Jump to content

arkane83

Members
  • Posts

    145
  • Joined

  • Last visited

Everything posted by arkane83

  1. This is a work in progress. Something randomly inspired me to make a table to see what the real value of accuracy and deflection are. This table is just designed to illustrate how much deflection and accuracy effect each other. This is a tool to help understand the power of stacking deflection and/or accuracy. In the actual game, you are probably not going to ever experience the extremes unless you severely out-level or are out-leveled by the content. That being said, I found it useful when deciding on how much resolve to take on one of my characters (20). Keep in mind, that the value of deflection and accuracy are enemy dependent. The more of the opposite stat your opponent has, the more you need and the more/less valuable they can become. Also, PoTD and scaling will both make it much harder to stack deflection. The difficulty you plan on should effect your build. Furthermore, deflection has some relative breakpoints depending on your opponents accuracy: 70 Point Deflection Advantage = Immortality (cannot even be grazed). 50 Point Deflection Advantage = Hit Immune (can only be grazed). The time to kill you is about 6x as long as even deflection/accuracy 30 Point Deflection Advantage = My calculations have this lasting about 2x even deflection / accuracy. About 333% effective health Even deflection = Critical Strike Immunity (can only be hit or grazed). Your effective health is around 167% just from deflection 30 Point Accuracy Advantage = Enemy will never miss. It will take someone about 60% of the time to kill you as even deflection/accuracy 50 Point Accuracy Advantage = Enemy will never miss or graze. My calculations have this at 53.3% TTK 100 Point Accuracy Advantage = Automatic crit. My calculations have the TTK at 48% This is all based upon the attack rolls that the game uses, which should be: 0-30 MIss 31-50 Graze 51-100 Hit 101+ Crit DPS Modifier: The amount that the attack roll theoretically reduces your potential Damage Per Second (DPS). All physical attacks are primarily gated by attack versus deflection and penetration versus armor. All of my calculations are based upon adequate penetration and a steady stream of auto attacks . There are a ton of other factors in figuring out how much damage you will actually do per second; however, we can estimate (over time) how much DPS you will lose due to the attack rolls. I calculated this factor using a weighted average: (%Miss / 100% x 0 Damage) + (%Graze / 100% x 0.50 Damage) + (%Hit / 100% x 1.00 Damage) + (%Crit / 100% x 1.25 Damage) Effective Health of Target: Again, there are other factors (Armor, hit to graze, etc) which will factor into this figure. However, the attack roll will have a major impact on this figure. To estimate the effect the attack roll on "effective health" we can use the reciprocal of the DPS Modifer. Essentially, as time progresses, the negative impact on your damage becomes exponential on how long you survive. Simply put, reducing your damage output by 50% (1/2) results in in 200% effective health (2/1). 25% DPS (1/4) becomes 400% effective health (4/1) etc. Relative Time to Kill: This number gets a bit more complex. The number you see here relates the effective health of that point differential to the "standard" of having equal accuracy and deflection. When accuracy = deflection the attacker loses 40% of their potential auto-attack DPS which results in 166% effective health. If you give the defender 10 more deflection, 10% more DPS is lost. This results in a 200% effective health versus the 166% baseline or 120% relative TTK. This number is: Effective Health @ X Acc-Def / Baseline Effective Health Put another way, if you see a 1000% here, that is 900% harder to kill than my "baseline". Conversely, a 50% here means that the defender (theoretically) dies twice as fast! Value of Point: This is the rate of change of relative time to kill as a percentage of the last points time to kill. I multiplied this by 100 for ease of understanding the relative value of each additional point of accuracy and deflection. abs(x-y)/x * 100 X = Relative TTK of the previous point (the point closer to the baseline) Y = Relative TTK of the current point (the point further from the baseline) The first point in either direction will be the exact % different from baseline. As you progress up or down the chart, this number relates the change in TTK relative to the previous point. I came up with this value to illustrate that each point of deflection you move towards -70 on the attack roll gets better and better (with some breakpoint exceptions). Honestly, comparing everything to even deflection and accuracy (the way I did) somewhat understates how amazing deflection can be. For example: -20 Deflection would give the enemy 10% Miss 20% Graze 50% hit and 20% crit. Assuming +25% crit damage that leaves