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[3.11] CoC Ball Lightning Assassin - 20M+ Shaper DPS/10k ES/fortify - League Starter Guide Included
" You are right, the DPS calculation is outdated. BL hits 7-8 times with 40% inc AoE in Heist, not 13 times. " I used 2 Ventor's gambles and Goldwyrm. But that was in Delirium, and I'm not sure if it's still possible in Heist because of the nerfs. |
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"It does, and that's precisely my point. It makes the BL into a moving wave-like phenomenon like sound waves, so that overlap can happen on our sides and not just along our line of movement as would be with a single projectile. Look at the fourth doppler diagram, when we move faster than the balls. The maximum overlap points are to our sides, and shotgun area extends even further than that because the balls will overlap due to their area of effect. I'm marking the shotgun area in a copy of the diagram here: ![]() Black is the GMP shotgun area, red is the Slower Proj general coverage area. With Slower Proj you almost completely miss the shotgun effect for two reasons: 1. Slower Proj covers an area in a single line, while the shotgun effect with GMP is this boomerang-shaped area above that moves with us as long as we're hitting monsters. 2. For any shotgunning comparison to be made between GMP and Slower Proj, you would have to move 30% slower with Slower Proj. In reality, the only thing that gives you clear DPS with Slower Proj is its basic DPS (which is very good in and of itself). You will have no significant shotgun effect because the projectiles are 30% slower, and no one wants to move that slow for them to overlap significantly. The real effect on gameplay here is that while with Slower Proj maybe 2-3 projectiles overlap for shotgun effect, we can count on 3-5 GMP projectiles (from different casts/triggers) overlapping for shotgun effect.
Full math
Let's take Slower Proj (SP) projectile speed as baseline.
GMP has 1/0.7 = 43% more proj speed corresponding to 43% more overlap than SP while keeping the speed of character movement constant. SP21 has 1.3 baseline multiplier damage while GMP21 has 0.75. So our gunshot DPS multiplier is 1.3 for SP and 1.43*0.75=1.07 for GMP. In relative terms a single gunshot burst with GMP is 1-1.07/1.3=18% less dmg than a single gunshot burst of SP and thus far better than the pure DPS comparison without gunshot: 1-.75/1.3=42% less dmg. In other words, with GMP instead of SP we lose 18% dmg but increase the gunshot area to about (ballpark estimate: # of GMP projectiles -2) 300% of SP's area of coverage. --- Having said all this, the comparison with syndicate fights is obviously in favor of Slower Proj. GMP can never be as good as Slower Proj for single target fights, period. If you *want* to run Jun or Einhar missions and this is a concern, then for these individual high-HP fights, Slower Proj will be superior. My argument goes only towards the general clear speed of monster packs, including rares. So the argument to be made for GMP or SP depends on your goal: if you want to be on the safe side while running Jun missions and dont have overpowered gear, then SP is the safer choice. If you care for maximum speed to get max XP/hour or drops/hours, then GMP is the better choice. Saying that GMP is underwhelming as a general statement in the guide is silently assuming that others share your goal of being safe while fighting harder single-target fights which is most certainly not always true :) |
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" I understand that everyone has a different goal. I just feel from my experience that the benefit of using GMP is too small - maybe the clear speed is increased by 5% of something, which is not enough to justify the DPS loss. This feeling may be biased because I usually run Toxic sewer and Promenade in the endgame. If you run more open maps like Summit, GMP might be more effective, but I don't know. I stated in the guide that GMP is useful in Legion encounters, which indicates that GMP is sometimes useful. I believe this information is enough for people who is looking for better clear speed. |
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I've tested the build a bit in normal league now after the nerf and can confirm that the dps loss isn't that noticable (at least with good gear).
With my harvest character I am still able to do a delve on depth 1326 and the dps is still enough to clear it before they can even hit me properly. Just if someone thinks because of the nerf it wouldn't be OP as heck in the endgame. (And yea I know, it is with harvest gear. But my gear wasn't optimized.) |
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In your guide under this information I have a question. How do you fix the mana issue ? can't have 3x4 gems socketed, cause of the mana reserved pool ?
level 31 Complete the quest "A Fixture of Fate" in the Library and buy slower projectiles and innervate gems. Your gem setup is the following: spellslinger - ball lightning - slower projectiles - elemental focus spellslinger - arc - controlled destruction - innervate spellslinger - wave of conviction - physical to lightning frenzy |
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" You can't use all of them because of the nerf to spellslinger in 3.12. You have to drop either arc or wave of conviction setup. I would drop arc. |
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" I made it work by using spellslinger - ball lightning - elemental focus spellslinger - arc spellslinger - wave of conviction - physical to lightning for several levels, until my spellslingers leveled up enough to swap phys to lightning on WoC for controlled destruction on arc. I eventually invested in the sovereignty cluster while leveling to make it easier, but remember that you can keep casting spellslinger stuff with 100% reserved mana thanks to default wand attacks. frenzy just gives you more damage from frenzy charges and curse on hit. |
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" Really? I did the same, and imo the build is dead af. I ran a 100% delirious t16 underground river as a test, and it felt awful. The damage is halved, the regen is halved. Such a shame, I think this was the cheapest entry to 100% delirious farming, and I'm not sure of anything else that can do them safely at close to the same investment requirement. CoC Nova and Aura stacker are both 3-10x more expensive, not sure what else. |
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" I did this build back in Delirium a just did a 100% t16 underground river, and it was fine even with 0% stun reduction (I did die a lot due to the stun) I have at least 60ex worth of gear and it seems fine. I kill the Conquerors in 5 seconds instead of 2 so, its whatever. Though I will say I'm doing the budget gear right now for Heist and its clear speed is nice, survivability is meh and boss damage is nothing to be impressed with. Just adding my thoughts on where this build is at. |
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I started this league with spell slinger and then transitioned to the life version, then the budget version with the fenumus boots and lycosade and now i'm slowly upgrading the gear to be considered the actual build.
I'm sitting on comfortable 8.6k es and i killed Sirus8 a couple times now but bosses in general take atm a little too much time. I feel like i still do way too little damage but i can't really pinpoint which kind of items would help me the most in terms of damage. I'm playing at the 14% cdr bracket with around 7.1 aps and i don't think i will reach the 54% bracket any time soon. Awakened Hextouch would be a decent upgrade for the extra curse but i feel like i'm missing something more essential. Would you mind taking a look at my gear and give me some advice on what to upgrade next in terms of damage? I'm thinking the main things atm are Awakened Hextouch, a max roll(with catalysts) shaper ring and bottled faith. Here is my POB/Gear https://pastebin.com/6yRWA8EE Edit: Looked at difference in gear and tree from vlockheads pob (https://pastebin.com/snFrJRKP) and changed many parts of the tree to be able to include 2 "Storm Drinker" jewels and "Energy from naught" jewels. Also changed the amulet to a +1 int gems. Overall somewhat cheap changes for a pretty decent damage boost. Only thing i'm worried about is that i'm now on 0% increased aoe which might actually be a really big damage loss too? Última edição por Pandaro#5207 em 28 de set. de 2020 10:59:56
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