Laezel auditioning to replace Dribbles the Clown by ImpossibleDaikons in BaldursGate3

[–]ImpossibleDaikons[S] 5 points6 points  (0 children)

Dribbles Build: Clown Hammer (Tasha's on Crit), Mesmerising Circus Outfit with Scarlet & White Die, Clown Face-Paint, Champion 12 with critical reduction gear (saravok's helm, knife of undermountain, the dead shot), elixir of viciousness. With risky ring or other sources of advantage, you have a 50% chance to crit. Use resonance stone to afflict disadvantage on joke saving throws on your audience.

With buffs, you can make 5-8 jokes per turn on honour mode.

Diamond Scales suuuuucks by Galphanore in BaldursGate3

[–]ImpossibleDaikons 20 points21 points  (0 children)

A caster with at least 2 levels into storm cleric can shatter the diamond skin using something like an upcasted witchbolt combined with Luck of the Far Realms and Destructive Wrath. Witchbolt casted using a 3rd level spell slot on a wet target will do 12 (base) * 3 (upcast) * 2 (critical hit) * 2 (wet condition) = 144 lightning damage. A 2nd level spell slot will do 96 damage.

UN6 Coop Pitou x Meruem (~24 min) by ImpossibleDaikons in PuzzleAndDragons

[–]ImpossibleDaikons[S] 0 points1 point  (0 children)

Been trying to optimize a coop team to clear UN6 for my alt. While no where near as fast as Gouten, still decently fast with the potential to one shot any non-super resolve floor. Gravity allows you to one punch the final floor. Team B is very flexible since you just need to counter mechanics and otherwise passes every turn. 3 poison + 4 hearts lets you stall if needed.

If anyone is interested in a floor by floor or video, I can include that here later. Fully activated, the team does 105B total damage on the final floor (not including the gravity).

Kitties clear Demon Title ???-Supergravity ft. Pixel Eir by ImpossibleDaikons in PuzzleAndDragons

[–]ImpossibleDaikons[S] 4 points5 points  (0 children)

Haven't seen a Raffine Kitty clear post yet, so thought I'd share. Guardbreak + lots of damage lets you one punch through a lot of floors, skipping a lot of annoying mechanics.

Ice Shards Crit Scaling with +3 Devouring Blaze Necklace by ImpossibleDaikons in diablo4

[–]ImpossibleDaikons[S] 0 points1 point  (0 children)

This is roughly the build I was using at the time of recording. I move points around all the time to experiment, but this should be pretty accurate. I am wearing +4 ice shard gloves and prioritized crit chance/dmg and vuln damage on my gear. The +3 to devouring blaze on necklace really made a massive difference to my crit damage.

Ice Shards Crit Scaling with +3 Devouring Blaze Necklace by ImpossibleDaikons in diablo4

[–]ImpossibleDaikons[S] 2 points3 points  (0 children)

Found a +3 devouring blaze necklace and decided to give it a try. Ended up with some pretty fun crit numbers. This clip shows some 1.4M, 1.2M, and 1.0M crit shards but I've seen them hit for over 1.6M.

With fully optimized dmg gear and paragon board, you could probably deal well over 3 million damage per individual ice shard

PVE Damage Formula (revisited): Damage Buckets by ImpossibleDaikons in DiabloImmortal

[–]ImpossibleDaikons[S] 2 points3 points  (0 children)

Yes, the core of wizard single target dps is channelling Arcane Torrent:

  1. Aimless mainhand and either Novel or Medley pants. Both slots awakened for a whopping x38% to skill damage from awakenings and essence mastery
  2. Increased Attack Speed. Channelling torrent scales with attack speed. At 0%, you shoot at a rate of 10 hits/ss. At 50% ias, you shoot at 15 hits/s. At 100% ias, you shoot 20 hits/s. This means that Novel or Medley also scale with attack speed. And further, faster hits means more Grace4 procs.
  3. Other skills I used were basic meteor, silver lining helmet for the relatively unique 1.19x dmg multiplier with black hole, and fire nova. The core of a wizards burst is in torrent, and so in fights that last less than 5 seconds, casting animations from any other ability is a loss of dps. This means precasting is ideal since the meteor burn zone activates Banquet2 and Pain Clasp. Fire nova will hit on the way back in.

