperor's 73 (65–74)% increased Physical Damage +(150–174) to Accuracy Rating 50
3750

Heavy 1 (40–49)% increased Physical Damage 1000
Serrated 11 (50–64)% increased Physical Damage 1000
Wicked 23 (65–84)% increased Physical Damage 1000
Vicious 35 (85–109)% increased Physical Damage 400
Bloodthirsty 46 (110–134)% increased Physical Damage 200
Cruel 60 (135–154)% increased Physical Damage 100
Tyrannical 73 (155–169)% increased Physical Damage 50
3750

Glinting 2 Adds 2 to (4–5) Physical Damage 1000
Burnished 13 Adds (6–8) to (13–14) Physical Damage 1000
Polished 21 Adds (10–13) to (21–24) Physical Damage 1000
Honed 29 Adds (11–18) to (26–30) Physical Damage 1000
Gleaming 36 Adds (14–21) to (32–38) Physical Damage 1000
Annealed 46 Adds (21–27) to (42–48) Physical Damage 800
Razor-sharp 54 Adds (22–30) to (46–56) Physical Damage 600
Tempered 65 Adds (27–38) to (58–66) Physical Damage 400
6800

Heated 1 Adds (3–4) to (5–6) Fire Damage 500
Smouldering 11 Adds (13–16) to (24–29) Fire Damage 500
Smoking 18 Adds (19–26) to (38–45) Fire Damage 500
Burning 26 Adds (27–35) to (53–62) Fire Damage 500
Flaming 33 Adds (34–45) to (67–78) Fire Damage 500
Scorching 42 Adds (42–56) to (85–98) Fire Damage 500
Incinerating 51 Adds (51–67) to (101–118) Fire Damage 500
Blasting 62 Adds (67–90) to (135–156) Fire Damage 400
Cremating 74 Adds (94–127) to (190–221) Fire Damage 175
4075

Frosted 2 Adds (2–3) to (5–6) Cold Damage 500
Chilled 12 Adds (11–14) to (22–26) Cold Damage 500
Icy 19 Adds (18–22) to (35–40) Cold Damage 500
Frigid 27 Adds (24–32) to (48–56) Cold Damage 500
Freezing 34 Adds (30–40) to (61–70) Cold Damage 500
Frozen 43 Adds (37–51) to (77–88) Cold Damage 500
Glaciated 52 Adds (46–61) to (91–107) Cold Damage 500
Polar 63 Adds (59–81) to (121–141) Cold Damage 400
Entombing 75 Adds (86–114) to (170–198) Cold Damage 175
4075


Humming 3 Adds 2 to (8–10) Lightning Damage 500
Buzzing 13 Adds 3 to (40–46) Lightning Damage 500
Snapping 19 Adds (2–6) to (64–72) Lightning Damage 500
Crackling 31 Adds (3–8) to (88–101) Lightning Damage 500
Sparking 34 Adds (3–10) to (112–126) Lightning Damage 500
Arcing 42 Adds (5–13) to (142–158) Lightning Damage 500
Shocking 51 Adds (5–14) to (168–192) Lightning Damage 500
Discharging 63 Adds (7–20) to (227–253) Lightning Damage 400
Electrocuting 74 Adds (10–27) to (316–358) Lightning Damage 175
4075

Catalysing 4 (5–10)% increased Elemental Damage with Attack Skills 300
Infusing 15 (11–20)% increased Elemental Damage with Attack Skills 300
Empowering 30 (21–30)% increased Elemental Damage with Attack Skills 300
Unleashed 60 (31–37)% increased Elemental Damage with Attack Skills 300
1200

Paragon's 50 +1 to Level of Socketed Gems 1000
1000

Combatant's 8 +1 to Level of Socketed Melee Gems 1000
Weaponmaster's 63 +2 to Level of Socketed Melee Gems 1000
2000

Remora's 50 (0.2–0.4)% of Physical Attack Damage Leeched as Life 1000
Lamprey's 60 (0.6–0.8)% of Physical Attack Damage Leeched as Life 500
Vampire's 70 (1–1.2)% of Physical Attack Damage Leeched as Life 250
1750

