[2.3 ASS SC] Council Spine Madness, 1 click packs & bosses (12 projectiles 1mio dps bleed poison)



I sold my 6L Council, cause...well...I had done pretty much all the content of the game with it and wanted to move one. So, well, the guide is doomed :>

After some testing, split arrow is king for mapping and 90% of the boses. Puncture is king for dangerous bosses that really want to jump on you and kill you, or if you are lazy. And Frenzy is king of bosses that you can dps without having to offscreen, putting out the highest dps.

Pros&Cons

Pro :
- Insane clear speed (11-12 projectiles that cover the screen + two screens away with 100% pierce)
- Outrageous damages, everything dies with one or two hits (bosses included)
- Can do all map mods except phys reflect
- Viable for any content (except uber that I haven't tried yet)
- Cheap (by cheap I mean viable as a first build in new league) if you don't care using gmp and cutting your dps by 4 (if you don't have the Council bow). or you can also go with 7-8 arrows and cut your aoe.

Cons :

- Phys reflect is your nemesis, don't even try. Rares are fine tho.
- Needs the Council bow to show the true potential
- Even with 5k life I feel somewhat squishy in red maps, your defense is mobility and some dodge+evasion, if you are not used to this kind of gameplay you might end up frustrated.
- Needs to do uberlab because 8 points is nearly mandatory

So far the build is EXTRIMLY strong. It melts through all map tiers, what ever the mods (except phys reflect which is a complet no go). Normal Atzri and Council are a joke. It might be Uber viable with proper gear if I can find a reliable way to generate charges against single target.

I use split arrow for maping. I switch the 6L to puncture for hard bosses to garantee the bleed and have a bit more base damage (atziri, council, malachai, etc...). 90% of the bosses can be offscreened without noticing with split arrow.

To just give an overall view, I'll post my gear and passives.

The goal is to be pure physical, achieve crit cap, and do 1mio+ dps with 90% of the damage as bleed and poison, while having high movement speed, 5k+ life (up to 6k+ with kaom), evasion and dodge. The exact scaling maths will be explained in detail.

The scaling (IN CONSTRUCTION)

IN CONSTRUCTION

So, I said one million dps, 90% of it being poison and bleed. So how are we going to achieve this? Let me take trough the little trip of assassin's and double dipping.

Our modifiers :

The base attack damage is modified by :

"Increased" modifiers

- Physical damage ("x% increased physical damage")
- Physical damage with bows (x% increased physical damage with bows")
- Projectile damage ("x% increased projectile damage")
- General increased damage ("x% increased damage")

The increased modifiers can be added together to form one big more modifier.

"More" modifiers


- Base modifier of the skill (1.08 for Split Arrow, 1.36 for Frenzy, 1.228 for Puncture)
- Physical Projectile Attack Damage Support (1.49 at lvl 20)
- Pierce Support (1.29 at lvl 20)
- Slower Projectile Support (1.29 at lvl 20)
- Frenzy Charges (1.2 with 5 charges)

The more modifiers are multiplied together.

- Critical strike multiplier

- Attack Speed (will be counted at the end for the total dps)

So, what do we get as base physical damage from our bow after all the scaling?

The tree gives :

112% Increased Physical Damage
157% Increased Projectile Damage
46% Increased Physical Damage with Bows
We take 2 jewels from the tree, we can safly assume 40% from them.

The gear gives :

100% Increased Projectile Damage from Drillneck
10% Increased Physical Damage from 20% quality Physical Projectile Attack Damage Support
10% Increased Projectile Damage from 20% quality Pierce Support
10% Increased Projectile Damage from 20% quality Slower Projectile Support
25% Increased Physical Damage from Frenzy

For a total of (112 + 157 + 46 + 40 + 100 + 10 + 10 + 10 + 25) = 510 = 6.1 multiplier (1+(510/100))

The more multipliers together make : 6.1 * 1.36 * 1.49 * 1.29 * 1.29 * 1.2 = 24.68

We now have to calculate the critical strike modifier, I'll do this one quick, because it really depends on gear and passives.

We can safly assume a 90% crit chance. About the crit multiplier, it will sit around 450%.

Which make (1-(90/100))+((90/100)*(4.5)) = 4.15

So the average damage from an attack will do 4.15 more damage. If you want to take into acount the hit/miss formula, you can always do your hit chance^2 (for example 92% * 92% = 0.84), that would result in an actual 3.4 multiplier.

