[3.15]Archmage Ball Lightning Hierophant, will it work in Expedition?
" Thank you! Did some changes, still need to sort out the gems plus other things but currently no currency left. Now have 1900 mana regen with arcane cloak and it feels ok for the content i'm doing atm. Any idea for crit chance... what i should consider a decent value? Now i have 22.15%. Also not sure if i should drop worm essence ring (wrath) and look for a ring with conductivity on hit. Last edited by joint77#1400 on Sep 27, 2020, 2:00:34 PM
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" If you look at my latest pob on the previous page, I was able to fit in both the conductivity ring and essence worm. Crit from the build mainly comes from power charges, diamond flask, and bottled faith, which is very expensive but is also ~30% dps increase. |
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"I made a couple slight adjustments, which only cost about 60k Average Hit, but got life up over 4k. I also added mana recovery rate to belt just to illustrate what it would do, too, which brought mana regen while not on full life to nearly 1000, and over 2900 while on full life. It's also nice that they updated the PoB today added Sigil of Power in, with some other fixes. However, PoB STILL did not correct the Pledge of Hands errors or the nerf to BL base radius from 22 to 18. So I still have those corrected on the Pledge of Hands edit. https://pastebin.com/VtHDv2BP Needless to say, I like this version better (although the life is pretty low). 1.25M Average hit on 5.64 cast rate and 32 AoE radius. So BL #1 = 6.67 hits/s x2(13), BL #2/echo #1 = 6.67 hits/s x1.64(11), BL #3/echo #2 = 6.67 hits/s, and BL #4/echo #3 = 6.67 hits/s. So that's 37 hits/s * 1.25M Average Hit = 46.25M sDPS. So basically, every cast of 4 BL's is doing around 92M damage (since each BL duration is ~2 seconds), which is crazy. I like it. Still not as good as my version on Standard server using legacy 100% mana cost Fevered Mind jewel and Heiro Sanctuary of Thought (no Agnostic/no Righteous Fire = nearly 3500 ES + 4300 life and still doing ~1M Average Hit for only 3200 mana spent and 2800 constant mana regen), but it's good for anyone who wants to do Heiro on Heist. Thanks for the re-work. Last edited by SkylerOG#3817 on Sep 27, 2020, 3:03:13 PM
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"Yeah it's not for everyone. But anyone who doesn't care about constantly mashing their Foreboding mana flask repeatedly pretty much has a char with endless mana and near invulnerable full life, unless it gets hit with a big enough hit to go over it's max hit pool and one-shot it. But that means nearly 9k+ single hit, which isn't likely except vs. chaos damage. I personally hate the Righteous Fire/Agnostic setup and mana regen dropping to about 1/3rd once you take any damage. I've basically scrapped this char on Heist since I have a bonafide beast of one on Standard that's crazy fun to play and destroys A8 Sirus in about a minute or less most times. The Fevered Mind nerf sucks and is why I just don't feel like making this char on Heist. So I did my Toxic Rain Patherfinder on Heist instead, and anytime I want to play a beast of a BL char, I just do it on Standard. Last edited by SkylerOG#3817 on Sep 27, 2020, 3:42:12 PM
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"It sounds like you're frustrated by the spell echo/greater spell echo animation lock that sticks your char in one spot while it casts the 4 BL's produced with Pledge of Hands/Greater Spell Echo. There's a work-around to this. Replace one of your damage gems on PoH with Unleash/Awakened Unleash, and then if you simply hold down your movement key and just tap your BL cast key, it will SKIP the 3 spell echos, cast your 1st BL and the 3 Unleash BL's, and completely bypass any animation lock. You can literally move unabated and seamlessly cast without stopping more than a super tiny fraction of a moment. I personally have a Sire of Shards in my weapon swap with BL + Archmage + GMP + Awakened Unleash + Awakened Controlled Destruction + Awakened Lightning Pen for map clearing. And then I swap back to my PoH which has BL + Archmage + Slower Proj + Awakened Spell Echo + Awakened Controlled Destruction + Awakened Lightning Pen for when I'm bossing. By the way, I don't use Elemental Focus because our BL's can easily shock everything, including big bosses. White trash mobs get shocked upwards of level 40-50 shock, and bosses lvl 15-25 shock. And, since we're using Conductivity + Wave of Conviction to debuff lightning resist, Lightning Pen is a great alternative since it can go into negative resistance. I highly recommend this setup. Last edited by SkylerOG#3817 on Sep 27, 2020, 3:29:40 PM
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" For brevity ive clipped the majority of your post, but please show me where the information is that backs up the assumptions you've made on how PoB calculates damage, AoE radius, etc, and same for the game. |
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" is common knowledge that pob is garbage to calculate any mechanic (including dps) that includes ball lightning |
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" ??? why would you reply this? if someone came to you and asked you what the specs of your car's engine are, would you reply "car go vroom vroom"? he has quoted very specific mechanical errors in PoB which I have no way to verify. Similarly he has made very specific statements about how the game calculates BL damage, which again, are without substantiation. I am not saying they are wrong, I'm simply asking for the back up. |
