Official Blender Post! Lets theory craft for 1.2! 123k Cleave DPS!
" Lol sry, havent seen that this wrote x2P :DD |
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" Most people are posting their progression gear. I have a separate set of gear that I use to do Piety runs... I don't have anything special but it works well enough. Before flask effect 86% Quantity 157% Rarity |
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" I'm glad I read through the last couple pages as I was about to post this. This is the correct way to calculate it. @Septemvri: Thanks for the AWESOME cyclone math. I was actually having a big discussion with a guy about cyclone yesterday but didn't have any hard numbers to properly compare. I will definitely be trying it out today. IGN: Dmillz Last edited by Dmillz#6641 on Nov 20, 2013, 11:34:04 AM
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" Ok, I think I finally got it. Helped myself with the critical weakness article on the wiki and managed to crack a general formula. The problem was that critical damage is a compound term and not very intuitive. First, let me introduce the modification function mod(A[], B[]): mod(A[], B[]) = (1 + A1 + A2 + ... + An) * (1 + B1) * (1 + B2) * ... * (1 + Bn) number * mod(A[], B[]) will change the final value of that number. For example for the damage we have the number as the damage of our weapons as we see it on the screen. In array A[] are all numbers from the game worded with the "increased" and "decrease" tag and into B[] all numbers in the game worded with the "more" and "less" tags. For example melee physical damage goes into B[] (but it's quality goes into A[]), concentrated effect goes into B[] as well. If we were watching the attack speed number, faster attack (and it's quality) would go into the A[] for attack speed, but multistrike would go into B[]. Crit damage is a term, which is reffered to throughout the game in two ways: via "critical strike multiplier" and via "extra damage from critical strikes". The question is how do they work together, there should be some relation between them or the game won't work lol. So let's start from backwards: base_extra_crit_dmg = = 30% (50% for players) extra_crit_dmg = = base_extra_crit_dmg * mod (x[], y[]) = = 30% * mod (x[], y[]) base_crit_damage_multiplier = = 1 + extra_crit_dmg = = 1 + 30% * mod (x[], y[]) crit_damage_multiplier = = base_crit_damage_multiplier * mod(z[], w[]) = = (1 + 30% * mod (x[], y[])) * mod(z[], w[]) crit_damage = = normal_damage * crit_damage_multiplier = = normal_damage * (1 + 30% * mod (x[], y[])) * mod(z[], w[]) Enfeeble, item props and generic passives work with the "critical multiplier" keyword, so their numbers should go into z[] Critical weakness and the two -15% marauder passives we are discussing work with the "extra damage" keyword, so they should go into x[] (the 2 passives) and y[] (critical weakness). Let's take my previous post cases - enfeeble lvl 5, the 2 marauder passives: Monster hits normally: 1000 dmg Monster crits: 1000 * (1 + 30% * mod ([], [])) * mod([], []) = 1000 * (1 + 30%) = 1300 dmg Monster with 2 passives crits: 1000 * (1 + 30% * mod ([-30%], [])) * mod([], []) = 1000 * (1 + 0,3 * 0,7) = 1210 dmg Monster with enfeeble crits: 1000 * (1 + 30% * mod ([], [])) * mod([-24%], []) = 1000 * (1 + 0,3) * 0,76 = 988 dmg Monster with enfeeble and 2 passives crits: 1000 * (1 + 30% * mod ([-30%], [])) * mod([-24%], []) = 1000 * (1 + 0,3 * 0,7) * 0,76 = 919,6 Effective hit points increase by 1300 / 1210 = 988 / 919,6 ~= 1,074 Enfeeble scales lineary, so it doesn't matter for the comparison. If monsters/players(pvp) could cast Critical Weakness (lvl 15) on you, it would matter though. Monster with critical weakness: 1000 * (1 + 30% * mod ([], [+44%])) * mod([], []) = 1000 * (1 + 0,3 * 1,44) = 1432 Monster with 2 passives and critical weakness: 1000 * (1 + 30% * mod ([-30%], [+44%])) * mod([], []) = 1000 * (1 + 0,3 * 0,7 * 1,44) = 1302,4 Effective hit points increase by 1432 / 1302,4 ~= 1,099 Player with critical weakness: 1000 * (1 + 50% * mod ([], [+44%])) * mod([], []) = 1000 * (1 + 0,5 * 1,44) = 1432 Player with 2 passives and critical weakness: 1000 * (1 + 50% * mod ([-30%], [+44%])) * mod([], []) = 1000 * (1 + 0,5 * 0,7 * 1,44) = 1302,4 Effective hit points increase by 1720 / 1504 ~= 1,144 So, +7,4% life normally against criticals, +10% against mobs with critical weakness, +14,4% against players with critical weakness. Approximately as would 3x, 4x and ~6x 8% life nodes give to a high lvl character. Seems not that good after all, would need to reconsider if it is a thing or not visiting the marauder. Last edited by Septemvri#2583 on Nov 20, 2013, 1:15:16 PM
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Can any one give me some feedback on my build/gear? I'm not realy sure where I should go towards with build now, specialy after the crit reduction discussion!
Build:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwDhwUtEdUSIBcdFz4ZLhutG_ohYCXfJ-0ppTGeMgk0kzWSOJY64TwtQKBHfkjuSn1KyE3jTipT31eXWNtbr1z5XotgQWBLY3BlTWegbEZuqnBycmxyqXTtd2J4DXiueOt673zZfXWE2YTvh3aVZpkrmy2bg565pBmmV6luq8WsqrXytkG3F7c-ud29gb6KvqfAD8T2xq7KkM_40EfSTdN-1I_cgt0N5wrvDu967-PyL_JF8938xf4K_o_-ug==
Gear:
Spoiler
Thanks alot! |
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" I would say your gear need more +Health stats. Whats your total health at the moment ? What about your resists ?? As to your build if you want to stay within Maruder start - then go towards health nodes as this is what you probably need most now. I however was in the same spot like you (level 78) and just re-speced to this:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAecDhwUtEdUSIBQgFHEXHRc-GlUbrSFgJd8nTymlMZ4yCTSTNZI26DiWOuFAoEGqRmlHfkp9SshN404qUEdT31eXWK9Y21uvXotgQWBLYSFjcGSjZU1ngGegbEZuqnBycmxyqXTteA1463rvfNmDfITZhO-HdojxkAqVZpkrmy2bg565plenMKgHqW6rxaxZtfK2QbcXvYG-p8APz_jSTdN-3ILdDecK52Pveu_j8YryRfcy97746_zF_gr-jw==
quite happy with how this build is workin and got almost 1k more health and more damage (less defensive stats though) Last edited by Golfik#7216 on Nov 20, 2013, 2:17:39 PM
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" Thanks for feedback! I'm pretty low on health 3200, but resists are capped with chaos at 0. Honestly I'm doing pretty well on damage/dps i'm at 27k with dual strike. I feel like i'm lacking on the defensive side, armor + health. If I respeced into your build I wouldn't cap res, thats -18 all res, with the bor it's not as easy to cap res without specs. Any sugestions? sort of lost on witch way to go with build and what changes to make acordingly to gear. Last edited by marcio_r87#6524 on Nov 20, 2013, 2:30:19 PM
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Has anybody tried this in HC? I think I'm gonna start playing that because the economy is so fucked in SC. The OP mentions some tankier versions in the original post, but I dont see any further information.
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" Can someone explain why elemental damage is so useless for this build? Thanks. |
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Because all your passive nodes increase physical damage.
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