So we have our base 24.68, and we multiply it by 4.15 = 102.422

As you can see, our base damage is multiplied by 102.422. If you have a 100-340 bow, it will do on average per hit 10'242.2 to 34'823.48 physical damage. With an average hit of 22'532.84.

Now the bleed damage

Bleed damage does 10% of the initial hit per second for 5 second, with an additional 50% if the target is moving. Since we (nearly) always crit, we knock back the target (King of the Hill notable keystone), trigering the 50% additional if the target is not already moving (and if it can be moved by knockback). We have 30% to proc it if we don't use puncture, since it can't be stacked and last 7.75 seconds (we will see why later) I will not treat those 30% now.

"Increased" modifiers

- Physical damage ("x% increased physical damage")
- Physical damage with bows (x% increased physical damage with bows")
- Projectile damage ("x% increased projectile damage")
- Damage over time ("x% increased damage over time")
- General increased damage ("x% increased damage")


The increased modifiers can be added together to form one big more modifier.

"More" modifiers


- Physical Projectile Attack Damage Support (1.49 at lvl 20)
- Pierce Support (1.29 at lvl 20)
- Slower Projectile Support (1.29 at lvl 20)
- Frenzy Charges (1.2 with 5 charges)
- Toxic Delivery (2)

The more modifiers are multiplied together.

Taking number from before, and adding the 137% Increased Damage over time from the tree, we get a base multiplier of (112 + 157 + 46 + 137 + 40 + 100 + 10 + 10 + 10 + 25) = 647 = 7.47 more multiplier.

Combined with all the more multipliers we get : 7.47 * 1.49 * 1.29 * 1.29 * 1.2 * 2 = 44.45

With the base multiplier 10% of 44.45 is 4.45, and 60% of 44.45 is 26.67.

If the target is standing still, the bleed will do from 10'242.2*4.45 = 45'577 to 34'823.48*4.45 = 154'964.5 damage per second. If the target is moving, it will do 273'159 to 928'729.41 damage per second.

Bleed can not stack, only the highest bleed does the damage (god it would be op if it did). It means that most of the time you will do a high end bleed damage if you keep attacking the target.

Now the Poison damage

Poison does 10% of the initial hit per second for two seconds, it is much less than the bleed damage, but it can stack.

"Increased" modifiers

- Chaos damage ("x% increased chaos damage")
- Projectile damage ("x% increased projectile damage")
- Damage over time ("x% increased damage over time")
- General increased damage ("x% increased damage")


The increased modifiers can be added together to form one big more modifier.

"More" modifiers


- Pierce Support (1.29 at lvl 20)
- Slower Projectile Support (1.29 at lvl 20)
- Frenzy Charges (1.2 with 5 charges)
- Toxic Delivery (2) but only if we crit so (2*0.95)+(1*0.05) = 1.95 (95% chance to crit)
- Duration ("x% Increased skill effect duration") with the tree we have 25% skill effect duration. You can add 30% if you killed a maim target, and 20% if you have puncture 20% quality. Here we will just take the base 25% + 30% = 55%, so 1.55 multiplier

The more modifiers are multiplied together.

Taking number from before that apply to poison, and adding the 76% increased chaos damage from the tree we get (76 + 137 + 157 + 100 + 40 + 10 + 10) = 530 = 6.3 (1+(530/100))

Combined with the more multipliers : 6.3 * 1.29 * 1.29 * 1.2 * 1.95 * 1.55 * 0.2 = 7.6

So the Poison damage will do 7.6*10'242.2 = 77'891.6 to 7.6*34'823.48 = 264'658 damages over 2 seconds, since it stacks we can count it as pure dps.

To sum up


We have :

10'242.2 to 34'823.48 physical damage per hit, that scales with attack speed.
273'159 to 928'729.41 physical damage per second from bleed (45'577 to 154'964.5 damage if the target can't be moved) that can not be scaled with attack speed since it doesn't stack. But it will on average do more than the average damage if you keep spaming on target since you refresh and roll everytime you hit, getting a chance, during the last high roll to get a nice roll on the physical.
77'891.6 to 264'658 chaos damage per second from poison damage that is scaled with attack speed since it stacks.

