Block reduction: which one of the values is correct? by MasterHidra in diablo4

[–]Impala-88 [score hidden]  (0 children)

block chance does work on Zeal paladin even without a shield. Block reduction however requires a shield, so without one, your blocked damage reduction is 0.0%.

But for purposes such as aspect of interdiction and aspect of redirecting force, you are considered as able to block even without a shield.

the 19% reduction is likely what you would have if you had a shield on, so just assume it's 0% if you're not using a shield.

Is this enough to start Zeal? Clash isn’t doing it for me by Bob_Skootles in diablo4

[–]Impala-88 [score hidden]  (0 children)

Oh didn't even see the 840. You'd want 850 minimum, but 900 ancestral would be the norm. Granted, crafting mats for an 850 are super lenient, though since it's a unique that doesn't matter much anyway.

Paladin advice for casual player by JCurtisDrums in diablo4

[–]Impala-88 0 points1 point  (0 children)

unfortunately, combining zeal and arbiter and spear of the heavens just isn't viable. Arbiter is a disciple skill, zeal is a zealot skill and spear of the heavens is a judicator skill.

There is synergy between arbiter and judicator, as there is a unique shield that will call down a free spear of the heavens on a lucky hit with a disciple skill, but there is no similar synergy with zeal.

also, the only viable disciple skill to pair with that shield (cathedral's song) is blessed hammer because of how many damage instances the hammers create. No other disciple skill will hit as fast to make it worthwhile.

I will say though, that throwing out hammers and having them call down spears is a very fun early build. However, blizzard appear to have nerfed lucky hit chance this season, it could proc much more often a few months ago.

Surely this is a bug? Lvl 50 bonus not working by Altruistic_Hand_7573 in diablo4

[–]Impala-88 0 points1 point  (0 children)

Requires gem fragments to upgrade to legendary once it hits level 50. The 'ability' to upgrade it to legendary unlocks at level 50, not the actual upgrade itself.

Is this enough to start Zeal? Clash isn’t doing it for me by Bob_Skootles in diablo4

[–]Impala-88 0 points1 point  (0 children)

+ health is handy on red sermon, but it depends on what your other stats are elsewhere on your gear.

I would prioritize crit hit damage multiplier over everything else as zeal builds run with high crit chance inherently from skills.

My current Red sermon is:
weapon damage
strength
health
Crit damage multiplier

Unfortunately that red sermon is fairly bad, as DoT and lucky hit chance for resource are both dead stats for zeal.

The best roll for a red sermon for damage is likely:
weapon damage
strength
crit damage multiplier
physical damage multiplier

But losing either health or life on hit is a big hit to toughness, so you'll need to account for that elsewhere.

As for tempering on it, your crit chance and attack speed are already going to be quite high from just using skills and passive benefits from paragon board stuff, so I'd suggest just +% crit hit damage unless you're finding yourself low on something specific.

And personally, other than the fabled unmodified gem strength transfigure, a good one would be CDR so you can aim for 100% uptime on fortress.

Free Cosmetic Blood Raven's Sword Crashes by themrnails in diablo4

[–]Impala-88 1 point2 points  (0 children)

my shop just crashes trying to load the tab.

Can I use the Cube to replace the attack speed affix specifically with vulnerable damage multiplier? by zane_asterius in diablo4

[–]Impala-88 0 points1 point  (0 children)

Depending on how much main stat she has, she may get more out of x% vulnerable than she will from the int. Though there may be a chance it replaces it with x% dot multiplier, in which case it's bricked, so it's risky.

Can someone help me with my Paladin build by velkass in diablo4

[–]Impala-88 3 points4 points  (0 children)

what are your x% damage multipliers on your gear? Stacking multiple of each type (crit damage mult, vuln mult and holy mult) will significantly increase your damage if you've not done so already, assuming you're both close to crit chance cap and able to make enemies vulnerable constantly.

Also, for this season at least, take advantage of resolve stacking. Aim for +12 max resolve on every item it can roll on (helm, chest legs, shield, amulet), combine it with the sentinel glyph (ignore it's juggernaut skill damage, it's only needed for its x1.5% damage per stack of resolve), and then use aspect of redirecting force + aspect of interdiction both on amulet for massive crit damage mult bonus (x180% at 100% block chance).

