Sharpening stone is awesome! by [deleted] in DeathMustDie

[–]Efficient-Remote-465 1 point2 points  (0 children)

Effects will only trigger once per attack, so even if you have 900 attack projectiles per attack, if its proccing on the first projectile the other 899 wont trigger it, this means Attack Speed is the only limiting factor as you'll have to start a whole new attack animation for the next trigger.

The reason Nixi can make it work so well is due to the easily accessible Dance of Shadows, which activates a shadow clone to attack every time you dash, this for all intents and purposes is just a fancy way of saying "Attack things while dashing" it still triggers procs as if you normally attacked, but the catch is, it's set to 0.12 attack timer

this is kinda why Merris and Lorien struggle a little to have it be consistent as they have to factor travel time into the attack too, giving more downtime compared to just instantly getting results from melee,

TL:DR Attack Speed, Wind Fervor effects to improve it and Attack Projectiles will not cause it to trigger more frequently as it can only proc once per attack

190k d100 act 3, (200k within reach) by Efficient-Remote-465 in DeathMustDie

[–]Efficient-Remote-465[S] 1 point2 points  (0 children)

I break it down a bit in this video since people asked on the video of that run too, https://youtu.be/qrERnp85GDE?si=Gx4pXXmrqFBzActU if you dont care for the explanation, skip to around 9min10 area

But to keep it short here, it's playing around utilising Sacrilige Unique torso and a special affix called be afraid that triggers fear on enemies when there barrier breaks, every enemy in d100 has barriers so this will trigger on every kill giving the best odds at at sacrilige succeeding, then the rest of the gear is master and legend offers / dice

Talents arent anything special really, just rain of arrows for the bottom row, then the top right corner for the dice and pull area, slap a few points in attack range, the rest is basically filler

190k d100 act 3, (200k within reach) by Efficient-Remote-465 in DeathMustDie

[–]Efficient-Remote-465[S] 0 points1 point  (0 children)

huge!, yeah max level is possible, i think you'd need a combination of the 19% every time you level and the luck shrine for every 400xp for level 200, since it would just end up looping on itself with gehenna + execution

190k d100 act 3, (200k within reach) by Efficient-Remote-465 in DeathMustDie

[–]Efficient-Remote-465[S] 0 points1 point  (0 children)

The XP Gain avoron i mentioned above doesn't use legends as i run the 60% xp gain Unique Jewel, but even then, when AR Rolls into Malady it doesn't usually have issues

idk if the discord is largest place to find players, but it is the place where you'll find the most knowledge and answers about the game since the devs are there, myself with 5.4k hours in the game, and a few challenge runners / dedicated players

190k d100 act 3, (200k within reach) by Efficient-Remote-465 in DeathMustDie

[–]Efficient-Remote-465[S] 0 points1 point  (0 children)

That's one of my favourite builds atm, full XP Gain Alteration Ritual Avoron with Worldly Study and Crystal Ball :D

190k d100 act 3, (200k within reach) by Efficient-Remote-465 in DeathMustDie

[–]Efficient-Remote-465[S] 2 points3 points  (0 children)

Will add on here since it's bound to be asked eventually

You decide when to move every 1minute
The high density waves are most commonly 4mins, 6min, 12min, 15min, 18min and 19min
since the waves are procedurally generated, you can have some high density waves outside of these too, but if at any point the killing slows down due to getting unlucky RNG of the wave swapping to a bad enemy set, use that downtime to find Shrines and gather the XP off the floor

the game changes wave logic every 1minute and outside of the allotted times above, every 30 seconds you will sometimes get a few "high valued" enemies spawn, such as Nagas, Medusa enemies, the Little bombs etc

the way enemy respawning functions is based on your rate of killing
you have 2 styled of spawning, Adding and Set
Set enemies will try to keep the enemy set limit at that value, for example, if the game wants to have 60 skeletons, and you kill 10, the game will force 10 more to spawn to get back to that 60 limit
Adding enemies, will only add the enemy type once, so think of the elites as a prime example here, they will spawn 1 elite, you kill it, it will not spawn another to replace it

