[outdated] Caustic Arrow Solo Map MFer (20/300+)
" Hello Serleth; I know you've been busy lately, and I'm among the others are very grateful for your efforts and continues support. But I'd like to know how you come up with the 62K figure (in case I'm missing something. Is this the "max possible" or we are talking the realistic (almost all the time figure). let's take a look at the new changes: A- Helmet enchantment: This is a total GGG BS. And don't tell me RNG is involved as we all know they tamper the drop rates (chances). By now I have a 150+ merciless lab runs and I never got even the lowest add % damage. So this can't be counted. B- % damaged increase from the "travel further" of the 'Deadeye". With majority of maps being so small and enemies jumping you all the time I suppose our projectiles wouldn't travel THAT "further". So on average how much increase we are talking? %10? C- The -15% resistance with curse has it's occasional uses/benefits (against bosses or rare monsters) so it's not that bad but it's not used all the time. It's either triggered by the CWDT (which many of us don't use) plus it wouldn't be up most of the time (depending on the CWDT gem level used). Or it's used by the Frenzy+CoH combo (which even you mentioned that it's not used that much due to the fact of slowing us down if we double hit (one Frenzy then CA). D- the %20 increased of damage "if you killed a cursed enemy recently". With the slim chances of curses being used regularly. GGG's definition of "recently" being 4 seconds only, that wouldn't give you a big window for damage increase. I'm not sure if I missed any new changes here but please let me know if I did. I know all the above mentioned are buffs and damage increases. But the question is: in a regular bases, how much we benefit of them to be taken into consideration? Thanks again for your help. |
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" https://vmoddin.wordpress.com/poisonarrow/ Other than Vulnerability, which I found didn't seem to be calculating accurately with Vmoddin's calculator when I was testing it in 2.1, the values listed are considered to be "maximum" damage, simply because of the 8 Wither stacks. As I state later in this reply, the reason I do that is because when you aren't using Wither/Curses, it's irrelevant: things die incredibly fast. But when it DOES matter, you will be cursing and dropping Wither EVERY time. A) Does not include enchants B) Does not include Deadeye's Far Shot mechanic C) Does include -15% res, given when you don't curse, it's because it's irrelevant, but you will curse EVERY time when it DOES matter D) Is not included but: E) The general "global" damage of 100% you see there is modified damage from jewels, and flame golem. All other damage sources are input directly from the 2.1 tree, which sees no significant change in 2.2 other than the slight difference that happens with the Piercing Shots cluster (-10%), but that 10% is left in there to accommodate for the extra passive points generated from Ascending. There are two critical things that factor into the big dps jump between 2.1 and 2.2: 1) -15% chaos res vs cursed enemies 2) Running an additional damage gem rather than Increased Area of Effect (which on its OWN accounts for 12k or so of the damage difference). The values were generated (and estimated from memory) using Vmoddin's calculator and under the context of a completely finished build, other than enchantments: * 21/20 CA, 20/20 all other gems, level 4 Empower * Drillneck, Carcass Jack * Level 95 build * and an average of at least ~16.5% damage per jewel. Jul 27, 2011 - Sept 30, 2018. Last edited by Serleth#4392 on Mar 27, 2016, 6:20:13 AM
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" Well, for some counterpoint, this was literally my first run through the labyrinth in Cruel: "On higher level maps where I really need the extra DPS, I've changed my playstyle to one frenzy / curse shot then one CA shot. I regularly go through an entire map without losing my 'recently' bonuses until the boss at the end - and 4s of damage against them is usually most of the battle. Add in a wither totem and they don't last much longer than that. On low level maps - anything below 7, it plain doesn't matter - I don't even bother to curse, mobs melt so fast it's not required. I've run dozens of Strand maps now with an average time of 3.5 minutes start to finish. Current league IGN: Teldra_Anc_LAD Feel free to message me in game if I'm on. Last edited by grimjack68#6087 on Mar 27, 2016, 6:18:20 AM
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Why in scion skill tree I can't see ascendancy points? All are grayed out. What we chose? Dead eye and?
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" Says right in the spoiler. Deadeye/Occultist. Jul 27, 2011 - Sept 30, 2018.
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Ups, was blind! Sorry!
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@Serleth;
Thank you very much for clarification. You are a great help as always. @grimjack68 This is odd! Goldrim has an iL5 while the helmet I was enchanting is a iL75 (which increases the availability of the enchantments - if the Reddit list is true). I only got one CA related enchantment which was (duration). It isn't bad but it's not what I wanted. And I was/is farming the last helmet (aura) enchantment so I was trying it on same helmet in hopes of getting "lucky" and get the CA damage if not the aura related one. Thanks again for your replays. |
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Does the Scion tree open okay for everyone else? It doesn't open properly for me at all.
Edit: nvm, seems it's a problem with Chrome, it opens fine in IE. Last edited by Accedie#3606 on Mar 27, 2016, 8:58:04 AM
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" You are welcome to try mine out. I like it. Didn't bother with qual on CA after it. I had a second one but sold that off. hit me up when i'm on: haldika Last edited by horstkaracho#7015 on Mar 27, 2016, 10:30:39 AM
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" From everything I've seen, the levels on the enchantments page of the wiki are the level requirement put on the gear once its enchanted... if the item didn't already require at least that level... also, the level 75 enchants don't seem to be in game yet, and there is speculation they come from an as-yet-unimplemented lvl 75 Uber Lab... so the level 68 enchants are the only possible Helmet Enchants at the moment... |
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