[3.10] Spectral Throw AllDayEveryDay | All Content | 18.4M Shaper Dps (Reflection + Impale)

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Xe0z escreveu:
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Hey all, fun build.

I'm not sure if I'm missing something, but Greater Volley > Greater Multiple Projectiles on the clearing setup.

20/20 GMP is 26% less projectile damage and +10% attack speed.

20/20 GV is 21% less projectile damage and +20% increased projectile damage.

The relative difference is about +25% damage between GV and GMP.

Even if you do a 5/20 awakened GMP, a regular 20/20 GV is still about +10% damage difference.

A 21/23 GV is also a fraction of the cost of an awakened GMP, too.

Plug them into your POB and you'll see.

The end-calc net DPS difference is around +5% MORE (yes, "more") damage with 21/23 GV vs. 5/20 awakened GMP. So it's pretty significant.

GMP works much better for mapping because of the spectral throws can cover a larger area with gmp. thats why i use gmp over gv.

I'm not so sure about that after doing a bunch of testing.

If your average hit is through the roof and one ST impact is enough to kill a single mob and hit your maximum life leech cap, then yeah, GMP may be better.

But all these people who say they feel squishy while clearing with GMP, I bet I've figured out why.


First, remember how life leech works... There are somewhere between probably 5-10 "instances" (buckets of life healing) on this build depending on how many "% increase maximum total recovery per second from life leech" nodes anyone has chosen. Then how much of an instance they can fill up depends on how many "physical attack damage leeched as life" AND how many "increased total recovery per second from life leech" nodes also selected or maybe they have on gear.

Then ultimately, what is filling up those buckets when we look at Spectral Throw?

Amount of damage done per hit/impact on MOBS, of course...... AND... number of hits/impacts on each MOB.

Now I've drawn up two illustrations of this to show what's happening to people:




As we can see, Greater Volley is potentially amassing around 26% more hits/impacts on a relative MOB spread to GMP. I understand this is completely anecdotal and not every MOB spread is like this, but this still shows the point in a relative comparison.

Now multiply those number of hits/impacts by your attack rate, (somewhere between 6-8 attacks per second on this build, and obviously more with buffs), and it's pretty clear that the ability to fill up your life leech buckets is significantly faster with GV than it is with GMP.

On top of this, it also means that you're likely killing the MOBS closest to you quicker, and therefore there are likely less MOBS hitting you and doing damage to you.



For instance, I noticed while using GMP that my life pool was consistently dropping down around 50% or more before my life leech would kick in and it would shoot back up to full. And then as I moved from MOB pack to MOB pack, there were continual blips of me taking large damage for a very brief moment before going back up.

Yes, it was nice not having to hardly move my cursor and target a direction, because my ST spread was super wide with GMP and everything was eventually dying and all I had to do was face forward and hold down ST attack while hitting WB to go from pack to pack. But, it was unsettling how often my big red life ball was bouncing around half life in between MOB packs.

But when I use GV, it felt completely different. My life pool never drops below probably 80-90%. I'm taking much fewer hits and damage, and it's abundantly clear my life leech buckets are filling up faster.

Sure, I have to aim my cursor a bit more, but really once you get the hang of just using more of a tacking method (boating term), or moving in sort of a Zig-Zag pattern, it reduces the need to aim. The ST's you've left behind you have to take an arcing path to return to you (like a boomerang pattern) and they typically then hit and kill any leftover MOBS that were on the outside of your original GV cone.


TLDR:

So in my assessment and testing, for QOL purposes for players who don't have 100,000+ average hit and 7+ attacks per second, and they feel "squishy", I recommend using Greater Volley for clearing instead of GMP.

Not only is GV a legit +5% MORE damage than GMP, but it's going to fill up life leech instances faster and for more per instance (more likely to reach your LL cap per instance), and therefore hit your maximum LL cap in fewer instances. Plus, MOBS closest to you will hit you less often as they're more likely to be struck with an ailment (because receiving more ST impacts) and/or be dead because they've taken more damage. Meaning you will feel less "squishy".

And if you're too lazy to aim a bit more and zig-zag rather than always move in a straight line, or you just do absurd base damage and MOBS drop in a single average hit, then GV is not for you and just use GMP.
Última edição por SkylerOG em 26 de mar de 2020 13:32:18
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SkylerOG escreveu:
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Xe0z escreveu:
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Hey all, fun build.

I'm not sure if I'm missing something, but Greater Volley > Greater Multiple Projectiles on the clearing setup.

20/20 GMP is 26% less projectile damage and +10% attack speed.

20/20 GV is 21% less projectile damage and +20% increased projectile damage.

The relative difference is about +25% damage between GV and GMP.

Even if you do a 5/20 awakened GMP, a regular 20/20 GV is still about +10% damage difference.

A 21/23 GV is also a fraction of the cost of an awakened GMP, too.