you at: (0.1/1*0)+(0.2/1*0.5)+(0.5/1*1)+(0.2/1*1.25) = 85% reduction in DPS from combat roll 1/.85 = 117.65% Effective health (from combat roll alone) +20 Deflection would give the enemy 50% Miss 20% Graze 30% Hit and 0% crit. (0.5/1*0)+(0.2/1*0.5)+(0.3/1*1)+(0.0/1*1.25) = 40% reduction in DPS from combat roll 1/0.4 = 250% Effective health (from combat roll alone) Now when you look at it from an effective health point of view, the 40 deflection swing more than DOUBLES your durability. Obviously, I am leaving out a ton of other variables, including armor, penetration, and gear/abilities which convert hits to grazes. (By the way, that illusion spell which gives a low amount of deflection and hit to graze conversion is really good...). Another thing to keep in mind is that not everything is "on the bonus side". A -5 to your enemies hit roll is the SAME as +5 deflection. You can make these gaps much larger by using perception afflictions on your enemy, hatchet weapon modal, etc. Edit: I added some charts. Edit 2: I corrected an error in my value of point calculation. POE Hit Table v2.pdf
  2. Just putting something out there for you to think about: You can also build an Arcane Knight with super high deflection that is insanely hard to kill, even after all of the nerfs to wizard illusion spells from 1.1. Every point of deflection is more valuable than the last one. This is exactly the opposite of accuracy, which has a diminishing return where each point is worth a bit less than the previous point. If you start with 20 resolve, pick up Cadhu Scalth, take athletics and metaphysics, and use illusion spells to boost your deflection, you can get some nice numbers. Just remember that ACTIVE abilities do NOT stack their bonuses with other actives, but passives, inspirations and gear DO. All of these things will add up: Deflection from resolve (+10 if you go for 20) Faith and Conviction Deep Faith Weapon and Shield Style Large Shield (Cadhu Scalth works great for this) Entonia Signet Ring of X Deflection ring and cloak (which are fairly common) Any bonuses your gear give to resolve* or deflection Any inspirations you get which boost resolve* *up to 35 total resolve Your illusion defenses will take the highest deflection bonus and suppress the other ones. They also do NOT stack with reinforcing exhortation, since it is an active effect. Keep in mind, that the value of deflection and accuracy are enemy dependent. The more of the opposite stat your opponent has, the more you need and the more/less valuable they can become. Also, PoTD and scaling will both make it much harder to stack deflection. The difficulty you plan on should effect your build. Furthermore, deflection has some relative breakpoints depending on your opponents accuracy: 70 Point Deflection Advantage = Immortality (cannot even be grazed). 50 Point Deflection Advantage = Hit Immune (can only be grazed). The time to kill you is about 6x as long as even deflection/accuracy 30 Point Deflection Advantage = My calculations have this lasting about 2x even deflection / accuracy. About 333% effective health Even deflection = Critical Strike Immunity (can only be hit or grazed). Your effective health is around 167% just from deflection 30 Point Accuracy Advantage = Enemy will never miss. It will take someone about 60% of the time to kill you as even deflection/accuracy 50 Point Accuracy Advantage = Enemy will never miss or graze. My calculations have this at 53.3% TTK 100 Point Accuracy Advantage = Automatic crit. My calculations have the TTK at 48% This is all based upon the attack rolls that the game uses, which should be: 0-30 MIss 31-50 Graze 51-100 Hit 101+ Crit Honestly, comparing everything to even deflection and accuracy (the way I did) somewhat understates how amazing deflection can be. -20 Deflection would give the enemy 10% Miss 20% Graze 50% hit and 20% crit. Assuming +25% crit damage that leaves you at: (0.1/1*0)+(0.2/1*0.5)+(0.5/1*1)+(0.2/1*1.25) = 85% reduction in DPS from combat roll 1/.85 = 117.65% Effective health (from combat roll alone) +20 Deflection would give the enemy 50% Miss 20% Graze 30% Hit and 0% crit. (0.5/1*0)+(0.2/1*0.5)+(0.3/1*1)+(0.0/1*1.25) = 40% reduction in DPS from combat roll 1/0.4 = 250% Effective health (from combat roll alone) Now when you look at it from an effective health point of view, the 40 deflection swing more than DOUBLES your durability. Obviously, I am leaving out a ton of other variables, including armor, penetration, and gear/abilities which convert hits to grazes. (By the way, that illusion spell which gives a low amount of deflection and hit to graze conversion is really good...). The idea is the same though: Just because everyone tells you to dump resolve, doesn't mean that you have to. There are some really amazing build ideas you can work with to make yourself a crazy resolve/deflection tank! Who needs a ton of dexterity or con when you can barely even be hit by enemies?
