God Mode TheoryCraft
Basic idea is to be completely immune to damage. All Damage!
Basics... Chaos = Chaos Innoculation Physical = Immortal call Elemental = Obviously resists + maximum resists Also with 95% Critical chance discharge damage will vary between 12-29k not including boosts like concentrated effect. Reflect doesn't cause any damage as you are in GOD MODE Maximum resists 100% (101% actually): This is achieved by 75% base +4% from Saffell's Frame + 4% from passive tree + 5% from Purity auras (+aura effect bonus) + 13% from Flasks It is obvious that you can achieve immortality for short durations. Can we keep these up? Let's talk uniques. Specifically Voll's Devotion and Voll's Protector. Between these and a high crit chance you should be keeping a constant supply of power charges and endurance charges. With a duration of 10.8 seconds per cast Immortal Call is therefore very easy to keep up. A 20/20 Immortal call is .94 sec per power charge + .25 base duration. 5 Endurance charges = 4.95 seconds. Multiplied by 1+0.74(increased duration 20/20)+.45(passive tree) = 2.19. 4.95*2.19 = 10.8. Assuming you have a belt with the 3 flask effects on it then the ruby flask would require 24 charges to use and 20 kills or kill equivelents to recharge. Surgeons mod makes this much faster to recharge. Duration of flasks is 3.5*1.2(quality)*1.65(passive tree+belt effect)= ~7 seconds. This is the value I am most unsure of. Drinking potions doesn't require any time so it doesn't slow down our dps. Given Discharge's 8% Critical strike chance you only need a critical strike chance multiplier of 1187.5% to achieve 95% critical strike chance. You start with 100% + 435% + Equipment + upto 300% from power charges. For some suggested equipment Gifts from Above *2 + Voidbringer + Rat's Nest. This will give approximately 320%. Add an 80% dagger + 100% spell critical chance gets you to 1335% Critical Strike increase. So we have some flexibility here. DPS.... Not too relevant. Damage per cast. 12-29k not including concentrated effect I'm expecting to be using Blood Rage. So the damage is going to be very variable. 1686 base damage from 6 Power charges (you could have 7 power charges). +54% from passive tree (including spell bonus from power charges). Even without any spell bonus on our dagger this is dealing 2596 on non-crit. Crit bonus = 1.5*(1+0.6(passive tree)+1.49(inc crit damage)) = 4.6. Damage on crit = 12034. This is a vast under estimate. Assume you can get from group of mobs to group of mobs. If you have just killed a group you can have 7 power charges 5 Endurance charges and 4 frenzy charges. This would make a 29k As you have just used power charges you now have endurance charges. As you just crit hit 7+ mobs you have 7 power charges. If you killed you have 4 frenzy charges. Run to next group! |
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What do people think?
Would you be able to maintain the flask usage? Could you move from group to group fast enough? Is this actually workable? |
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have u considered the - resistances from the difficults ?
Otherwise i think it should work but u need perfect gear... :S The movement issue could be minimized by teleport + faster casting + reduced duration or leapslam / whirling blades + faster attacks + idc xD |
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