Plug them into your POB and you'll see.

The end-calc net DPS difference is around +5% MORE (yes, "more") damage with 21/23 GV vs. 5/20 awakened GMP. So it's pretty significant.

GMP works much better for mapping because of the spectral throws can cover a larger area with gmp. thats why i use gmp over gv.

I'm not so sure about that after doing a bunch of testing.

If your average hit is through the roof and one ST impact is enough to kill a single mob and hit your maximum life leech cap, then yeah, GMP may be better.

But all these people who say they feel squishy while clearing with GMP, I bet I've figured out why.


First, remember how life leech works... There are somewhere between probably 5-10 "instances" (buckets of life healing) on this build depending on how many "% increase maximum total recovery per second from life leech" nodes anyone has chosen. Then how much of an instance they can fill up depends on how many "physical attack damage leeched as life" AND how many "increased total recovery per second from life leech" nodes also selected or maybe they have on gear.

Then ultimately, what is filling up those buckets when we look at Spectral Throw?

Amount of damage done per hit/impact on MOBS, of course...... AND... number of hits/impacts on each MOB.

Now I've drawn up two illustrations of this to show what's happening to people:




As we can see, Greater Volley is potentially amassing around 30% more hits/impacts on a relative MOB spread to GMP. I understand this is completely anecdotal and not every MOB spread is like this, but this still shows the point in a relative comparison.

Now multiply those number of hits/impacts by your attack rate, (somewhere between 6-8 attacks per second on this build, and obviously more with buffs), and it's pretty clear that the ability to fill up your life leech buckets is significantly faster with GV than it is with GMP.

On top of this, it also means that you're likely killing the MOBS closest to you quicker, and therefore there are likely less MOBS hitting you and doing damage to you.



For instance, I noticed while using GMP that my life pool was consistently dropping down around 50% or more before my life leech would kick in and it would shoot back up to full. And then as I moved from MOB pack to MOB pack, there were continual blips of me taking large damage for a very brief moment before going back up.

Yes, it was nice not having to hardly move my cursor and target a direction, because my ST spread was super wide with GMP and everything was eventually dying and all I had to do was face forward and hold down ST attack while hitting WB to go from pack to pack. But, it was unsettling how often my big red life ball was bouncing around half life in between MOB packs.

But when I use GV, it felt completely different. My life pool never drops below probably 80-90%. I'm taking much few hits and damage, and it's abundantly clear my life leech buckets are filling up faster.

Sure, I have to aim my cursor a bit more, but really once you get the hang of just using more of a tacking method (boating term), or moving in sort of a Zig-Zag pattern, it reduces the need to aim. The ST's you've left behind you have to take an arcing path to return to you (like a boomerang pattern) and they typically then hit and kill any leftover MOBS that were on the outside of your original GV cone.


TLDR:

So in my assessment and testing, for QOL purposes for players who don't have 100,000+ average hit and 7+ attacks per second, and they feel "squishy", I recommend using Greater Volley for clearing instead of GMP.

Not only is GV a legit +5% MORE damage than GMP, but it's going to fill up life leech instances faster and for more per instance (more likely to reach your LL cap per instance), and therefore hit your maximum LL cap in fewer instances. Plus, MOBS closest to you will hit you less often as they're more likely to be struck with an ailment (because receiving more ST impacts) and/or be dead because they've taken more damage. Meaning you will feel less "squishy".

And if you're too lazy to aim a bit more and zig-zag rather than always move in a straight line, or you just do absurd base damage and MOBS drop in a single average hit, then GV is not for you and just use GMP.


wow thats an impressive write-up and great to read, thank you for the effort!
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rnbounty escreveu:
i currently have 1 ring with -9 mana cost. how much -mana cost i total is recommended before starting to use flesh and stone/enlighten combo?

i get mana leech from my gloves

So according to my PoB, right now I would end up with exactly 3 unreserved mana with using 2 lvl4 enlighten and also Empower. Without Empower it's 34 mana for me.
So you pretty much need to have -mana cost on both rings, amulet and Body armour for manaless attacks to use Flesh and Stone + Maim.
Might be doable with one less piece if you also don't link Maim to Flesh & Stone(53 leftover Mana for me)
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Laxxus escreveu:
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rnbounty escreveu:
i currently have 1 ring with -9 mana cost. how much -mana cost i total is recommended before starting to use flesh and stone/enlighten combo?

i get mana leech from my gloves

So according to my PoB, right now I would end up with exactly 3 unreserved mana with using 2 lvl4 enlighten and also Empower. Without Empower it's 34 mana for me.
So you pretty much need to have -mana cost on both rings, amulet and Body armour for manaless attacks to use Flesh and Stone + Maim.
Might be doable with one less piece if you also don't link Maim to Flesh & Stone(53 leftover Mana for me)
You could also take Champion of the Cause, which is right next to the Fortify/Rampart wheel if you're having this much difficulty. It gives you 4% reduced mana reservation.