Thirsty 50 (0.2–0.4)% of Physical Attack Damage Leeched as Mana 1000
1000

The Shaper's 68 Adds (2–3) to (4–5) Fire Damage to Attacks with this Weapon per 10 Strength 200
The Shaper's 68 Socketed Gems are Supported by Level 18 Cast On Melee Kill 250
The Shaper's 75 Socketed Gems are Supported by Level 20 Cast On Melee Kill 250
700

Total prefix: 3750 + 3750 + 6800 + 4075 + 4075 + 4075 + 1200 + 1000 + 2000 + 1750 + 1000 + 700 = 34175
Chance of +1 to socketed gems: 1000/34175 = 0.0293

=========================
of the Brute 1 +(8–12) to Strength 1000
of the Wrestler 11 +(13–17) to Strength 1000
of the Bear 22 +(18–22) to Strength 1000
of the Lion 33 +(23–27) to Strength 1000
of the Gorilla 44 +(28–32) to Strength 1000
of the Goliath 55 +(33–37) to Strength 1000
of the Leviathan 66 +(38–42) to Strength 1000
of the Titan 74 +(43–50) to Strength 1000
8000

of Skill 1 (5–7)% increased Attack Speed 1000
of Ease 11 (8–10)% increased Attack Speed 1000
of Mastery 22 (11–13)% increased Attack Speed 1000
of Renown 30 (14–16)% increased Attack Speed 1000
of Acclaim 37 (17–19)% increased Attack Speed 1000
of Fame 45 (20–22)% increased Attack Speed 1000
of Infamy 60 (23–25)% increased Attack Speed 1000
7000

of the Pugilist 5 (5–7)% reduced Enemy Stun Threshold 1000
of the Brawler 20 (8–9)% reduced Enemy Stun Threshold 1000
of the Boxer 30 (10–11)% reduced Enemy Stun Threshold 1000
of the Combatant 44 (12–13)% reduced Enemy Stun Threshold 1000
of the Gladiator 58 (14–15)% reduced Enemy Stun Threshold 1000
5000

of the Whelpling 1 +(6–11)% to Fire Resistance 500
of the Salamander 12 +(12–17)% to Fire Resistance 500
of the Drake 24 +(18–23)% to Fire Resistance 500
of the Kiln 36 +(24–29)% to Fire Resistance 500
of the Furnace 48 +(30–35)% to Fire Resistance 500
of the Volcano 60 +(36–41)% to Fire Resistance 500
of the Magma 72 +(42–45)% to Fire Resistance 500
3500

of the Inuit 1 +(6–11)% to Cold Resistance 500
of the Seal 14 +(12–17)% to Cold Resistance 500
of the Penguin 26 +(18–23)% to Cold Resistance 500
of the Yeti 38 +(24–29)% to Cold Resistance 500
of the Walrus 50 +(30–35)% to Cold Resistance 500
of the Polar Bear 60 +(36–41)% to Cold Resistance 500
of the Ice 72 +(42–45)% to Cold Resistance 500
3500

of the Cloud 1 +(6–11)% to Lightning Resistance 500
of the Squall 13 +(12–17)% to Lightning Resistance 500
of the Storm 25 +(18–23)% to Lightning Resistance 500
of the Thunderhead 37 +(24–29)% to Lightning Resistance 500
of the Tempest 49 +(30–35)% to Lightning Resistance 500
of the Maelstrom 60 +(36–41)% to Lightning Resistance 500
of the Lightning 72 +(42–45)% to Lightning Resistance 500
3500

of the Lost 16 +(5–10)% to Chaos Resistance 125
of Banishment 30 +(11–15)% to Chaos Resistance 125
of Eviction 44 +(16–20)% to Chaos Resistance 125
of Expulsion 56 +(21–25)% to Chaos Resistance 125
of Exile 65 +(26–30)% to Chaos Resistance 125
625

of Impact 5 (11–15)% increased Stun Duration on Enemies 1000
of Dazing 18 (16–20)% increased Stun Duration on Enemies 1000
of Stunning 30 (21–25)% increased Stun Duration on Enemies 1000
of Slamming 44 (26–30)% increased Stun Duration on Enemies 1000
of Staggering 58 (31–35)% increased Stun Duration on Enemies 1000
5000

