[2.1] Dariidar's CoC & Magma Orb KNOCKBACK!

I greatly enjoyed your video.

That's all I have to say.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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AuraZed wrote:
I meant swapping out GMP for slower proj on hard boss fights, but thanks for the fast response :)


Ohh I see. If you drop GMP you would lose half of your spell procs, but you wouldn't have 25% damage penalty and then you'd have 30% more damage from slower projectiles. I think that's still a net dps loss, but feel free to try it! There's also the issue of ball lightning not knocking back properly.
Mirror Arrow Summoner: https://www.pathofexile.com/forum/view-thread/1422529
Teleports Behind You: https://www.pathofexile.com/forum/view-thread/2123293
Magma Orb Deadeye: https://www.pathofexile.com/forum/view-thread/2736039
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dariidar wrote:
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D6vil wrote:

Doesn't crit multiplier only impact my barrage damage? So wouldn't spell damage be the BEST to have? Is it better than ele/projectile dmg?



"Critical Strike multiplier while dual wielding" will only affect your barrage damage. But multiplier with spells, or just plain crit multiplier, on jewels will increase your spells' damage as well. Yes, multiplier is generally better than normal increased % spell/projectile damage. Try to get increased global crit multiplier on your weapons, you will see a dps boost.

"Increased %spell/projectile/ele damage" are all the same, they are all added together in the calculation of your dps. Note that we already get like 170% increased damage from the skilltree, so obtaining extra increased% damage rolls is not quite as good as adding flat damage or multipliers. Since your dps is calculated like this:

(flat damage) * (total %increased damage) * (multiplier 1) * (multiplier 2)....

If your increased damage is like 400%, then adding something like 20% extra increased damage will have little effect on your overall dps, whereas more flat damage or multipliers will be much better.


To continue multiplying your damage, you can use Frenzy charges, critical strike multiplier, and Righteous Fire (Note that RF is kind of dangerous with Vaal Pact). Maligaro's virtuosity will give a pretty significant damage bonus as well.

Really, I wouldn't worry about dps too much. My dps is just fine at level 87, in 76 maps. I kill most things in 2-3 barrages, with an aps of 3.3, 4 frenzy charges, 5 power charges. survivability is great with close to 4800 health. My wands each costed less than 20 chaos (your mileage may vary). Buffed Magma orb = 5000 per cast, ball lightning = 900 (x 4-5) per cast. Here is my updated gear:



Can you post your other ring as well as jewels and current skill tree? How did you get to such high aps without attackspeed on gear?
Thanks!
SHould i craft lightning life leech or fire life leech?
GG GGG
Oops, other ring is
. Dunno how to post jewels atm but I have a bit of spd on one. Blood rage buff gives a ton of attack speed and so do frenzy charges. Rats nest does too.

I would go fire leech
Mirror Arrow Summoner: https://www.pathofexile.com/forum/view-thread/1422529
Teleports Behind You: https://www.pathofexile.com/forum/view-thread/2123293
Magma Orb Deadeye: https://www.pathofexile.com/forum/view-thread/2736039
For everyone interested in playing this build this is important:
YOU NEED TO GET INT ON GEAR
A good endgame wand like i have
requires 245 int, while u get almost no INT from tree. I had to get high(30+) INT on 4 pieces of gear and 2 point in the skilltree that give 30.
GG GGG
Edited main post. Guide now has levelling skilltrees, better gear explanation, and explanation of required stats for this build (knockback%, crit chance, accuracy, int, attack speed). Offered more insight on the APS breakpoint and optimal knockback% & attack speed. Updated DPS for level 88.

I have obtained 6L Voll's Protector and have now tanked every boss up to 77 maps. Blood Rage is still usable even with Vaal Pact (but if you hate mashing surgeon flasks, use Blood Dance boots instead).

I have no problem with reflect maps. The only mods I'd beware are a combination of -max res and reflect, although I suspect we can even leech through that by only attacking a few mobs at a time (spell dodge & purities FTW!). Need to obtain higher maps for more confirmation of the build's power, but it's looking like endgame map ready.

Finally, I have found an old forum post by user SFTRUZE which helps us analyze how many CoC spells are procced at certain barrage projectile spacings. I have added in my experimental breakpoint values (2.05, 4.10) and you can see how many spells you are casting per second. Click here
Mirror Arrow Summoner: https://www.pathofexile.com/forum/view-thread/1422529
Teleports Behind You: https://www.pathofexile.com/forum/view-thread/2123293
Magma Orb Deadeye: https://www.pathofexile.com/forum/view-thread/2736039
Last edited by dariidar on Jul 31, 2015, 1:33:58 AM
Nah
Last edited by Plungey on Dec 25, 2018, 5:13:54 PM
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Plungey wrote:

Using a 1.2 APS wand with four Frenzy Charges and Blood Rage with no extra attack speed on gear or jewels and switching the Scion attack speed nodes to the spell damage ones would put you at 2.05 APS I think.