  3. Try bleak Walker / fury. You can get make your shapeshift full attack with lightning, fire , corrode and frost if you use the frost wild strike and bleak walkers flames of devotion. Shapeshifting in 1.2 beta keeps bonuses from items now (excluding weapons and armor). There should be some good items worth using with this too.
  4. When you say "worked", you mean that it applied soul annihilation in the AoE and not just a single target (just googled it)? Yes. Right now soul annihilation is way stronger with a normal legendary greatsword (or any other unique one) due to WotEP having low base damage and only applying raw damage to the first target with SA
  5. Sworn enemy is more than a gimmicky infinite damage over time spell for your herald build. It also provides a fairly substantial damage bonus. Flames of devotion is a full attack for 1 zeal that generates tons of focus (full attack = weapon damage). Paladins are a martial class. They are a defensive one geared towards single targets, but martial nonetheless. Think outside of the MMORPG "trinity" that a character is tank OR DPS OR healer. An inquisitor is going to be a hard to kill, hard to charm damage/debuff hybrid healer that can put a lot of hurt on a single target. It can also leave your enemies charmed, flanked, paralyzed and whatnot. Keeping your allies healed is a bonus. I think the problem is we are assuming this has to be a soul blade. Maybe a kind wayfarer ascendant that dual wields pistols and blunderbuss. A full attack blunderbus FOD is going be a fairly easy way to get a ton of focus quick and throw some healing out there...
  6. I think you could do something like this to squeeze out more DPS and still get the benefit of a higher int and longer whispers of treason etc: Mig 10 Con 10 Dex 18 Per 18 Int 15 Res 5
  7. That guide is from when whispers of the endless paths worked with soul annhilation. Imho dual wield is better and you dont need as much dex when you dual wield.
  8. Might is going to be one of the few ways you boost heals and spell damage. If your aim is more martial, you could lose a little since weapon damage bonus has so many other sources and is additive. If you do want stronger heals and direct damage cipher abilities, might is beneficial I would consider more intellect. Ciphers have great crowd control and afflictions, which dont benefit from might but DO get more duration with intellect. Maybe consider: Mig 10 or 15 Con 10 Dex 15 Per 18 Int 15 Res 10 or 5
  9. We should be glad we are be listened to. The +1 pen is a step in the right direction
  10. A Bleak Walker taking orders from a Kind Wayfarer won't be too happy about their boss...at least that's how I justify it in my mind
  11. Would Wildstrike corrode/burn stack with the bleakwalker's FoD on this build? I think I read somewhere that there is a cap on elemental lash attacks of 100%. FoD will stack with wildstrike, but you may hit that 100% cap if you take all of the wildstrikes and use the upgraded FoD.
  12. You can self inflict flanked with spark crackers, which also has the benefit of hitting an enemy or two near you. I am playing a goldpact paladin / streetfighter rogue right now that feels really strong Weapon set one is hand mortar and xoti's hatchet (I like to self inflict flanked with modal) My second set is a strong one hander (whatever I can find) and the same weapon I pulled off of xoti. That hatchet can be upgraded to boost attack speed and ups your damage on kills. I only self inflict flanked vs single targets. The rest of the time I use escape to jump into the middle of enemy packs and they gladly surround me. I wear heavier armor because it makes it easier to stay blooded too. Once I get into combat I drop a sworn enemy for even more armor. Keep your party stealth at beginning of combat if enemies won't flank you. I find it really easy to be both tanky and hard hitting with this combo.
