I use the average calculation, so there it improvement than can be had. I also notice that some of the stats aren’t calculated in. The real endurance threshold is closer to 800. The real damage returned to attackers is closer to 2500 without any Thorn Shields up. Armour is much higher as it isn’t calculating the Aspects of Might or the Spriggan Form skill nodes, also without any Thorn Shield stacks.
Your % reflect would still be minimal if you’re doing that by mitigation. The only way to get sizeable amounts of % reflect would be to have a massive hp/ward pool to avoid oneshots (which would be harder since you’d have lower mitigation) while also having large amounts of leech/ward gen.
I quite enjoy others take on reflect builds. Pretty cool.
I have currently been working on a reflect build. I took Paladin for Health skills and stats. Huge HP and regen. Crafted on the lowest amour items to reduce mitigation and didn’t actively take any resistances. Took nodes and gear that increase damage taken to me (Gladiator +15% damage taken, Hammer and Anvil +25% damage taken, Fighting chance gloves +10% damage taken). On the build planner I have 266% reflect (Idols are averaged) The high end is 317% reflect.
I’ve always been a fan of reflect builds and try to create something playable on any game i can lol. Right now im only level 70 but it seems ok right now, probably until i hit the bosses lol
To be fair, there is a reflect Skill in the game (two now, with 0.8.4).
Rebuke is a spell, it deals damage, so is scalable. It’s just that its flawed - it relies on # of hits, so it works awesome in packs, and horribad on bosses.
The new one, Thorn Shield, is a tad better on bosses, but still bad.
That’s flat reflect in a nutshell though, it’s always going to be better for packs than bosses/single target. %reflect would be better for bosses except its after damage mitigation.
Im toying with the same thing- One thing you are missing is the summon spriggan node which adds flat ref based on vitality, giving me nearly all of my flat ref.
This is the build im thinking of atm:
The idea being that you dont use spriggan form, but you use hazelroot to trigger your thorn shield by using maelstrom and tornado, which will also be your main solo dps.
Not sure if it will have the boss DPS but clearing should be quite butter smooth.
Its a cool ide, and i had some of the same thoughts with me first build above that also use mealstron but proc from hits and casthing thorn shield.
Like the gloves you are using. If i find them i will try them out
Zaodon # Llama8
Thorn build has always been a bit funky and bad against bosses/slow attacks in all games like this, but its fun to build around.
In Diablo 3 they tried to fix that by adding a weapon that gave your reflect damage as damage on weapon hit. the problem with that were it was sooo boring and just made it feel like a normal attack build.
A possible way to fix it could be to add an item to the game that give x3 or something, for your reflect damage against bosses or mobs that have not hit you again within 0.5-1 sec. or something like that, it would make reflect builds viable against slow and single target enemies.
There are a few options I can think of. LE knows the difference between any mob and “a boss”. i.e. Bosses are specially coded. (Rares are too, but Rares are usually in packs, so I don’t care about them).
Options:
Reflected Damage deals x% MORE damage against bosses
Reflected Damage recurs (think DoT) X times against bosses
Reflected Damage reflects pre-mitigated damage against bosses
Any of those would be useful for %reflect but not alter power for other targets (packs, arena, etc.).
I like that because in packs it will burn itself off nearly instantly and not add much reflect damage, but against bosses it will naturally add a huge boost. Very elegant!
New idea for reflect based unique. Nothing serious just a random thought.
Name: Something that makes sense. How about Pain Amplifier (;))?
Spells / Attacks that hit you lower resistances/armour (by x) while gaining x amounts of ward and increased ward retention.
So the character defenses turn partly into HP mitigation and would allow some interesting interaction with ward based uniques, passives and rares.
It will probably not work with the knowledge (and items) we have now and the massive damage spikes in later Monoliths, but someone could possibly find a loophole to make it work.