[3.15] Storm Rain Raider League Starter - Theorycraft
" Mark answered in the reddit question thread, the beam portion of the skill will also scale with Projectile damage with the other tags. (source to Mark's answer : https://old.reddit.com/r/pathofexile/comments/ooedlq/questions_thread_july_21_2021/h62fkrm/?context=10) It didn't answer for the chaining but the answer should be no, because the beams are hardcoded to chain between 2 arrows imo and anyway chain only applies to monsters, while in this case it'll be between projectiles. ______________________________________________ To expand a bit more on my example from page 4 : " In the scenario where you keep 100 arrows on the ground with a correct uptime (aka not overriding arrows already on the ground before their 4th pulse) : - You have 100 arrows each firing a beam towards another arrow - At gem level 21 each pulse is 0.4 second which means you have a "fixed" APS (attack per second) of 2.5 from the pulses - If only 10 on the beams out of the 100 fired each 0.4 seconds are hitting the target it means you effectively have a skill that has a 580% base damage with a fixed APS of 2.5. So in one second you'd have 580*2.5 = 1450 base % (there's a slight simplification in this example, in reality it'll be a bit lower) Since the premise is you have 6 APS, the new lightning arrow has a base of 154%, which is 6*154 = 924% The DPS of Storm rain will heavily relies on how many beams you can hit on the target with each pulse. If you have a 10% rate it's already really good. If we can modify the spread (which might be possible) to focus arrows in a more narrow area, it'll be even better. Getting to the right APS breakpoint according to your number of additional projectiles will also be a big focus since it'll dictate if you should use a Mirrage Archer or not. MA will be required while leveling but can probably be remove once you reach endgame with crafted + projectiles. There's a few things to keep in mind though : - CotB is an effective way to chill enemies with little investment which is good defensive option (one should be enough) - Despite the fact they lowered the ailment threshold on bosses we might not be hitting big shock % value because rather than a single bit hit, we'll do several smaller hits - It's really hard to tell if Voltaxic Rift would be a good budget bow because while it has lightning damage with a chaos conversion and stronger shock, the phys scaling is pretty inexistant (but also means you don't have invest anywhere else to convert the 50% physical damage of the gem) - Dying Sun is completly trash and should be skipped unless you plan to run a pathfinder and play with the new orbs - Atziri's Promise is still the best flask to slot for the build since you'll benefit of the chaos on both the phys and ele, and have a free life leech (even better if you run CotB since it'll add chaos on both the full lightning value and the part converted to cold) - Ward gear will probably suck ass since you'll sacrifice evasion which more annoying to cap now and the mechanic itself isn't really good at all - Diamond flask might not be that bad if going crit route since you now can roll the Surgeon mod on hit (gain flask charge when you crit for a 100% uptime) or just syndicate craft crit on it Deadeye might not be a that bad idea as a starter but I'm really skeptical on the 3 mirrage archers that could go beyond the 100 arrows caps and override arrows already on the ground which is an effective dps loss. Last edited by ploxirion on Jul 22, 2021, 4:53:55 AM
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Well, I'm not too concerned with damage so I'll start with raider for dodge / exposure / ailment mitigation / onslaught. If it turns to be "bad" in terms of damage late campaign / early maps because we won't have enough options to scale projectiles number yet, respeccing to deadeye is really easy.
I'm still unsure on a few things, like what element is best to scale, what bow base would feel better or even the entire flask setup, so a lot would be prone to testing. I'm not even sure if I want Alira or 2 skillpoints from bandits. I think Alira is a big winner of the patch with the innate mana regen, while the 2 skill points are kinda less worth with the nerfs to cluster jewels. Cold Conduction would have been insane if not nerfed now there's probably better options instead. | |
Arrow nova might be an interesting support depending on the behavior of the beams. I watched the preview video at 7% speed and it seems like they randomly pick an arrow - I saw some beams that were about as long as the vertical height of the screen.
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I dont think arrow nova will work. It doesn't support skills shot into the air and I am pretty sure that is what storm rain does.
What is CotB my brain is laggy:D Maybe conc effect might be worth it to lower the spread and focus the beams to eg bosses and then swap to inc are for normals monsters?? Thinking about it: if the arrows connect without any max distance, conc effect might nit be good at all. Bc you increase the chance to get the it's if you cover a huge area.. What skills would you link? The might be standard.. Storm rain Inspiration Gmp Elemental attack dmg Phys to Lightning + Call of the Brotherhood + Trinity?? Inc are?? Lightning pen?? Added lightning?? Faster attack?? Last edited by Kaeltwyn on Jul 22, 2021, 6:57:35 AM
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" Quill rain should be awful. The physical damage is quite low. So many arrows: yes. High damage: prob no | |
I like a lot of the thoughts here for passives and supports. Though I did see a suggestion for abyss jewels but I wonder how good that would be since the effectiveness of added damage is quite low.
What are we thinking for bows? High phys and attack speed with % increased lightning damage? Maybe a tempest for early league upgrading to a crafted bow with additional arrows later on? |
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It seems to me you want a bow like this
Thicket bow -------- Adds 139 to 243 Fire Damage Adds 126 to 217 Cold Damage Adds 28 to 394 Lightning Damage 19% increased Attack Speed 38% increased Critical Strike Chance Bow Attacks fire 2 additional Arrows | |
isn*t only 106% life a bit low?
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