About multiple beam ray builds

i have asked the author of the video if he can check the damage with items without +beams, should be certainly clear if it is one beam doing damage or three.

Alternatively if someone with similar program showing DPS realtime can do the check, it would help a lot.

He’s rocking 150% crit damage with AAR plus these chunky damage mods:

That’s a lot of flat added! :eyes:

The beams don’t stack, trust me on this. I’ve tested it multiple times and the increased damage is from the item modifiers adding flat damage to each beam.

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As RxJunkie has said, multiple beams cannot hit the same target.

This is easiest to see on large stationary targets like Loghorrean/Kra’vall.

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Thanks for the breakdown.

This new helm and medal add the majority of the flat here.

By the way, chaos damage has it three beams also as you only need Dagger of Black Flame for conversion on AAR.

Occultist has considerably less damage now comparing to Berserker, though application of Curse of Frailty is so much easier comparing to Bonechilling Cry:

it’s interesting though, i took Volek 3-beam Spellbinder and changed it to my liking using bananapeel devotion setup:

Spellbinder, aether AAR 3 beams 1.3.0.6

compare it with 1.2.1.6 version

Spellbinder, Aether AAR 1.2.1.6 bananapeel

i will certainly miss the healing procs from the wand and 4-piece bonus, and of course the greens are double rare and unrealistic.

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Not true since FoA introduced affix rerolling. Magic affixes can become rare, with a little bit of luck it can happen on the first reroll.
None of the double rares you’ll see in my GT links are GDstashed, all are 100% legit. Even the double rares you might see in a typical speedrunner GT link have gone from completely unrealistic to very possible with some luck and some Ashes farming.

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Edit: Unnecessary comment below, leaving it for educational purposes.

While this thread feels very weird to read as people keep saying games targeting mechanics work against 2 beam aiming, I want to ask an even more fundamental question.

You’re new and don’t use 3rd party tools. You dropped a cool legendary that gives more aether damage to your aether beam.

You equip it.

You realize you now have 2 beams and awkward targeting.

Why is this HIDDEN? I should know the consequences before equiping the item and firing the beam! What if I drop this on a Primal Strike Ritualist and make an Arcanist entirely for this item to learn at level 94 that it doesn’t work like I want it to???

Why are there hidden modifiers??

I don’t know about ‘little bit of luck’. I burned through 200 Ashes trying to get a single green affix on an item and never ever saw it. Saw ‘other’ green affixes multiple multiple times. Actually ended up with what I started out with – only 200+ Ashes lighter. And whatever the iron bits cost of course.

How about you play the actual game before you spout nonsense like this?
I have a feeling many people in this thread have never even tried the new items but still have a very strong opinion on them.

Do these look hidden to you?
imageimageimageimageimage

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I wasn’t going to make any comments, if you read I have no other comments in this thread. But then I clicked on the first build link provided, which included Albrechts Commendation and I saw the (Hidden) there. Albrecht's Commendation - Legendary Medal - Grim Dawn Item Database

Lets not pretend that this doesn’t exist? If this was fixed sorry.

I do have a strong opinion on hidden traits, not anything regarding this thread

Have you actually seen these items in the game i.e. the grim tools simulator?
image
from grim tools

this is in the simulator

The time spent on writing that comment you could have played the simulator :slight_smile:

This is on the developer of Grimtools end, not sure this has been discussed in the grimtools thread

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Idk, that sounds like extremely bad luck. I often roll a magix affix into a rare one with just 5-10 rerolls, sometimes more, sometimes even less. Once it happened on the very first reroll. Maybe I just got lucky everytime :person_shrugging:
200+ Ashes on a single item is a crazy number to me, I rarely have over 50 in my stash since I’m constantly rerolling stuff for any of my 40+ FoA builds and many older builds that have been reactivated from retirement. Even if I had 200 Ashes lying around, I’d have given up when the cost exceeded 4 ashes per reroll and grabbed another base item to start fresh.

Yeah - grabbing another base sounds like the way to go… In both cases I already had one of the affixes I wanted. Getting from yellow to green wasn’t the problem - as you say a max of maybe 6 rerolls. But once in green… another story… again and again ‘just one more’ mentality and bye bye Ashes.