The physical damge per hit and poison damage are both also scaled with attack speed. With nothing special as gear, I have 0.3 delay on my attack , which means 3.33 attack per seconds.

So, it will actually mean :

10'242.2*3.33 = 34'106.5 to 34'823.48*3.33 = 115'960.6 physical damage per hit
273'159 to 928'729.41 physical damage per second from bleed (45'577 to 154'964.5 damage if the target can't be moved). The bleed will last 7.75 second, during those 7.75 seconds we will attack 25.8 times. Thats 25.8 roll for high end phys hi
77'891.6*3.33 = 259'379 to 264'658*3.33 = 881'311 chaos damage per second from poison damage.

If we take an average we have 75'033.55 physical damage per second, with 600'944 bleed damage per second if moving target (else 100'270.5) and 535'345 poison damage per second.

For a total of 1'211'322.55 dps if the target is moving and 710'648.05 if the target can't be moved.

If you want to really see how the bleed refresh affects dps :


This is also where the 30% to cause bleed apply. We attack 3.33 times per second, but the bleed has 30% chance to proc, which means 1 proc per second on average. For a bleed duration of 5*1.55 = 7.75, we have 7.75 proc during one full bleed.What are the chance of getting a top end hit (90%+ of the maximum) with 7.75 attemps? its ~56% (1-(0.9^7.75)). So 56% of the time you will have a 90% high end bleed. The chance of getting a hit higher than the averagehit (50% of maximum hit) are 99%. So we can safely say that 99% of the time you will be between 50% and 100% of the maximum hit, and 56% of those 99% you will be above 90% of the maximum hit.

The maximum hit is 928'729.41, the average is (928'729.41+273'159)/2 = 600'944. 56% of the time you will have a bleed between 863'172 and 928'729, so on average 892'950 , 44% of the time a bleed betwen 600'944 and 928'729, on average 764'836. 0.56*892'950+0.44*764'836 = 838'259.8. So the actual bleed damage for this type of condition is on average 838'259.8 dps.

If you use puncture, the 30% chance of applying bleed also apply, but for a bonus of 7.75 seconds on the bleed. Which make it, I won't do the maths, that you will 99% of the time have a top end bleed.



Bandits

Bandits (in order) :
- Oak (40baselife) : feels mandatory since we only get 150% life from the tree.
- Kraitlyn (8%as) : since we only want to use more multiplier in our links, we need enough AS to feel confortable without using Faster Attacks.
- Alira (power charge) : mandatory to get critcaped

Gear

It's very early and unoptimised gear, I got lucky with the bow, I was previously using

I tried council for the first time day 1 and droped the bow.


Why SnakeBites?

Because there is no drawbacks, it guarantees poison, adds attack speed and accuracy. And above all, it can have up to 70 base life. The best is to get a corrupted pair with vulnerability on hit.


Videos
Normal Atziri https://youtu.be/d44I4mp5xf8
Double Village Ruin Boss https://youtu.be/IwjzOpkJQlo

Other builds
Some of you may recall my previous build with which I took down uber : https://www.pathofexile.com/forum/view-thread/1531854/page/1
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Last edited by Zybeline2 on Jul 8, 2016, 1:15:24 PM
Last bumped on Aug 11, 2016, 9:56:21 PM
man, so fast 6-linked bow? i bow to you.

hope you can write something about slower projectiles... on how it helps the build. thanks.
Last edited by bbqegg on Jun 6, 2016, 10:27:07 AM
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bbqegg wrote:
man, so fast 6-linked bow? i bow to you.

hope you can write something about slower projectiles... on how it helps the build. thanks.


I did Council with the 5L bow, first try and I got the bow. Got a lucky 6s and a very lucky 6L (a few hundred fusings).
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Hey there, which bandits have you chosen? Ty
Last edited by frankenik on Jun 6, 2016, 8:34:50 PM
I don't know for sure, but I think a safe bet would be Oak-SkillPoint-FrenzyCharge.
Can this build be used as an atziri farmer?
I updated the post.
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Znarf176 wrote:
Can this build be used as an atziri farmer?


I am using a similar build with puncture instead of split arrow.
normal atziri is a joke. farm for sure.

What ascendancy? ;)
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LostSinner666 wrote:
What ascendancy? ;)


"2.3 ASS SC"

Guess ;)
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Last edited by Zybeline2 on Jun 7, 2016, 4:07:04 PM

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