of Rejuvenation 8 +2 Life gained for each Enemy hit by Attacks 1000
of Restoration 20 +3 Life gained for each Enemy hit by Attacks 1000
of Regrowth 30 +4 Life gained for each Enemy hit by Attacks 1000
of Nourishment 40 +5 Life gained for each Enemy hit by Attacks 1000
4000

of Success 1 +(3–6) Life gained on Kill 1000
of Victory 23 +(7–10) Life gained on Kill 1000
of Triumph 40 +(11–14) Life gained on Kill 1000
3000

of Absorption 1 +1 Mana gained on Kill 1000
of Osmosis 24 +(2–3) Mana gained on Kill 1000
of Consumption 40 +(4–6) Mana gained on Kill 1000
3000

of Needling 1 (10–14)% increased Critical Strike Chance 1000
of Stinging 20 (15–19)% increased Critical Strike Chance 1000
of Piercing 30 (20–24)% increased Critical Strike Chance 1000
of Puncturing 44 (25–29)% increased Critical Strike Chance 1000
of Penetrating 59 (30–34)% increased Critical Strike Chance 1000
of Incision 73 (35–38)% increased Critical Strike Chance 1000
6000

of Ire 8 +(10–14)% to Global Critical Strike Multiplier 1000
of Anger 21 +(15–19)% to Global Critical Strike Multiplier 1000
of Rage 30 +(20–24)% to Global Critical Strike Multiplier 1000
of Fury 44 +(25–29)% to Global Critical Strike Multiplier 1000
of Ferocity 59 +(30–34)% to Global Critical Strike Multiplier 1000
of Destruction 73 +(35–38)% to Global Critical Strike Multiplier 1000
6000

of Steadiness 1 +(80–130) to Accuracy Rating 1000
of Precision 20 +(131–215) to Accuracy Rating 1000
of the Sniper 40 +(216–325) to Accuracy Rating 1000
of the Marksman 60 +(326–455) to Accuracy Rating 1000
of the Ranger 75 +(456–624) to Accuracy Rating 1000
5000

of the Worthy 36 18% reduced Attribute Requirements 1000
of the Apt 60 32% reduced Attribute Requirements 1000
2000

of Radiance 30 15% increased Light Radius
(16–20)% increased Global Accuracy Rating 500
of Shining 8 5% increased Light Radius
(9–11)% increased Global Accuracy Rating 500
of Light 15 10% increased Light Radius
(12–15)% increased Global Accuracy Rating 500
1500

of Agony 30 (8–12)% increased Bleeding Duration 2000
of Torment 60 (13–18)% increased Bleeding Duration 600
2600

of Bleeding 15 10% chance to cause Bleeding on Hit 2000
of Flaying 55 15% chance to cause Bleeding on Hit 1000
3000

of Bloodletting 20 (21–25)% increased Damage with Bleeding 3000
of Haemophilia 40 (26–30)% increased Damage with Bleeding 3000
of Exsanguination 60 (31–35)% increased Damage with Bleeding 1000
7000

of Shaping 68 (17–19)% increased Attack Speed
20% chance to deal Double Damage 1000
of Shaping 75 (20–21)% increased Attack Speed
20% chance to deal Double Damage 1000
2000

of Shaping 68 (22–25)% increased Critical Strike Chance
50% increased Critical Strike Chance if you have Killed Recently 1000
of Shaping 75 (26–29)% increased Critical Strike Chance
50% increased Critical Strike Chance if you have Killed Recently 1000
2000

of Shaping 68 15% chance to Maim on Hit
Socketed Gems are Supported by Level 18 Maim 1000
of Shaping 75 20% chance to Maim on Hit
Socketed Gems are Supported by Level 20 Maim 1000
2000

of Shaping 68 Damage Penetrates (5–6)% Elemental Resistances 1000
of Shaping 75 Damage Penetrates (7–8)% Elemental Resistances 1000
2000

of Shaping 75 (3–6)% increased Movement Speed 1000
1000

of Shaping 68 Enemies killed explode dealing 5% of their Life as Fire Damage 1000
1000

of Shaping 68 (20–30)% increased Stun Duration on Enemies
(20–30)% reduced Enemy Stun Threshold 1000
1000

