[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#7934 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. |
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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#5129 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 |
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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 |
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isn*t only 106% life a bit low?
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