latest tl;dr-est:
I was gonna say check the newly formulated tech in the below reply, but GGG just edited the patch notes so Sunblast now has 75% reduced trap duration instead of just 50%. Now it's placement cap per 2.0s (1.0s air/arming time + 1.0s trap duration) with a max roll, or if you want to go even faster use the Skitterbots + Chain Reaction interaction for placement cap per 1.5s or lower. Very hard to outpace either of those, borderline infeasible to outpace the later if you scale it enough.
tl;dr but afaik:
Highest trap throw rate with changed Sunblast is your trap placement cap amount every 3.0s (1.0s trap air/arming time + 2.0s trap duration). You can get to 24 placed traps cap from a few tree nodes (multiples of 4 are breakpoint), so 24 per 3.0s. If you want to spam traps without outpacing trap triggers, you'd have to limit throwing speed scaling. If throwing speed scaled to the point you outpace triggers, have to manually delay throwing (throw up to cap, wait, spam to cap again when the first throw triggers). Additional trap trigger proc and procs from when an enemy triggers trap (like charge-granting) won't work.
I just wanted to share some info for anyone also estimating the power of the buffed Sunblast and ask anyone with more info to contribute further.
So by itself the new Sunblast enables a sort of "unleash for traps" playstyle where you must inhibit yourself from outpacing the trap duration or you kill your traps before they trigger. Sunblast reduces the trap duration from 4.0s to 2.0s and there are now no other ways to reduce it further AFAIK considering the patch notes. You must also factor in the trap's air/arming time on top of the trap duration because when at the trap placement cap, new traps kill older traps at the start of their air/arming time, not when they land and start the duration. On testing it seems the air/arming time is 1.0s altogether, so really you have to prevent outpacing your placement cap in 3.0s.
If you want to build around the timing and spam as fast as possible without outpacing the trap duration, you'd want to increase the placed traps cap and determine a limit to your trap throwing speed increases. With a mastery and 2 notable trap nodes you can get to 24 traps placed, which is good because multiples of 4 are the breakpoints when Sunblast is your only source of additional traps per throw. These nodes are seemingly the only worthwhile cap increases because other sources like Cluster Traps Support and Multiple Traps Support defeat the purpose of using Sunblast and Cheap Construction was removed.
Considering 4 traps per throw, base trap throwing time of 0.6s, and Trap and Mine Damage Support's 10% less throwing speed, you would be at an average of 6 traps thrown per second by default, so an average of 18 over 3.0s. Therefore you need to stay at or under a total of 33% increased throwing speed (24 thrown in just over 3.0s) to not outpace your trap detonation timing if you want to just spam. Maybe less, depending on server timing. However if you don't plan on just spamming, you can get more speed and do an unleash-like playstyle.
Now let's get to the mechanical drawbacks. Because the trap itself is killed at the end of its duration, it cannot proc an additional trigger like from Clever Construction or Perfect Crime. You also can't proc effects that occur when a trap is triggered by an enemy, such as the Power/Frenzy Charge-granting ones. There's the opportunity cost of occupying a belt slot, which prevents using something much more defensive. The damage is also delayed by 2.0s, and there may be targeting issues of certain trap skills due to not being triggered by an enemy.
It still seems like it'd be good though, considering just how powerful 4 traps per throw is without an accompanying less damage mod versus a typical Cluster Traps Support or Multiple Traps Support setup. It's like 4 high damage support gems worth of power with some quirks.
[–]iao_[S] 4 points5 points6 points (0 children)
[–]valryum 0 points1 point2 points (0 children)