[R.I.P.] life Mjolner done right by Rico - Juggernaut version - R.I.P. thx to "balancing" policy

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_KaOtiC_ wrote:

Better to test with lyco shield for 100% hit rate the 4% max res shouldnt matter for mino fight as well as there is a bit of time when hes not hitting mino at the start of tfu video after the shield charge missing a few hits maybe start with cyclone and continue.


Well not good with this build because we use RF and degen is horrible, so that "4% max res" is BIS for this build.

(\ /)
( . .)♥
c(”)(”)
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stellarstar wrote:



from the wiki intimidate is 10% increased damage not more

weird that even with the "30% reduced extra damage from crit", comparing both videos the BOD version seems more spiky watching the health globe ... and it went to 1000 life at one point with BOD. The TFU version never went below 3000 life on those big minotaur slams.

Did that extra discharge and healing from combination of TFU and kings chest make that much of difference between the 2 versions ?



No, its increased damage taken, meaning its a more multiplier to a final dmg that your target is receiving. See https://pathofexile.gamepedia.com/Receiving_damage for reference.

Regarding life drops: mino and his rocks are also roling dmg from a certain range. Rocks are overlaping randomly as well. Once he hits you, you heal back, than rocks hits you, you heal back and life drops doesnt seems dangerous. And once he hits, than rocks hits you before you manage to heal back and life drops looks dangerous.


@_Ka0tic_ good point with accuracy, in terms of ring and boots roling charges its a less of an issue. We are counting triggers, dps numbers are just as a bonus and coming from min_hp_pool / kill_time.

Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
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redix27 wrote:

Yes, The flow belt reduces any cooldown that exists in the game (CWDT, Immortal Call..) up to 20% reduced cooldowns. So for this build, this means permanent uptime for immortal calls triggered via cwdt and a discharge every 0.2seconds instead of every 0.25seconds so with Kingsguard means more healing :-)

TFU used in the VID
Spoiler


Your belt with 15% cool down is only good for 0.22 second cool down time on discharge in Mjolner. You need to use 17%-20% to get 0.21 discharge cooldown time which is lowest. The way the game rounds the belts up and down is 15 and 16% = 0.22 cooldown and 17 through 20% all give 0.21 cool down. I checked all the different % cool downs when my guildy vaal'd a lot of them for his +1 charge. I was hoping that 20% would = .20 but sadly it still stays at .21 for Mjolner.

For coc you need 19-20% increased cool down to get .42 coc cool down, 17% shows as .43 and 15-16% show as .44.
Last edited by _KaOtiC_ on Oct 29, 2017, 5:20:21 AM
Original Post

The Flow Untethered cd recovery bug

The Flow Untethered comes at x% cooldown recovery.
1) i have TFU1 with 20% cooldown recovery, and discharge cd tooltip reduced from 0.25 sec to 0.21 sec instead of 0.20.
2) i put on TFU2 with 17% cooldown recovery, and discharge cd tooltip reduced from 0.25 sec to 0.21 sec.the same as 1).
im confused by the math behind the cooldown calculation, does it work as intended?

Answer by @Vipermagi

It's a multiplier to recovery speed, not a reduction to cooldown time:
100 / (1 + (20/100)) = 100 / 1.2 = 83.33% of base Cooldown time
.250 * 0.83333 = 0.208 -> display rounds to 0.21


And 3% Cooldown Recovery makes for a very tiny difference on such a small number:
100 / (1 + (17/100)) = 100 / 1.17 = 85.47% of base Cooldown time
.250 * 0.8547 = 0.213 -> display rounds to 0.21


(\ /)
( . .)♥
c(”)(”)
Last edited by redix27 on Oct 29, 2017, 7:22:07 AM
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redix27 wrote:
Original Post

The Flow Untethered cd recovery bug

The Flow Untethered comes at x% cooldown recovery.
1) i have TFU1 with 20% cooldown recovery, and discharge cd tooltip reduced from 0.25 sec to 0.21 sec instead of 0.20.
2) i put on TFU2 with 17% cooldown recovery, and discharge cd tooltip reduced from 0.25 sec to 0.21 sec.the same as 1).
im confused by the math behind the cooldown calculation, does it work as intended?

Answer by @Vipermagi

It's a multiplier to recovery speed, not a reduction to cooldown time:
100 / (1 + (20/100)) = 100 / 1.2 = 83.33% of base Cooldown time
.250 * 0.83333 = 0.208 -> display rounds to 0.21


And 3% Cooldown Recovery makes for a very tiny difference on such a small number:
100 / (1 + (17/100)) = 100 / 1.17 = 85.47% of base Cooldown time
.250 * 0.8547 = 0.213 -> display rounds to 0.21



Nice this explains it a lot better thanks for clarifying. But it's still better to use 17%+ belt in this case even though it's only .01 difference, in 100 attacks that's another discharge. Roughly every 20 seconds should give you an extra discharge.
Last edited by _KaOtiC_ on Oct 29, 2017, 6:48:29 PM
After getting resistances in order, what jewels would best increase our damage output?
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After getting resistances in order, what jewels would best increase our damage output?


Spell dmg/area dmg/global dmg + spell dmg while holding a shield, you can have 26-28% dmg increase per jewel.
Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
"
RicoKGB wrote:
"
After getting resistances in order, what jewels would best increase our damage output?


Spell dmg/area dmg/global dmg + spell dmg while holding a shield, you can have 26-28% dmg increase per jewel.


Those are my jewels used doing all VIDS:

Spoiler

(\ /)
( . .)♥
c(”)(”)
Last edited by redix27 on Oct 31, 2017, 4:27:18 AM
question : when do you guys turn on RF ? at what level ?

im at L66-67 and everything is going smoothly after switching to mjolner and every other required gear but i cant turn on RF (seems like life regen is not enough)

its my first time playing with RF so maybe I dont know how to use it properly also. you guys just turn it on and leave it running like an aura or just turn it on for boss fights ?

Also notice you cant seem to turn it off when you want, it just keeps running until life is gone.


Thanks for answers.
Last edited by stellarstar on Nov 3, 2017, 4:18:21 AM
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stellarstar wrote:

its my first time playing with RF so maybe I dont know how to use it properly also. you guys just turn it on and leave it running like an aura or just turn it on for boss fights ?


just for boss fights

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Also notice you cant seem to turn it off when you want, it just keeps running until life is gone.


You need a Flask with "of Dousing" suffix to stop it.

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