[3.16] LL VD Spellslinger | 8.2 k ES | 75%Block / 75% Spell Block | not recommended anymore
cant find a good Watchers Eye with useful 3rd roll :( ^^
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just getting into the build - can anyone here craft the 15% spellslinger mana reduction for helm enchant?
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" this is LAB Only enchant ^^ |
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" AH, rip..... :( i imagine that enchant is pretty close to mandatory? Last edited by Soulstrike628#5602 on Jul 11, 2020, 3:01:17 PM
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" Very glad to hear that you like the build. |
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" To minmax, yes it is. To get started, no it is not. that's my current helm :) |
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why nobody talking about vd+1 enchant - as i see it it's clear 25% more dps...
there are 2 variants: 1. 69%cdr (head spellslinger cdr enchant) 2. 52%cdr (head vd+1 enchant) - it's 10% less because of cdr but 25% more because of vd+1. why nobody even talking about vd+1 if it's clear win in every situation? | |
Just finished these gloves. The added fire variant is higher dps, but it relies on your frenzy to combust whereas the chill is consistent Last edited by BreachMain#6045 on Jul 11, 2020, 7:10:12 PM
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" It's very difficult to test because with Awakened Spell Cascade on Desecrate the additional casts happen IN THE MIDDLE of when your VD/DD are going off. I finally bought a second ASC to play around with so I just found that out. Theoretical single target: Scenario 1: VD + Awakened Spell Cascade = up to 15 corpses consumed DD + Awakened Spell Cascade = up to 5 corpses consumed Expected damage = 15 + ~1.5*5 = 22.5x damage Scenario 2 (VD enchant, somehow fitting in reservation): VD + Awakened Spell Cascade = up to 20 corpses consumed with enchant DD + Awakened Spell Cascade = up to 5 corpses consumed Expected damage = 20 + ~1.5*5 = 27.5x damage but you won't have the corpses to support this on single target. Scenario 3 (VD enchant, no DD with another support): VD + Awakened Spell Cascade = up to 20 corpses consumed with enchant Expected damage = 20*~1.42 = 28.4x damage. So you'd come to the conclusion that skipping DD and just using VD is ~25% more damage, opposed to the 30% CDR enchant being ~11% more damage. There's a problem though. VD is capped at 60 balls and you hit that cap in about a second. When you hit the cap your oldest balls explode on the spot. So if they're not yet near the mob they do ZERO damage. You also lose out on the instant DD damage that pops packs as you're zooming around maps. When I tested my single target with ASC on desecrate compared to normal SC the damage really isn't any different, despite having way more balls spawning. A lot of VD balls were missing the boss. You could remove Concentrated Effect for Hypothermia, but then you're just trading one source of damage for another and it's hard to calculate. So it comes down to personal preference in how you want your hits to hit. If you want more higher damage heat seeking balls go full VD. If you want more instant damage go VD/DD. Pure VD might end up being better for T19 100% delirious maps because all of that area damage from the prematurely exploding VD balls won't be wasted. |
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" Actually from my experience of playing t19 100% delirious with this build is that DD/VD absolutley rules over pure VD setup. Its because VD doesnt create 12 VD's it strongly varies between like 4 and 9 the other corpses are detonated by DD creating huge damage nothing is wasted this way. Last edited by zzang#1847 on Jul 11, 2020, 8:03:07 PM
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