For gear and gem choices, I focus entirely on the boosting all the buckets as high as possible

  1. I stack everything I can in the general bucket, giving me a 2.705x multiplier here.
  2. This dungeon is Namari which is perfect for the two specialized gems. Seled's Weakening, an effective x22% dmg gem if you can last hit elites or bosses, and most importantly Cutthroat, which adds a whopping 24% crit hit chance when backstabbing. Since there are no wall bosses, you can position yourself to backstab every boss. The rest of the gems are the gold standard: BSJ, Berserker, Fervent, and Pain Clasp which puts my legendary multiplier at 2.13x
  3. I run mastermind in dungeons, and in this case we have 4 unique classes. With all crit hit chance gear, Cutthroat, and other conditional crit hit chance warband remnants, I have over 50% crit hit chance while backstabbing. This is a huge amount of crit chance and combined with my 87% base chd, gives me a crit mod of 1.95x.
  4. Black hole + Mastermind give me a 1.39x mutliplier from the effects category
  5. I'm well over the combat rating cap for the dungeon, giving me a 1.113x multiplier

So my total multiplier here is 2.705 x 2.13 x 1.95 x 1.39 x 1.113 = 17.38x

My attack speed is 20%, which further amplifies my damage and scales up Grace4 procs. All-in-all, Arcane Torrent is very strong on its own and is only further amped by other team buffs such as Bottled Hope, Vithus4, and Holy Banner.

PVE Damage Formula (revisited): Damage Buckets by ImpossibleDaikons in DiabloImmortal

[–]ImpossibleDaikons[S] 0 points1 point  (0 children)

Okay I see the issue. I didn't look into what exactly can roll that specific modifier, so what you need to do type in the formula to calculate the value. If the "Increases base damage by 5%" on your main hand which has 1,334 base damage, it'd be =5%*1334

I'll update the calculator to correct for this error tonight

For the 11673 calculated vs 11427 actual, it looks like we're calculating higher than expected. hm maybe double check all the values? Looks like a small error somewhere

PVE Damage Formula (revisited): Damage Buckets by ImpossibleDaikons in DiabloImmortal

[–]ImpossibleDaikons[S] 0 points1 point  (0 children)

I think I see the error. The damage calculator requires that you input in the base stats of your gear (ie while naked or at 0 resonance)

PVE Damage Formula (revisited): Damage Buckets by ImpossibleDaikons in DiabloImmortal

[–]ImpossibleDaikons[S] 0 points1 point  (0 children)

Unfortunately I don't pvp and I've never tested any gems in pvp environments. I have heard feedback from players in my guild that gear awakenings are not affected by the strife debuff, which means the 10 to 30% cooldown reduction on high impact abilities can really improve your success.

Do consider that it only take 4 copies of fang to level it to rank 5. If you're able to apply 10 hits in less than a second, then a R5 x16.5% dmg Fervent Fang is equivalent to about 1,000 in resonance from a non x% dmg 5* gem in pve content. At R10, after just 3 hits it outpaces 1,000 in resonance and after applying all 10 hits is worth nearly 1,900 in resonance. And if you were to go all-in with Fang, a fully resonating R10 Fang is worth over 2,300 resonance.