Would I be right in thinking that the better way to play this is to just go for the 3.23 APS breakpoint in that case? It is probably going to be a lot less limiting on gear/jewels (although maybe more expensive) and you can pick up the 5th Frenzy Charge, maybe even a 6th if you get there?

Not sure if you can reach that APS while using a shield though so 2.05 might be a better option for that.

Also the spreadsheet you linked is purely evaluating the number of spells cast, nothing to do with the knock back right (I know this is for a knock back build guide, just experimenting with other spells as well)?


I believe that the 3.23 aps breakpoint is superior. That's because, at 3.23 aps, you'd have the same dps (11.48 spells/second) as 2.05 aps - but there's room to grow. If you exceed 3.23 aps you're gaining more and more dps, up until you hit 4.1 aps (where you'd have 14 spells casted/second)

My current setup already hit 3.23 aps and I still don't have quality on Blood Rage (+5% aps) and quality on GMP (+10% aps), which means that I'll definitely be gaining some dps from my aps investment. What's more important is that, at 3.23 aps, we have a hugely increased ability to kite and stutter step our attacks. This makes us far safer against bosses; most players would stuggle to dodge things like Dominus slam if they had to stand still for .5s per barrage cast.

However, if a person is set on using the <2.05 aps version but has a slightly faster wand / dual wield, I highly recommend the Blood Dance boots instead of Blood Rage. Blood Dance will cause each Frenzy Charge to have far less attack speed bonus, and you won't need blood rage, which means even less aps.

The spreadsheet is based on all barrage GMP spells in general, yes. But it does have an effect on our knockback. Here's the issue. The way i set up my spells, I want each Barrage to knock back the enemy 10.5-25.5 units. This will allow most of the Magma Orbs created by that specific barrage, to have a chance to hit twice. If our aps exceeds breakpoint and our casts per barrage averages only 3.4, then:

3.4 Ball Lightnings * 5 hits = 17 hits
3.4 Magma orbs = 3.4 hits
-> 20.4 average hits per barrage cast

20.4 average hits * 20% knockback chance = about 4 hits. 1 knockback = 4 units distance, and so the average barrage will knock an enemy 16 units back. That still satisfies the knockback requirement of 10.5-25.5 units.

However, I feel that it is not enough. Enemies generally walk towards the player and can make up a lot of that knockback distance. In my playtesting I found that I was more comfortable at around 27% knockback (which gives an average of 5.5 knockbacks per Barrage = 20-24 units). If you exceed the aps breakpoint of 2.05, you will have a reduced capacity to knock back and may want to increase your knockback chance. This is up to the player.

The difference between 20% knockback chance and 27% knockback chance is, Magma Orb double hits a few times more often and enemies have less chance of touching you. Tbh, we will never be able to make Magma Orb double hit 100% of the time, but I do feel that getting that extra bit of knockback chance (after passing breakpoint) helps the dps a little bit. Ultimately, fast or slow build, 20% or 27% knockback, it's your choice.

If you've made it this far through the wall of text, congratulations. Now for some news: I've found that, with 6 Frenzy and 5 Power charges, Surgebinders give me slightly more dps than Maligaro's!!!

Check it out. Cheap DPS. Updated gearing section.
Mirror Arrow Summoner: https://www.pathofexile.com/forum/view-thread/1422529
Teleports Behind You: https://www.pathofexile.com/forum/view-thread/2123293
Magma Orb Deadeye: https://www.pathofexile.com/forum/view-thread/2736039
Last edited by dariidar on Jul 31, 2015, 10:58:12 PM
This build is so much fun to play! Anyway, I do have some questions...

What do you think about using Romira's Banquet? How will Romira affect our CoC? I have the Tabula Rasa (thank god for Humanity) and figured I could replace the PCoC with Life Leech if I ran with Romira's (plus bonus accuracy!) and grab Vaal Pact earlier for the survivability. This also gives me the option to wear a different 6L armor once I find it I think.

So far I'm facetanking most bosses with the permanent Jade Flask of Reflexes and the occasional flask heal. I mostly die to Storm Herald bombs because I can't see them (particle effects woo!). At what point will I need the knockback? I seem to be doing fine without it for now.

Have you tried any other support gems for fun? Fork didn't work well (predictably), Chain was interesting because it curved the Barrage shots, and GMP+Chain was just laggy.

What do you think an ultra-geared character would look like?

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