[0.10.2] The Hand of God - Let's go on Crusades !

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gilrad wrote:
Any thoughts on going duelist with the new tree change? Attack speed would be much higher, and there would still be a lot of health nodes available. Only real issue would be how late you would get Resolute Technique, and you would really be stretching to get there.


Hi !

I was thinking about it. There are basically 2 ways while begining duelist :
- You try to get the marau nods. Basically, if you do that, you would better start with a marauder instead, because it would be easier. But if you absolutely want a Duelist, you can do it, like the build in the OP, but getting the 2 first dmg nodes from duelist.
- You try to dodge the marauder nodes (getting a pure duelist Hand of God). In this case, this is what i would propose : The differences with a marauder Hand of God are : -60 max base hp, +3% block, +1% dps, -46% armour, +80 dext, -1.9% regen life, -10% elem resists, more mana and mana regen an some other minor changes.

SO :
- It is possible,
- It will have less hp, less regen, about the same dps and mitigation.
- BUT it will have a lot more dext, which isn't bad for Haste and Grace auras to max out. And more mana.
IGN - Elyzim
Last edited by PinkPingPenguin#0171 on Mar 9, 2013, 7:58:43 AM
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PinkPingPenguin wrote:
You are false, Sir. Just try it. They are strictly additive, even with the Strength

Spoiler
With my current stuff my base damage are 4-15, which already counts my strength (380 with meginord).

When I equip my gear i have :

Ring1 : 7 to 11
Ring2 : 9 to 15
Amy : 10 to 16
Meginord : 10 to 20

Which basically adds 36 to 62, for a final 40 to 77 damage, corresponding with the Character sheet.

First, as w can see, items which adds Physical damage aren't counted with the Str bonus, because the Str increases MELEE damage bonus, and actually PoE doesn't know, when unarmed, if we are range or not.

That explains why Bandits 12% Physical bonus is so good, it's because it counts the physical plain bonuses given by the stuff too (rings, amys and meginord).

I have a 985% Facebreaker, and 77% Bonus from Str and MotA (+8%), which gives 1070%

When i equip facebreaker, my dmg goes up to 431 to 832, so :

- 431/40*100 = 1077 % (the difference comes from it's not exactly 40 base damage but 40.x)
- 832/77*100 : 1080% (same here for the difference).

We can conclude melee physical bonuses are additive with the Str, and with Facebreaker

Even if i respec and i remove MotA (-20 str -8% dmg = -12% dmg), i have 428-822 dmg :
- 428/40*100 = 1070% (-7%)
- 822/77*100 = 1067% (-13%)

Again, the little differences are observed because with str the base numbers ae real and not integers (I used them as integers to simplify calculation).

It Doesn't change the fact that it seems melee physical dmg passives and str are simply in addition with facebreaker, and aren't multiplicative.
Spoiler


My own calculations show that to some extent, we were both wrong (and right).

Spoiler
With no gear, but including a 74% melee physical boost, my punches hit for 3-10. (For calculations, my facebreaker is a "959% more" one, which makes its multiplier 10.59)

If you're correct about stacking, my damage should be:
([3-10] / 1.74) * (10.59 + .74) = [19.5 - 65.11]

Where if facebreaker IS a true multiplier, it would look like:
[3-10] * 10.59 (as the 3-10 has the +74% already caked in) = [31.77-105.9]

Lo and behold, equipping facebreaker increases my (otherwise ungeared) duelist to 37-111 (a bit of rounding issues because the displayed [3-10] damage is after the game engine rounds), which is significantly different from what you proposed.

However, adding +damage rings to facebreaker results in a ~955%-957% increase to the ring's added damage. Look familiar? It's my facebreaker boost WITHOUT +%melee boosts.

So while facebreaker is a true multiplier, it's a moot point since rings/belt add untyped physical damage, not melee physical damage.

Edit: You actually did make the point that items didn't get the melee bonuses, my bad.