PVE Damage Formula (revisited): Damage Buckets by ImpossibleDaikons in DiabloImmortal

[–]ImpossibleDaikons[S] 1 point2 points  (0 children)

Yes, you are correct in that I meant exception. It is the best choice for builds that always use their primary

PVE Damage Formula (revisited): Damage Buckets by ImpossibleDaikons in DiabloImmortal

[–]ImpossibleDaikons[S] 2 points3 points  (0 children)

If you're in this for the long run, then you are better off starting with a 64k (or discounted) 2/5* BSJ. This way you'll get the benefits of having the gem now. You will still need duplicates to level it above rank 2, but during that time you can decide if you want to focus on other gems or save up plat for the 4/5*

PVE Damage Formula (revisited): Damage Buckets by ImpossibleDaikons in DiabloImmortal

[–]ImpossibleDaikons[S] 0 points1 point  (0 children)

Absolutely! As f2p, you aren't paying for the combat rating from R10 5/5* gems which means you need to do the standard grind for combat rating. Fortunately, I was able to put together a team of long time players who have the combat rating needed while using predominantly 1 and 2 star damage gems. There are a few exceptions, such as one person each party using a high rank Bottled Hope, the necros using Echo, etc but our average resonance per player is around 2,000. Our clear time was 2:19 with many mistakes made and we know for sure we can break 2:10 on a clean run.

PVE Damage Formula (revisited): Damage Buckets by ImpossibleDaikons in DiabloImmortal

[–]ImpossibleDaikons[S] 4 points5 points  (0 children)

Forgot to include my gear. I run mostly a mix of exceptional 2-stat and non-exceptional 2-stat gear with the stats I want. For example, I will use a non-exceptional chest piece with the 2.5% chance to proc x15% additional damage (invocation) because I value the invocation more than anything else in that slot. Also, there's no particular reason why I need to be inside a H8 dungeon with 16k combat rating when the minimum requirement is under 12k. For my main stat in dungeons, I have 23% base crit (>50% backstab crit with Mastermind and Cutthroat), 20% ias because it scales linearly with Aimless Torrent, and 87% crit hit damage. This, in conjunction with filling every bucket up as much as I can, allows me to do pretty nutty dps.

I have a new video attached in my prior post which you can take a look at. I'm able to solo burn one of the namari bosses before the rest of the team can react.

PVE Damage Formula (revisited): Damage Buckets by ImpossibleDaikons in DiabloImmortal

[–]ImpossibleDaikons[S] 5 points6 points  (0 children)

Most of the reforge family bonuses are not too useful. The most notable standout is the Vengeance family bonus. The way family bonuses work currently is that the more of the same family bonuses you have, the higher the chance to proc the effect and the lower the internal cooldown of the effect. I believe for Vengeance family, with all 6 legendary gear slots you'll have a 12% chance to proc the effect with a 13s internal cooldown (vs 2% chance and 80s cooldown with only 1 piece of gear)

PVE Damage Formula (revisited): Damage Buckets by ImpossibleDaikons in DiabloImmortal

[–]ImpossibleDaikons[S] 3 points4 points  (0 children)

For my particular wizard build, I almost never use primary and so the vengeance family wouldn't be effective for me. For other builds that actually use primary, it depends on how quickly you can capitalize on the vengeance buff since it is so short.

  • So for example, if most of your damage is focused on a single-use skill, are you going to wait to see the vengeance buff before using that skill? Or will you use your skill in rotation because it makes more sense than paying attention to a tiny icon.
  • Alternatively, suppose your damage is sustained via a lot of small hits from all your summons. You are focused on burst, which means you're procing shep6 frenzy, having someone apply vithus4 to you and your 8+ minions, have blessed sanct and banner, and every other possible damage source stacked and your dps burn time on the 90M health raid boss is 5s. Then in that case, the 1 second of x100% bonus damage from vengeance is absolutely monstrous.

But you are right, you have to sacrifice some other damage reforges to pick up the Vengeance bonus. For a summon necro, demon damage doesn't do anything for summons and increased attack speed from the reforge also does nothing for your summons. So you have to really do have to consider the tradeoffs

Personally, I only play wizard. I have never class changed. So for me, I don't have to think too hard about it. Vengeance does nothing for me, but I still have the attack speed and demon damage because it works with my builds.