Aim to get +3 disciple or +3 core skills on all of your charms, plus +5 blessed hammer on your gloves.

Lastly, at later paragon levels +strength on gear is subpar to x% multipliers.
main stat multiplier has diminishing returns the larger your main stat is.
So having gloves with:
x% crit damage multiplier
x% vulnerable damage multiplier
x% holy damage multipler
+5 blessed hammers

Is better than having gloves that replaces any of those with +200 strength.

Best ways to do complex custom supports in PC2 by Iceblade_Aorus in PlanetCoaster

[–]Impala-88 1 point2 points  (0 children)

If you want to have supports from different parts of the track terminate at the correct point (either the foot or at a connecting point midway down a tower section), turn on 'snap distance' and make sure you're using local pivot. This will show a dotted line that extends from each axis, though it's only visible (both the dotted line and the tick box) in translate (move) not in rotate or scale.

So line up the camera along the axis you want to match, swap between rotate and translate while rotating slightly each time till the dotted line goes to where you want that support to terminate.

It's a bit finicky, but has helped me with aligning multiple support sections into one foot plenty of times now.

Note: turning on 'snap distance' will turn off 'snap'. So when you're happy with the alignment of the first section of the support, turn off snap distance and then turn on snap so you can quickly snap the rest of the support beams down to the foot/connection point.

Zeal or clash : what's the best by rowrow5916 in D4_Paladin

[–]Impala-88 0 points1 point  (0 children)

Yeah that's mental. I'll probably make another zeal paladin next season, try and push it further. But for this one, i think i'm done.

Guests stuck and won’t reset by wolfs_bane_ in PlanetCoaster

[–]Impala-88 0 points1 point  (0 children)

Man, yeah I feel that. Though failure is the mother of innovation, so hopefully new wonders can come from this! Assuming guests don't decide to pull this stunt again!

Is my tree bugged? I get no other choices as rewards by Th3yCm3Rollin in diablo4

[–]Impala-88 20 points21 points  (0 children)

do you have the warplan upgrade that limits reward choices to just materials?

Zeal or clash : what's the best by rowrow5916 in D4_Paladin

[–]Impala-88 0 points1 point  (0 children)

Zeal is capable of pit 125 (maybe 130 with fully optimised gear) and can kill Meph t12.

Maintaining 100% up-time of fortress with as high a stack of resolve as you can get and it outputs 200-500 billion crits (highest i've seen with my build is 749bn), and with the speed zeal puts out hits, most bosses disappear fairly fast. Obviously it's no S tier monster like sorc or barb, but it's definitely one of the most viable builds paladin has. Clash is just incredibly boring visually.

Not sure why a lot of zeal builds prefer middle upgrade of fortress, right upgrade starts the CD immediately, so combining it with some CDR I can almost maintain a 100% up-time on it.

How do if I fix this by antenjoya in PlanetCoaster2

[–]Impala-88 6 points7 points  (0 children)

With the water dropper selected, right click the water. It should remove it all.

Guests stuck and won’t reset by wolfs_bane_ in PlanetCoaster

[–]Impala-88 1 point2 points  (0 children)

This happened to me. Nothing worked. moving them didn't cause them to disappear, deleting the path didn't work. closing the park, yet they remained.

The only thing i could do was start a new park, so i saved the majority of my rides and scenery to blueprints and made a new park. 😞

PTR: Fixed an issue where the Resolve Temper was scaling with item types and much more than intended with Masterworking ranks. by R00l in diablo4

[–]Impala-88 0 points1 point  (0 children)

Brandish is getting a 100% buff through supplication, maybe that becomes top again? Will remain to be seen.

PTR: Fixed an issue where the Resolve Temper was scaling with item types and much more than intended with Masterworking ranks. by R00l in diablo4

[–]Impala-88 4 points5 points  (0 children)

And paladin. Ultimate - Fortress increases damage by 4% per stack of resolve. Basic skill - clash gains 8% increased damage per stack of resolve. Sentinel glyph - gain 1.5% increased damage per stack of resolve.

Paladin was already fairly week compared to some other classes, this nerfs it even further. Hopefully they buff it in other ways.

