I think every build that can push past 500 should be able to go on forever, it’s just a matter of time
This is what all of them have in common:
1 don’t have survival issues
2 can do aoe damage and clear big mobs (the speed doesn’t really matter when it comes to clearing small creeps)
What separates good builds/classes from weaker ones is:
THE ABILITY TO KILL BEETLE QUEENS
So i think we need to figure out if every single class has a way to kill this thing really fast with all the usual defense u will need, for example, resistances, glancing blow, crit protection, dodge rating etc.
The most i have been able to pull off (with 102% glancing blow, 800 dodge, 2 sec transplant CD) is:
140000+ on one DOT tick by marking and casting soul feast on the little wood stick
So i can kill 1 queen or more in like 5~10 secs, the transplant 20% health instant kill also helps a lot, it’s basicly instant kill after they revive
But with everything else, it takes a long long time to kill them
My spellblade can get lots of ward and doesn’t have any survival issues, it’s just extremely bad when it comes to killing beetles… Also, nobody i know knows how to pump the spellblade’s damage capacity, is this thing too underpowered??? Or is there something i can do?
If I could find a mob to live long enough my Poison Beastmaster could probably hit 1 million dmg
Ive been able to see up to I think 400k on the training dummy
But I don’t care about tooltip or ‘dps on a tool’ it only matters how long it takes you to kill x mob
Fight / time it took = your DPS
People who play PoE say stupid shit like ‘well I have 6million damage…’ then proceed to fight a boss with 40m HP and it takes them over a minute to kill it. if their DPS was 6 million it should kill a 40M HP boss in 6.6 seconds
that;s correct the dummy is not telling us a lot!
i just said in a group chat, we should be able to DIY our own dummies, or staple in place a specific creep, and afterwards, automaticly get a report of the time we used to kill a creep (starting from the moment we hit it for the first time to the moment it died) and maybe even get the damage range of the highest ticks, the damage range of our DPS etc, wo we can figure out what our EXACT damage is, down to 2 decimals
for example, after i kill a DIYed dummy, a report tells me, by doing what u r doing, u can do X~Y damage, u will need 2secs~2.2secs to kill the dummy etc…
i don’t like seeing people fight over something that the DEVs can simply just tell us
so, if i want to boost minion poison damage
the relevant multipliers r:
1 the attributes of the skills i used to summon them (int, dex etc…)
2 minion damage
3 minion dot
4 minion poison damage
5 other relevant minion stats (like minion poison duration)
do u know about fire damage over time?
this thing is an enigma to me!
there is elemental/fire damage
and elemental/ fire dot and dot
r these 5 separate multipliers??? or is elemental and fire damage added together when calculated?? (and so r the other 3)
i see, then this would mean that with the same amount of resources (affixes)
ignite would get more increased damage if i added elemental dot (instead of fire damage or dot damage), becuz i get more added damage by adding elemental dot
am i correct?
when did this happen??? wasn’t everything calculated like this damage of something = base damage * (1 + increased …) * (1 + increased …) * (1 + increased …)
a while ago
Kinda. Increased modifiers from within the skill’s tree are a separate group, but increased modifiers from the passive tree/gear/idols would all be added up -
damage = base damage * (increased damage from the skill’s tree) * (increased damage from everywhere else) * (more damage modifier 1) * (more damage modifier 2) * (more damage modifier 3, etc).
i see, so this would mean that damage + elemental damage + fire damage + dot +… that comes from everywhere (my skill tree excluded) is added together to become 1 single multiplier for ignite! ok, i get it now! thanx a lot!
Poison is broken in this game and only matters how quickly you can stack it as it gives a dmg bonus per stack and when you have multiple sources applying it
You can get 5 or 6 Wolves and Raptor/Another Pet all with 200% chance to poison base from Idols/passives
You can then drop entangling roots for more attack speed/poison etc, you can autocast Thorns for Aspect of the Viper. The Raptor consumes bleed stacks for poison doing huge chunks of damage
I can kill the training dummy with 4 Wolves only, with just Aspect of Viper
Training dummy has no resist, ridiculous HP and regen so its not a proper example, the whole build damage wise is pretty broken and doesn’t mean anything really
If you want to see your poison damage you need to let the dummy take huge damage and then call your pets away for a moment before it dies to see a final ‘tick’ of damage which can be 350+k. I think the dummy has about 400kHP
There are alot of builds that can kill the beetle in under 5 seconds.
1)Soul feast or any lich/necro build using windering spirits and plague staff
2)devouring orb or abysmal echoes on any sentinel class
3)beastmaster with pets
4) any primalist class using poison thorn totems and lots of hits per second
5)glacier crit build with sorcerer
6)necro sacrifice can 1 sec kill them
I havent tested the soellblade yet this patch but im sure theres a way to have good dps
i’m 1
i never tried necro sac, why can it do so much damage??
i’ll go try sentinel, they seem cool, should i go forge guard and use the orb and echos for damage?
wow! glacier crits can do that much damage??? i gotta go try!!