Armageddon Brand doesn't leech??

(Off-topic, I took out the crit gem on my "semi-utility" Fireball to put in Greater Mult just for QoL, since its primary purpose is more DPS on bosses, but I'd actually miss the shot sometimes.

But now, I'm like, "This is super fun to use." Kinda wanna make another char at some point that focuses on Unleash GMP Fireball. Seems like it'd be good map clear as well as bossing? The extra BOOSH from the Unleash clones is great, lol.)
Ohhhhhhhhhhhhhh, I reread Inspiration Support with your post in mind, and I get it now.

I thought you only got bonus damage on the spell pop that empties the charges.



Ooooooookay, well, it's much better than I thought, LOL. I was like, "Why is this so popular, I don't get it."



Ok, I might swap to that + Swiftbrand at this point. Either way, ~35% more damag eis still better than Crit Dmg Support (about 24% more dmg, IIRC from my math based on my current crd).
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ShadyC wrote:
Yeah, my build is just for budget.

For example, I'm 10,000% sure people would give me shit for my Facebreaker & Chayula slots, but it works for me. 50% stun resist isn't gonna keep me alive on my 5 FPS laptop, and honestly 90% crit mult on my glove slot isn't a bad use. (Actually ends up being more inc damage than Unnerve would be, although that's all the slot is giving me.)



I thought Inspiration actually ended up being just 7% More damage. But I couldn't wrap my head around its math.

So let's say... my spell costs, we'll say, 40 mana.

It takes me 20 casts to pop the bonus. So 19 casts are normal damage, but the 20th cast does 140% More damage.

But... wrapping that back around, 140% more damage every 20 casts averages it back to a 7% average DPS increment, right?

And this would always be the case, regardless of what the mana cost of the skill is.

Right??

It does not quite work like that. After the first cast, you will gain an inspiration charge, and the second cast will do 7% more damage and add another charge. The fifth cast will do 28% more damage, and after that you will do 35% more damage until you lose your charges (because 5 is the maximum). Because it takes quite a while to lose the charges and you can spam to get them back immediately, the gem can effectively be considered a 35% more damage support gem with a small bonus to crit chance.

Without changing your build from my latest import of it, the optimal links for your Armageddon Brand would be Swiftbrand - Concentrated Effect - Elemental Focus - Fire Penetration - Inspiration, in descending order of importance.

As for Fireball, I believe most people play it for ignite, because Volatile Dead is simply better when it comes to hit based fire spells. If you do not limit yourself to fire, Ball Lightning would be the method of choice.

You can play a hit based Fireball build if you really want to, but it will be weaker than the other options.

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