[0.10.2] The Hand of God - Let's go on Crusades !
" 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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"
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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" 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
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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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" 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
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Does MI work with these guys when they die?
IGN - Imgur
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Yes. No matter how they die (time is up, or killed in action). Though I have to quote myself :
" IGN - Elyzim Last edited by PinkPingPenguin#0171 on Mar 11, 2013, 7:32:31 AM
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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.
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What do you mean exactly ? What kind of buggs ?
IGN - Elyzim
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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. " 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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