Boneshatter, Threshold Jewel suggestion

Hi, I was just testing gems around, and I found Boneshatter absolutely fascinating on how it scales and everything. I would have posted in the relevant feedback topic, but they weren't created for 3.15. I'm particularly interested by the high traumas builds (50 atleast, 100+ possibility).

However, i'm concerned by the amount of time required to ramp up, and especially how fucked you are if the boss is moving around too much, or get invincibility, phase, or something, and how quickly you will then lose your stacks, and how your dps will plummet.

It's a real problem, because my planned build has, like 650K dps at 0 trauma, and get up to 3M dps once it hits the maximum amount of trauma possible.

I have another planned build, where it's actually worse. It starts at 400K dps, and can go up to 7M.

I mean, it may be fine, but I think it's still punished too hard for "basic" mecanics nowadays.

That's why i'm not suggesting a change to the gem itself (some people are enjoying low trauma builds with pillar, and good to them, I wouldn't destroy their build in passing), but a new Threshold Jewel.

It would look like this:

"
Long lasting Trauma (or another name)
+10-15% increased physical damage
With at least 40 Strength in Radius, Enduring cry pauses the duration of half of the trauma stacks you currently have during its duration. [Using enduring cry again remove the pausing and pauses the new "current" half of your stacks (meaning it can't be extended)]

Meaning that over a long duration, you will still lose your stacks (since if you are not attacking, you are losing half of them each time you are doing enduring cry, even if you can perma use it), but not as quickly. It may also serves as a high risk, high reward dps boost if you use it offensively (by keeping even more stacks). Maybe increases the damage per trauma by 20% during enduring cry to compensate?

But I really think that having to ramp up potentially during 25-30s, and losing all stacks in 8s-11s is fairly crushing. Traumatizing, even.

What do you think?
Last edited by Keyen#4575 on Jul 26, 2021, 4:39:58 PM
Last bumped on Jul 28, 2021, 1:47:12 PM
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I think that you absolutely underestimate how difficult it is to NOT KILL YOURSELF with this skill.

Im lvl 89 right now. 22k unbuffed armour. 7EC. Few sources of less damage taken and %PDR. At 20+ trauma my life globe jumps like a rubber ball. I was brave enough to get to 22 and then i deliberately disengaged.

I know that there are other ways of making it safer but.. just calculate this self-harm part precisely. Making room from boss damage ofc..

Threshold jewel is not needed. It is a strike skill and as such is a meme that is kinda revolting to play. Heavy strike with thresholds deals the same damage all the time, without risky mechanic.
I already planned around the difficulty not to kill yourself. I know it's not easy, but there are ways around it (and on my first PoB, I have 50K armor, 9 endurance charges and another 20% physical resistance). If your life is moving like crazy, it's because you are not at 90% Physical resistance, and because you don't have a 10K molten shell available.

And heavy strike is extremely far from doing the same damage. If I switch Boneshatter for Heavy strike, I lose 80% of my dps, even with 2 thresholds, once i'm ramped up.
Last edited by Keyen#4575 on Jul 26, 2021, 5:05:44 PM
The character i talk about is real, in game. I also expected otherwise.

Damage dealt by boneshatter scales rapidly. My gear is not great but outside replacing rings with nonexistant Precursors i cannot really do much more. And that is lvl20 (there is no lvl21 gem in standard yet)

Before you invests mirrors, do some testing. There is a reason why this skill sees hardly any use. You are always close to death and the damage.. nope. It isnt worth it.

But if you have a POB i will gladly accept im wrong.
https://pastebin.com/HNjeNN4L

60 trauma on divergent boneshatter is 12840 damage per hit. You get 90% PR during most of the ramp up, and ends up with 89% at 60 trauma. You takes 12840*0.11*0.8 (fortify)*0.95 (jugg) = 1073 damage taken per hit, and you trigger a regen of 12840*0.89*0.015*1.45 (recovery rate) = 248.55 hp per second for 10s. In barely 4s, you have regen what you lost, and the previous regen are soaking up the next traumas.

During the ramp up, you take a lot more damage than you have regen from it (I have a spreadsheet for it if you are interested, I actually see the "dangerous" points). The net life loss looks like this (In amount of attacks done, and considering that I have max attack speed from the start):
https://i.imgur.com/hbm3zcQ.png

At most, after 10s, I lose 20K hp.

Enter:
- Molten shell (soak up 10K damage for free each time on a CWDT), or even Vaal molten shell, because it's not really about the 75% or 35%, but more about the total amount of damage soaked.
- The leech (1900 hp/s in the build)
- The natural regen (another 1850 hp/s permanently)

0 reliance on flasks.


However, it's the idea of ramping up on a boss, he becomes invulnerable, and done, i'm at 0 trauma and I have to restart from scratch which is killing me.

I'm currently leveling up the build in standard, and I have all the relevant gear (outside divergent boneshatter, despite it being key), which is clearly not costing mirrors.
Last edited by Keyen#4575 on Jul 26, 2021, 5:47:57 PM
well, i kinda had similar idea, it is very tempting to go this way

few comments to warn you tho, because im already slowly clapping t16 bosses in modded maps:

- this build has surprisingly long list of map mods that neuter it: cannot be stunned, mob life+, less life recovery, no leech, less armour. any of these and you need to reroll your map. you might try to ignore some of these - but youll quickly realise why you should simply reroll.

- some endgame bosses (sirus, maven) have like 5s damage windows. youll never reach 30, not mentioning 60 trauma stacks. thats why my Heavy Strike comment. with that your dps is 100% from first second. sure, it will not grow over time but it is in full effect during the damage window there and then when you need it.

- have you really managed to get a Crab helm with this enchant? lucky you..

- during the ramp, so many things can go wrong, degens will hurt you. this is jugg's weakness. sure, you are tanky as hell etc but still, you take considerable damage. it is a nerve-wrecking playstyle

sure, at the end of the ramp you recover quite a bit of life but - the dangerous spots you mention - all happen early in the fight (for me - around 20 stacks) and most of the bosses are mobile (you wont really stun them..) so you are in the 'early part' for best part of the fight ( <- this is the biggest problem of this skill tbh. it is designed to slap stunned enemies but.. the stun is unreliable as hell)

- mana.. you have few CwDT setups. be wary that you might trigger them at once and run oom. i have. in precisely the worst moment. ive dropped all CwDT setups since then.

- consider boots like these:

I know you have a Crab set and it is great, but skill duration is very rare stat and i see you know its value.

And give Warlord's Mark a shot. you cast it thrice per map to get 50 rage instantly. It is a great QoL.

good luck. it is an interesting skill that begs to be min-maxed but.. sadly i still believe a regular skill is in general - better even if top-numbers are worse.
Last edited by sidtherat#1310 on Jul 27, 2021, 2:25:58 AM
just a heads up:

ive just done Sirus on my char. i deal 1.3m damage at 15 trauma stacks that i can reach pretty quickly

well, as expected the fight is utter nightmare. low-dps chars vs bosses with VERY short damage windows. beware. i died to a telephone, other than that this char cannot die in that fight if you pay any attention

but it took me 15+ rotating-beam-phases.. last phase of Sirus fight is pure BS for this type of skill (non-dot ramp-up)

2/10, would advise ANYONE to stay clear

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