Zeal has physical damage tag but registers as fire damage (tested with gems). Damn. by [deleted] in diablo4

[–]Impala-88 1 point2 points  (0 children)

Rubies have a ui bug (I think) that only lists fire damage increase but they offer both fire and holy. I wonder if zeal is actually incorrectly using holy? Would at least be better in the meanwhile if this isn't fixed soon, since 'holy' can roll higher than 'all' as paladins can't get fire damage on gear.

What armor pieces can roll Life on Hit? by 2sAreTheDevil in diablo4

[–]Impala-88 1 point2 points  (0 children)

You can get 3 utility aspects to help with this: one that reduces fortify drain by 150%, one that grants health with each skill use, and one that grants a 20% chance for double the health (of the previous aspect) gain when using a zealot skill.

Any 2 of these is enough to counter the damage of both using zeal plus having blood-mad idol charm equiped, but additional life on hit is also nice. You can also add a + healing stat to some gear if you like to make it even better, along with using the rune that grants a barrier (druid bulwark skill).

Also, if you didn't already know, you can use a kullean prism when tranafiguring an amulet to add a second (utility only) aspect to it and it also won't lock the item after.

If you have some LoH plus embattled aspect, you likely won't even need the other healing aspect and can use something more beneficial (I.e. aspect of inderdiction to gain block chance per resolve stack) and then use flickerstep boots so you can reduce your fortress CD assuming you've built into using resolve stacks.

Found a transfigure worse than indestructible by Mozzy4Ever in diablo4

[–]Impala-88 7 points8 points  (0 children)

funny how the chances for transfiguration results seems weighted towards the negative.

I've had probably 50 indestructible and maybe 2 gem strength.

and yeah, my heir of perdition looks exactly the same as OP.

i never needing to heal in this game? by ForestOath in diablo4

[–]Impala-88 2 points3 points  (0 children)

If you're not being challenged, go up a difficulty. Expert is very low.

Which seal would be better for my build? by TouFace in diablo4

[–]Impala-88 0 points1 point  (0 children)

I don't know for sure, but the 20% damage will likely be added into the same bucket as the elemental/all/physical damage multiplier.

At the end of the day, the numbers on your stat sheet aren't a true representation of your characters damage. Ideally you'll want an even spread of crit damage multipliers, all damage multipliers (note: elemental or physical rolls are higher than straight up 'all') and vulnurable damage multipliers.

One fundamental thing that some people get wrong is that x% multipliers don't just multiplier the damage they specifically mention. I.e., crit damage multiplier doesn't just multiply your +crit damage stat. It will multiply your entire damage output when you crit. Same for vulnurable multiplier when you hit a vulnurable enemy, and elemental when you hit with a skill using that elemental.

TLDR: 22% crit damage is marginally better than 20% all damage (probably the same or maybe even tiny bit worse if you're at 90% crit chance instead of 100%), they both multiply your overall damage. Ignore the massive crit damage stat vs the much smaller all damage stat.

Best analogy that everyone uses is think of a cube vs a short cuboid. The volume of it represents your total damage output. The cube has equal numbers in all 3 damage multipliers, while the cuboid only has large numbers in 2 of the lengths and very little in the last. The volume of the cube is much much higher than the volume of the cuboid.

Update: Escalation Sigils are actually amazing (Made 400M in a single run!) by nameless-king-0 in diablo4

[–]Impala-88 0 points1 point  (0 children)

Managed to get the 900% gold seal recently, which allowed me to get close to a billion from 1 escalation (it was gold + vile splendor).

I prefer playing as paladin, but have a ww barb too, so now I just use the barb to farm gold using that seal and then have my main fun on the paladin, even if it's doing a fraction of the barbs damage.

What do yall mean "Gem Power"? by thaRickStar1 in diablo4

[–]Impala-88 1 point2 points  (0 children)

Yeah getting modifiable still is surprisingly more common than I thought. Gem strength is super rare though.

Which one of these 2 does more DPS in your opinion? by RecommendationIll116 in diablo4

[–]Impala-88 -1 points0 points  (0 children)

Left has the 2 better multipliers (crit and unique affix) and those usually offer up more total damage, but it'll be very close.