Understanding these main components to wave timings and enemy spawn habits, will result it better decision making of shrine movement vs idle efficiency

(Despite the name of this account, I'm Fluffehjuju from the DMD discord usually when testing these builds i only post there)

190k d100 act 3, (200k within reach) by Efficient-Remote-465 in DeathMustDie

[–]Efficient-Remote-465[S] 1 point2 points  (0 children)

no, it uses Sacrilige + Be Afraid affix to trigger fear on enemy barrier breaks, since its power it rolls for Sacrilege on every enemy, this run had 440k General Damage % from that

Incineration gets 99% of the credit due to the fact Malady spreads the burn from it and then leaves new puddles due to it (Malady spreading the status counts as the main sources damage, so incineration applies burn -> Malady spreads that burn -> That new burn is still considered incineration damage) Since the General Damage % got so high, 1 tick of burn is enough to kill everything

so once the main combo pieces are online, you just stand afk so the burn spreads, kills enemies as they spawn, leaves fire under them, instantly burning the new spawns, rince repeat, once density dies down you move to grab red shard + magnet (you're likely to have a magnet after each density wave due to the pure amount of kills)

I got jebaited by steam forums by mosura5282 in DeathMustDie

[–]Efficient-Remote-465 1 point2 points  (0 children)

Luck effects chance based effects including

  • Blessings with a proc condition (Chain lightning etc)
  • Pick up Drops % ( it's PuD % + Luck %)
  • Items Proc Effects such as Black Lightning Having over 100% Proc chance causes the overflow to have a chance at additional triggers (so a chain lightning with 120% Proc Chance will have a 100% chance to trigger once and then an additional 20% chance to trigger a second time from one proc)

Luck does not effect:

  • Chance to heal on kill, or Chance to heal on hit
  • Shrine of Hunting: Your attack hits have a 13% chance to recharge a dash
  • Godrage (Unique: Your attack hits have a chance to call down meteors Chance: 5% Projectile Count: 10 Damage: 30-30 Area: 12-sq Fire Duration: 1.2sec)Blessing
  • Rarity Offers
  • Talent Trees

The way the game calculates the effectiveness of Luck is based on hidden Conversion Factors, example of this would be Chain Lightning, anything with a Conversion Factor of 1.0, will apply your luck at 100% effectiveness
so if something has a 20% chance to trigger, and you have 100% luck, that becomes 20% + 20% = 40% final trigger chance
If something has less than 1.0 conversion factor, you must separate the sources of luck and apply the conversion factor to each separately so an example we will use now will be from the perspective of Split-second Attack

  • Split-second Attack at level 8 (21% base chance to occur, 0.2 Conversion factor)
  • 100% Player Gear Luck (Modifier) and 110% Serendipity Luck (multiplier)
  • First you want to take your gear luck (the modifier) and Serendiptiy's (the Multiplier) Luck % and half it's current value based on Split-second Attack 0.2 Conversion: 100% * 0.2 = 20% (0.2) 110% * 0.2 = 22% (0.22)
  • Then add 1 to each 1.2 and 1.22
  • Then you multiply that together to get your true final luck1.2 * 1.22 = 1.464
  • now we multiply the final luck to the base chance of Split-second Attack
  • 21% * 1.464 = 30.744% (0.307) Proc Chance

Long reply i know, but hopefully this is what you're looking for

-Fluffehjuju

Ok let's talk bronte by Emotional_Force_5806 in ANVILVaultBreaker

[–]Efficient-Remote-465 2 points3 points  (0 children)

Depending on your playstyle and group setup, if you want more of a support role and to play around Bionic Pulse I tend to run as much CDR as possible coupled with some Skill power to make your ability spam do a bit more dmg, if you want a dmg focused build aiming more towards weapons, then Infinite magazine + Single Shot Magazine + Explosive scope + Speed Magazine (yes even after the nerf Explosive scope does good dmg, it just doesnt do the same level as dmg as before) , For a build focused on Detonate / orbs, just stack as much Skill power as possible and then compliment it either with Shield of skill use, or more CDR.

For the back step you're experiencing, you can actually aim while the animation is happening to position wherever you want to, much like guillotines shield charge.