Total suffix: 8000 + 7000 + 5000 + 3500 + 3500 + 3500 + 625 + 5000 + 4000 + 3000 + 3000 + 6000 + 6000 + 5000 + 2000 + 1500 + 2600 + 3000 + 7000 + 2000 + 2000 + 2000 + 2000 + 1000 + 1000 + 1000 =
90225
Chance of either maim: 2000/90225 = 0.0222

Chance to roll desired mods: 1000/34175 x 2000/90225 = about 1-in-1540

For high ilvl weapon, you pick up an additional 935 weight for prefix and 6125 weight for suffix
Odds for high ilvl weapon are: 1000/35110 x 2000/96350 = about 1-in-1690


Last edited by hankinsohl on Sep 26, 2019, 2:29:10 AM
"
Microchaton wrote:


I hit 53 str / +1 zombie amulet, 2nd regal after imprint gave 53 mana roll, that doesn't really help much right? Should probably re-imprint and try again.

I hit 18 maim & +1 gem level on mace in a bit under 2k alts.




Chaos'd that, pretty close to decent but not really worth keeping is it?


Close to decent? Not worth keeping? That belt will sell for 10ex+. Sure, the flat str is lower than ideal, but still... I really hope you didn't roll over it yet. If you don't want it, sell it and get another base. All 4 stats are VERY disirable for the most meta build of the league. The ES is the kicker. People get 300%+ increased ES from Shapers Touch alone. So any amount of flat ES is worth a lot.

What are you looking for that you didn't hit?

And for the amulet, yea, as the regal is the mod you can most easily repeat, it should really hit something more useful. Mana is not totally useless, as it gets converted into ES if you use the clarity watchers eye and helps a bit if you reserve 99% of your many, like i have. But really more of an ok'ish exalt slam result. As in yea, thats not too bad but I wish it hit something else. Flat ES, life or maybe even %ES are the prefixes you want for your regal. And all attributes is the best result for a suffix. Followed by just high dex or resists if you want.
Last edited by Mecielle on Sep 26, 2019, 2:57:39 AM
https://pastebin.com/hTcVJQks

Could anyone look at this ? im using golems, zombies, and skeletons.

im clearing red maps easy. But i think there is a lot more potential in this. but i cant decide on what to loose.
or what to get next in gear. was thinking of trying to get a 2 hander.
"
vegeto079 wrote:
"
Is there any alternative crafting path?
I've imprinted,regaled, annuled, copied, imprinted, regaled etc for like 17 ex worth of currency already...
Slowly getting sick of Mr. RNG...

This is another way to craft it: https://pastebin.com/JfYyazcY
Cost can be lessened by doing leo slams instead of pure exalting. You're still on the hook for a 1/3 chance to do it right though.

Shouldn’t the chance to slam +1 gems be 2/3? Since its weight is 1000, while the weights of the two CoMK mods are 250 each.
x
Last edited by hankinsohl on Sep 26, 2019, 3:46:38 AM
Hey guys back again, and im at lvl 94 and just beat uber elder :D. Was wondering what could i do to my build to improve on or even possibly getting to 1k strength just so i can get that buff from baron.


https://pastebin.com/0atSR0fx says im still using a maul but im actually using a convoking wand and shield
Last edited by antwnnn on Sep 26, 2019, 3:33:34 AM
82 lvl. 4266 HP, 519 ES. I feel a little squishy.

It seems that the health pool is good, but on the T11+ map, mobs kill me with one shot. Before that, I played for the Soulwrest necromancer who has nothing but CWDT + IC and Phasing, but even he felt more solid on the maps. I can’t imagine how to go on Uber Elder with this build.

I'm not saying that the build is bad or weak, but I would like to know how to improve the survival of the character.

I don’t use Animate Guardian yet, because I die too often, and I would not want to lose Kingmaker.

Spoiler


+Lethal Pride +10% Strengh
Last edited by Deonix_ on Sep 26, 2019, 4:02:13 AM

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