OK, the thread is going in wrong direction and i propose to stop discussing chances of rerolling required green affixes and what is hidden/what is not hidden in the game.

bottom line of my complain:

Vitality Clairvoyant Spellbinder has free access to three beams via medal + off hand, aether Clairvoyant does not have it.

hence my request to enable somehow the third beam for Aether Clairvoyant AAR without breaking the Clairvoyant set:

  1. on the 4-piece set,
  2. on the Fleshwarped tome
  3. make it 2 beams on Albrecht’s Commendation and limit max number of beams to three.

I learnt that physical, pierce, cold, chaos can equip new medal + new helm and get three beams, fine.

However to get three beams on chaos you are breaking signature chaos AAR Set (Black Flame) so i suppose adding +1 beam as 4-piece bonus will not break balance as you are still using Mythical Essence of Grim Dawn as amulet (blocking Aetherbolt Pendant giving +1 beam) and Black Flame helmet blocks MI helm giving +1 beam.

Lightning can do even 5 beams, also with damage penalty via amulet - more than fair trade-off, in my opinion.

Fire AAR has a problem: Ulzuin’s Chosen medal converts fire to lightning and it is too valuable for the build to drop it for Voildplume Crest for the third build.

here is an example.

Of course you may argue that you can equip valaxteria armor with lightning to fire and/or Cinderborn amor + shoulders for lightning to fire, to drop one of the rings for mythical band of the Eternal Pyre, but it all looks very gimmicky to me and adding +1 beam to ulzuin’s chosen should be so much easier solution without balance-breaking as all other damage types will use either Albrecht’s Commendation or Voidplume Crest in any case.

Please let @Zantai read at least this final request and have his say.

edit: I personally would be more than happy to sacrifice Onslaught stacks from Fleshwarped Tome to get the extra beam.

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I already used them on a build and are quite useful for Doom Bolt or Sigil.

The cleanest solution is for every item that adds a beam to add +2.

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It cannot. You need the Hallanx offhand to get 5 beams, but that converts everything to Vitality, including Electrocute from the Aetherbolt Pendant amulet.
Once again, don’t play grimtools and make assumptions, play the actual game (which, contrary to popular belief, is not grimtools).

Btw, even though the damage from Aetherbolt Pendant is converted, the amulet always takes precedent over the beam color. Any build that uses it will have bright blue beams, regardless of damage type.
This is what my Vit AAR Warlock looks like


This is true for Fire AAR as well, once you equip Aetherbolt the Electrocute is converted to Burn but the beams turn blue.
I think that is the real issue here, not an even number of beams. I’ve been playing with 2 and 4 beams a lot since the debate sprung up and it’s not nearly as janky as some people make it out to be.

Uhm, you mean Mark of Ulzuin medal converts lightning to fire and is too valuable to drop for the 3rd beam? But yea why not, +1 beam to that medal wouldn’t hurt I think. I mean you can already play 3-beam Fire AAR (even though it won’t look like fire) with Aetherbolt + Frostsnarl but being able to use a different amulet or helmet would be a nice option.

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Yes, Mark of Ulzuin is the right name of the medal.

I overlooked the pendant converting everything to blue, makes no sense indeed neither for vitality nor for fire.

I just don’t understand why Vitality Spellbinder may get three beams without breaking Clairvoyant set and aether AAR Spellbinder cannot get 3 beams without breaking the Clairvoyant set.

Really frustrating.

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The base skill could be changed to a cone and the + beams changed to +X° coverage. Not necessarily as a fat beam cone, but some beam tangle of sorts (to help with visibility issues).

I don’t think that’s a good idea, it would lose its “ray” character and just turn the skill into another Flames of Ignaffar. Slightly reducing the arc degrees between beams is still the best suggestion imo.

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I’ve been thinking aobut this and playing around with my existing AAR builds to gain +beams and to this list I would add the +beam modifier to the following items:

  • Mythical Visage of the Black Flame
  • Mythical Clairvoyant’s Hat
  • Mark of Ulzuin

This way you can gain additional beams for Chaos, Vitality, Aether and Fire builds and those slots are already occupied by existing +beam items. This would be handy if the +beam modifiers are limited to certain slots (i.e. Helmet, Amulet, Off-hand, and Medal).

Another thing to note here is that these items already contain AAR modifiers to begin with, so it’s not a stretch to add +beam to them. There may be a limit to the number of modifiers listed to each skill, so something may have to be removed, but it’s worth the ask! :pray:

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Yes, spam +beams everywhere. Ideal… And destroy an iconic skill.

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