Edit: I wonder how the Iron Grip keystone is actually coded. One can hope that it'd allow STR bonuses to add to untyped physical damage like rings =P
IGN: Totemofo
Last edited by lordbadguy#5900 on Mar 9, 2013, 6:26:05 PM
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lordbadguy wrote:

Edit: I wonder how the Iron Grip keystone is actually coded. One can hope that it'd allow STR bonuses to add to untyped physical damage like rings =P


I was wondering exactly the same when i've done my calculations :D. If tis works this would be a huge bug ^^
IGN - Elyzim
Last edited by PinkPingPenguin#0171 on Mar 9, 2013, 7:20:51 PM
While this build is too gear dependent for my tastes, as I'm a new player and don't wanna gimp my resources trying to buy a Facebreaker, I REALLY enjoyed the humour in your guide XD!! I read the entire thing even though I wont be trying out such a build anytime soon! Keep up the great work!
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decimatus wrote:
While this build is too gear dependent for my tastes, as I'm a new player and don't wanna gimp my resources trying to buy a Facebreaker, I REALLY enjoyed the humour in your guide XD!! I read the entire thing even though I wont be trying out such a build anytime soon! Keep up the great work!


Hey, thanks for the feedback =)

If you want to try out this build, for cheap, create your character in HC. Because only a few people play this this in HC, I get my 985% facebreaker for 1 chaos, for example.
IGN - Elyzim
Does MI work with these guys when they die?
IGN - Imgur
Yes. No matter how they die (time is up, or killed in action). Though I have to quote myself :

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About minion instability : I fought with it a long time, but minion instability is bad for 2 reasons :
- It kills your precious minions at 35% hp, instead of 0
- The area of effect of the passive is too small, doesn't work vs ranged, and prevent you from dominating more monsters.
IGN - Elyzim
Last edited by PinkPingPenguin#0171 on Mar 11, 2013, 7:32:31 AM
I believe (cant find GGG post) that physical damage from other sources, like rings, is indeed a bit buggy compared to other damage types such as elemental. This should come as a fix in a future patch (perhaps melee one?) - it is still coded in an older way and as such behaves odd to current standards.
What do you mean exactly ? What kind of buggs ?
IGN - Elyzim
You come across the reduced mana reservation passives at the marauder section. Why not pick them up?

With those (total of -10% mana reserved) and a maxed mana reduction gem, you can run Hatred (30% cost) AND 3 of the following: purity/haste/determination/vitality/tempest shield.

Since you use blood magic gem, mana isnt needed anyway. So you can add something like determination (+50% armor aura) or vitality (regen aura - aoe heal for minions?) for 'only' 3 passive points. Should greatly help your minions to stay alive for their maximum duration.



Also, especially towards Hatred/Added fire, funny things start happening to your damage setup when you have both equipped. Imagine the following:
Hatred - up to 25% of damage added as cold.
Added fire - up to (max quality assumed) 54% of damage added as fire.

You are looking at up to 79% of physical damage added as elemental damage - excluding whatever wrath/anger/gear adds for elemental damage.

Say you deal 100 physical damage per second with say 1.41 attacks per second (1 base, +41% from selected passives).
Physical melee damage is +59% (lvl20/qual 20 melee physical damage gem) => +59 dps.
Elemental damage is 79% of 100, so 79 elemental damage (cold and fire based). +90% (lvl20/qual 20 WED gem) => +71 dps.
Faster attacks is +54% (lvl20/qual 20).. well, the attack is 1/second, as you gain already gain +41% from passives and Haste , this becomes 1.41. Adding the gem makes it 1.95 attacks per second, so dps wise you 'only' gain 38 dps.

Reason that faster attacks behaves differently, is that physical melee damage gem is 'more' type and as you dont have Elemental Damage sources, WED acts in a very similar fashion.


So.. perhaps you should consider playing arround with elemental damage a bit, see how things affect eachother. May very well be that, due to synergies with things you already picked, faster attacks and going unarmed isnt the best option for your build down the line. Quite possibly, a faster 1.2-1.35 weapon (note: also gives 3 more gem slots!) will net a bigger gain in damage and speed than expected.


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PinkPingPenguin wrote:
What do you mean exactly ? What kind of buggs ?


As i said, cant find back the GGG post. Believe one of them recently said, +physical damage from sources like rings doesnt benefit from all +physical% increases. Would explain the 'issue' with calcuation vs actual you guys got.
Last edited by Xanarot#2943 on Mar 12, 2013, 3:42:16 AM

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