But you shouldn't need that. Not sure why you're having difficulty.

I simply dropped flesh and stone and picked up aspect of the spider.

I've got maim coming out my eyeballs already with Tombfist gloves and maim support on ST, and spider + Tombfist gives about the same +damage as F&S+maim support, on top of the amazing hindrance debuff. Plus, I only get 2 sockets with Tombfist, so I don't have room for F&S+maim support, and instead get to use 2 abyss jewels, spider, plus the awesomeness of tombfist life/atk spd/maim/intimidate.

I personally think it's a better QOL setup. Spider is awesome and the abyss jewels give nice flexibility.
Well, Pride + Flesh& Stone + Herald of Purity = 100% Reservation, 88% with Enlighten lvl4, Precision lvl1 is another 3-4% when you dont have that much mana, so you automatically end up with less than 10% unreserved mana even without adding Maim support to it.
Shouldnt be really different on your setup but maybe you just have more total mana than my 620 ;-)

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rnbounty escreveu:
wow thats an impressive write-up and great to read, thank you for the effort!
Thanks.


I should add to my writeup that there is also a significant impact on Impale as a result of these same mechanic's differences.

If GV does really incur more "hits/impacts" as the illustration suggests, then this also means we're filling up our "impale stacks" faster, too.

This means we're now compounding "MORE" damage with stacking impales on top of everything else I mentioned.

So the overall damage isn't just 5% MORE, it's much greater than that.

5 Impales can be stacked with just Impale support. 7 with Champion's, Master of Metal. And 9 if you have a Watcher's Eye with +2 Impale stacks.

So we're talking something like +194% MORE damage when you land 9 hits on any given single target. Which is why Impale is the best MORE multiplier in this game. It's awesome.

But if GV is landing more hits quicker on MOB packs, then the true DPS from GV is far greater than GMP.



This has got me thinking... I may get a 20/20 Lesser Volley and see how it compares to Slower Projectiles.

Lesser Volley's cone is super tight compared to Lesser Multiple Projectiles. All 3 LV projectiles should easily strike a single target if you're in it's hip pocket.

So if I snuggle up to a boss (get right on his back) and land 3 impacts with Lesser Volley per attack, that should stack 9 Impales almost instantly (less than half a second) while landing 3 hits an attack, and not sacrificing any projectile speed.

Slower Projectiles is 29% MORE damage, but that's on ONE projectile per attack.

I wonder what the DPS is on 3 projectiles doing 29% less damage per attack is by comparison. Gotta factor Impales in there too.

And then, when both versions reach 9 impale stacks, is 3 hits per attack > 1 hit per attack with 29% MORE damage?

That's the question. Any math genius's want to take a crack at this?
Última edição por SkylerOG em 26 de mar de 2020 14:07:37
As far as I know with Multiple Projectiles and Volley only one projectile spawned from the same "projectile group" can hit the same monster.
So the conclusions here might be partly wrong.
Or was that changed?
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Laxxus escreveu:
Well, Pride + Flesh& Stone + Herald of Purity = 100% Reservation, 88% with Enlighten lvl4, Precision lvl1 is another 3-4% when you dont have that much mana, so you automatically end up with less than 10% unreserved mana even without adding Maim support to it.
Shouldnt be really different on your setup but maybe you just have more total mana than my 620 ;-)
I've got about 800, but even still, you shouldn't be that bad off.

I've got Pride, HoP, and lvl 1 Precision together with a lvl 4 Enlighten.

That's 44% + 22% + 19 mana (2%).

Then Aspect of Spider is 25% because it's on my body armour. And of course, Dread Banner and Vulnerability are free due to amulet and Inspirational.

So I'm sitting at 7% unreserved.

And I only have -15 mana cost on body, -8 on one ring, and -5 on other ring. And with about 35 mana regen and around 200 mana leech on hit rate, I have absolutely ZERO issues with mana.

My ST costs like 6 to cast, and I can spam it without even leeching and stay on full mana.

Everything else is at or nearly free to cast. AP is maybe 12? Because I have it attached to faster attacks and culling strike.

The most expensive thing I cast is Holy Flame Totem, which is like 24 I think. And I just use it as utility to insta-strip curses off me and give me instant +250 life regen when needed (consecrated ground).

So even if you only have like 35 total mana, you should still be okay. with just a couple tweaks to your setup.
Última edição por SkylerOG em 26 de mar de 2020 13:08:21
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Laxxus escreveu:
As far as I know with Multiple Projectiles and Volley only one projectile spawned from the same "projectile group" can hit the same monster.
So the conclusions here might be partly wrong.
Or was that changed?
I thought it was just the same projectile. I couldn't remember if it was the same projectile "group" or not.

If that's the case, then yeah, forget my idea about Lesser Volley.
How do you solve accuracy with this build? I must have missed something.

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