  13. That sounds pretty viable for sure. With Barbaric Blow, does the 30% hits to crits and 50% crit damage only apply to the carnage effect? Or the base hit as well? In general, the attack speed and recovery reset passives could combo very well. The whole effect applies to the attack itself. The carnage bonus is lost, but you still get everything else
  14. Why not mix in some barbarian? Fury / Barbarian (Tempest) Barbarians have a great attack speed boost when using their frenzy abilities AND this fits very nicely with the whole "Fury" theme of a storm druid. A barbarian would give you a sweet boost to attack speed and might, which helps your auto attack damage (shape shifted damage is hard to boost compared to weapons). There is also a great two handed pollaxe that fits nicely with this build (boosts power level for lightning abilities). I would go no subclass. The subclasses come with too much baggage to mix with a fury druid. Berserker will make your bounce attacks hit allies, and I believe being in form makes it much harder to become immune to intellect afflictions. Corpse eater brings you to close to melee to eat corpses for a ranged attacker, and mage slayer is a terrible choice since it cuts your fury time down. If you take anything other than no-subclass, it would be Berserker if you are going solo and/or don't care about zapping your friends into piles of ash. I am pretty sure the added penetration works when shifted since fury attacks are "weapons". PS I think there is a REASON the developers called this multiclass a "tempest"
  15. Whatever seems fun / appealing. They all work well and benefit from paladin defenses. Fury loses healing spells but has a lightning damage shapeshift and bonuses with attack magic. Paladin has healing abilities which helps offset the penalty. Lifegiver hurts your healing when you drop form. If you want to use your shapeshift offensively avoid this. The bonus power level on healing is nice, and this could make an interesting healer/support Shifter makes it so you can't cast spells in form, but can use all animal forms once per fight. This let's you get away with less intellect since you have multiple uses of shapeshift that helps ameliorate shorter shift duration. You can put a few more stat points in areas that benefit your melee survivability and damage. No spells in shifted form, which is a major drawback (shapeshift makes you an armored caster otherwise) Animist is the generalist druid and may be the easiest to mix with paladin due to its versatility. Lifegiver and shifter impose penalties for shifting, and fury limits your spell selection. You can build a bit more freely with this kit, but won't be quite as good as the specialists. It all comes down to what you want to do. I think any of this would work. Whatever is appealing / fun.
  16. The defense and heals are so good that I would worry your character gets nerfed to uselessness next patch. This build works because it outlasts anything (especially early on). The brand enemy part is a gimmick. The strength of this is stacking aoe heal over time abilities to make yourself nearly immortal. A dual wielding kinda wayfarer variant of this will be less immortal feeling, but way more fun in a group. Max might and int. Your flames of devotion become a point blank area of effect heal too. Makes for a sweet party healer that also does damage
  17. The build he speaks of is amazing... stupid overpowered. Paladin/Rogue and Paladin/Barbarian are also great, but not as silly OP as Paladin/Chanter.
  18. Weapon proficiency is 100% not necessary if you don't need the modal. Most of the weapon modals have drawbacks that make them very situational. Some are secretly amazing if used right, like morningstar, club and flail. Warbow is going to have INSANELY better penetration than your blunderbuss, especially with the modal. Recovery time is a dps hit, so it is really going to shine when fighting heavy armored enemies when the pen of your blunderbuss won't cut it. Warbow has 8 base pen. With modal 10. Blunderbus is 7 Warbow with modal actually does full damage versus heavy armor (10). Blunderbuss will be HEAVILY penalized. Also warbow gives hybrid slash pierce, which targets the lower of the enemy resistances. Keep the warbow in your inventory and scout enemies before you run in and fight them. If you see a big armored bad guy, equip your warbow and kill them with great ease
  19. Maybe 2 handed should get more from might. Right now we get 3% bonus damage from might no matter the type of weapon or spell. I would do something like this: 1h : 3.0% per 1 might 1h and shield: 3.0% per 1 might Dual wield. : 3.0% main hand 2.0% offhand Two handed. : 5.0% per 1 might Two handed should be really powerful per hit. I should want to stack might to wield a big two handed morningstar. Right now martial classes mostly want perception and dexterity thanks to weak additive might bonuses. Seems weird that we see melee builds that dump might because the bonus weapon damage and skill damage bonuses dwarf might bonuses. It almost seems like the damage numbers on weapons were originally based on being multiplicative with might. The slightly larger base damage on 2h weapons makes sense in a multiplicative system since the damage gap between big and small weapons would get wider as you use a multiplicative might...
  20. I tried a build like this. While not necessary, I think max might and intellect go a long way for heralds. Longer lasting pets and bigger self heals. Playing this build was so cheesy it made me think: maybe self heals for pally and chanter should be 50% strength on the "caster" and full strength for the party only. Nothing should be this insanely durable. Immortal self healing tank that summons. Take some arcana and you can blow things up too
  21. One of my hired adventurers is a ghost heart troubadour. Might med Con low DeX med Per high Int high Res dump She is a great summoner and ranged dps. You get a lot of synergy out of using firearms. I keep her as a mid range combatant so she can summon her skeletons to flank the enemy. Her piggie gets summoned right in front setting up enemies for flanked even without the rest of the party. My main is a ranged melee hybrid holy slayer (goldpact streetfighter), self inflicts distracted and goes to town with high speed melee attacks on enemies already flanked by pets. Chanter Simmons are once every 12 seconds of combat after the first summon. Plenty of time to shoot the enemies with your firearms
×
×
  • Create New...