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" Here are the 3.12 patch notes confirming BL base radius going from 22 to 18. Here is today's version of PoB still showing BL base radius incorrectly at 22. Here is PoB showing Greater Spell Echo giving +52% MORE spell damage to every BL cast (ie. that's +208% between the 4 BL's per cast in this build, even though all 4 have the potential to have different AoE radius and different number of hits per BL as a result) Here's PoB doing the same thing with +AoE percent, giving +50% AoE to each BL, even though the first one has no such +50% AoE, the 2nd BL has +50% AoE, the 3rd BL has +100% AoE, and the 4th BL has +150% AoE. And here are the Wiki explanations on how BL has a base travel speed of 48 units per second, and that each BL can hit once every 0.15 seconds (150ms), and how echo's do not share that hit cap cooldown with the first, or any, BL (meaning every BL has it's own separate cooldown). It also explains how +AoE increases the range of each 0.15s lightning strike, and how slower proj will slow the balls and thus potentially increases the amount of time targets could be in range of lightning strikes and therefore potentially receive more hits. There are links here to GGG posts where they confirm all this, too. 1 second / 0.15s = 6.67. Therefore each BL can get a max of 6.67 lightning strikes/hits per second IF the mob is in range of those lightning strikes inside that 1 second. This is why when you add slower proj (-30% speed of each BL), it takes the base travel units from 48 to 33.6. Then each mob has at least 2 units of character size/hit box. Thus we need 31.6 AoE radius for each BL to possibly get it's 6.67 max number of hits per second. And how do we figure out how much each individual lightning strike does? Well that's the PoB "Average Hit" number (IF PoB didn't have errors with Pledge of Hands and BL base radius, this number would be accurate. But right now, it's not at all). Now how does Cast Rate come into play? Well if you were to go into PoB and backout every +cast speed mod, including spell echo and greater spell echo, the cast rate would be 1.0 (meaning with zero +cast rate modifiers, BL fires one ball per second at it's base cast rate). Then you add spell echo and greater spell echo/pledge of hands, and the cast rate is 4.0. Because we are now shooting 4 BL's. Therefore, any subsequent +percent cast rate added, is simply the process of looping/partially looping those 4 BL's cast. If you have a 5.0 cast rate, for example, you do the first 4 BL's and then you again cast BL #1 (which isn't an echo, it's simply back to the start of the cast cycle and the start of a new cast animation cycle, too). If you could get up to 8.0 cast rate, you would essentially complete 2 full cast/animation cycles of the 4 BL cast in 1 second. As a result, when determining how many BL's you fire per second with this build, it's simply the cast rate number in PoB. But understand, each one of those BL's follows this pattern (because of spell echo and greater spell echo): -> BL's that are the 1st BL cast of each cycle are base damage and base AoE radius. -> BL's that are the 2nd/1st echo of each cycle are +35% more damage and +50% more AoE. -> BL's that are the 3rd/2nd echo of each cycle are +70% more damage and +100% more AoE. -> BL's that are the 4th/3rd echo of each cycle are +105% more damage and +150% more AoE. As a result of all this, DPS is obviously not correct in PoB. Not even remotely close. The closest thing I could come to a solution to PoB's errors with Pledge of Hands and BL radius was to add/edit Pledge of Hands and insert lines to reduce AoE and damage to try and reconcile the errors. Needless to say, if I get the time one of these days, I may create a google spreadsheet calculator for all this. But right now, I just don't feel like it because everyone would screw it up because of the PoB errors on Pledge of Hands and BL radius, and nobody would have a correct number anyways. If someone wants their true sDPS, the numbers and math are all right there for anyone who wants to plug it all in. I did the homework and my PoB's and numbers are correct. This one, that says it's producing 130M sDPS is not correct at all. It's no where close to that. Last edited by SkylerOG#3817 on Sep 28, 2020, 6:45:56 AM
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SkylerOG, what area would you then recommend people go for? I see your numbers being much more accurate, and with that I'd love to recommend you looking into pinpoint, as it appears to be incredibly powerful with the apex mode gem, effectively making you cast at full intensity everytime you want to basically.
Edit: skylarOG I noticed you have surpreme ego while having several auras, how exactly does that work? Another edit: SkylarOG, in your setup you use hextouch to curse with sniper's mark, but that curse cannot be applied with hextouch, so the setup itself doesn't seem to work? I can see how getting more than 1 curse on target, but if you have to apply them in different ways it starts becoming cumbersome? I can see getting a second curse and then having conductivity on hit could be a great boon, and then selfcast sniper's mark, however setting these things on a cwdt setup doesn't seem to work for these purposes. I'd rather setup an arcanist brand with sniper's mark alongside wave of conviction. if one doesn't have a curse ring, and happen to have a second curse available you could even have conductivity in there. Last edited by XZlayeD#3480 on Sep 28, 2020, 6:32:38 AM
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