Galvanic Hammer access for RT Templars

bump, this is the only scepter keystone in the entire skill tree and there is no way to a mace templar/marauder go melee without RT.
Last edited by Coldust#1727 on Mar 17, 2013, 11:43:42 PM
Not completely true.

343.2 base Accuracy. (A bit higher, I missed the +accuracy in the Galvanic wheel.)

~93% chance to hit a level 60 guy with absolutely no added evasion. You can probably get enough Dex from gear to make hitting dodgey guys passable.

And hey! if you're smart enough to drop the idea of doing critical hits with sceptres, you can even start pumping life% by level ~50. Awesome!

... or you can take Resolute Technique at level zeroty and pump life, damage, and stun threshold reduction. ... whichever.


(If you haven't noticed, Galvanic Hammer is a Shadow skill. Seems a long way to travel for +40% critical multiplier. Here's the bare backbone for reference.

If there's one thing positive I can say about that... it sure won't have any issue meeting skill requirements in the three attributes whatsoever.

Another thing, is if they (Them) were serious about putting serious limits on what your character can do. Skill domain proficiency would be a feature of the skill tree; the attributes aren't really keeping me from using all three damage auras at once.)



Because I have no life, I will calculate the backbone's above's damage factors:

Base Damage
Whatever your gear gives you. We'll say 186.9 physical damage a second.

Multipliers
Goody. Let's... let's assume Infernal Blow.

Effectiveness: 1.25
Weapon Elemental Damage Support: 1.375
Melee Physical Damage: 1.45
Attack Speed: 1.22 + .40 Faster Attacks = 1.62
Accuracy: Somewhere between .2 and 1. I'll go with one, to be kind since I'm neglecting generic off weapon +elemental damage here.

Total Physical Multipliers: 4.04

Meaning every +10 Strength node is essentially +8% of the listed damage on your weapon. Though not really. Because you can miss.

Increased Damage

12.8% from strength, 90% from stuff, 10% of Galvanic hammer applies to Infernal Blow, total 2.128.

You'd think this would be the easiest factor to raise with your elective points should you feel like it. I guess with another Might, 3 more Fitnesses, Bone Smasher, and the Templar start you can build this up into something.

Critical Multiplier

Wiki says Carnal Sceptre has 6.68% base critical chance. Sounds iffy, but I'll just go with it.

+240% chance, so 22.71% chance to land a critical.

210% multiplier damage, so...

1.47 critical multiplier.

Summing the Infernal Blow

186.9 * 4.04 * 2.128 * 1.47 = 2344.45894704 damage a second.

This is the bottom of the jug possible, with only the basic mandatory +~200% increased weapon damage Sceptre. Your gear will be better, and you can build up some of the factors above (critical with the curse and support gems, increased damage with increased damage) to get a healthy deal more than this. Probably not an insane amount however.


Summing the Three Damage Auras

Hatred is simple: 25% of the base DPS. 46.725.

Weapon Elemental: 1.7
Melee Physical Damage: 1.45
Attack Speed: 1.62
Effectiveness: 1.25
Inner Force: 1.3

Increased Damage: 2.228 (all of Galvanic Hammer applies)

675.53802532125 dps for Hatred.

Wrath and Anger have their own base damage. I'll combine the two here because I see little need to do each one on its own.

Base: 65.5 Anger + 78 Wrath = 143.5 damage a hit

Weapon Elemental: 1.7
Attack Speed: 1.62 * 1.4 = 2.268 attacks a second
Effectiveness: 1.25
Inner Force: 1.3

Increased Damage: 1.2

899.077725 dps for Anger and Wrath.

Sum them and multiply it by 1.47 for critical hits, and auras = 2314.6851529722375 damage a second.


Total: 4659 damage a second.

Not.... a very promising start. Adding Added Fire Damage to Infernal Blow would grant another ~400 dps. Would guesstimate a high end for all of this would be in the 8000's.

If you could fanaggle the two critical gems on to your link, it'd take that multiplier from 1.47 to 1.91 for 30% more damage.

You can add some physical damage to your guy, bringing it from 2.128 to 2.838, an increase of
33.36% to the 2344.45894704 skill damage (+782.111504732544) Added Fire Damage (too lazy to number) and Hatred (+225 dps) and that's an extra 1007 damage per second.

The Catalyse group will bring the Flat Auras from 1.2 to 1.7 for an extra 41% (+368.59). Hatred from 2.228 to 2.728 for an extra 22.44% (+151.47) and +0.35 to the increased damage multiplier worth +385 dps from Infernal Blow. Around +900 damage per second for these three points alone. Well, it took Inner Force, too...

... So yeah, that's in the mid-upper 8000's. You can boost it another 30%ish with a curse. I guess. I know I wouldn't use a critical build without Critical Weakness. With perhaps crazy gear you can have in the low 10,000's and be able to survive three hits from monsters. Remember that Accuracy will also lower the DPS here significantly. So... I wouldn't really make a critical build for anything but spells, honestly.

A sick thing is the physical bow attacks have very few innate multipliers or ones you can attach to them. (Like how attaching Weapon Elemental Damage to Burning Arrow increases its Bonus Fire From Physical from 1.3 to 1.5; the same number Heavy Strike multiples EVERYTHING innately (most importantly, the physical part), not just a single tacked on Hatred-style bonus.) I suppose the developers thought the ability to actually hit things in Dex made giving them the critical multiplier seem too risky and everything would even out, I dunno.

It's late, I'm tired and constantly misinformed, and there's a lot of numbers so I invariably messed something up here. But it's in my summation that Galvanic Hammer isn't very good, right now.
Last edited by LimitedRooster#5890 on Mar 18, 2013, 4:26:41 AM

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