I cleared SR75 with Asid Retal DE Opp 3days ago.
Very slow on acid-resistant enemies and caster enemies, but causes extraordinary damage to other enemies, so if acid-% RR is added to the Necro skill, Asid Retal DE will absolutely adjust I think it is necessary.
So, with more RR you would have good damage against the specific hard ones and super-extraordinary (or something better than extraordinaryâŠ) damage to others? Seems rather overkill.
Yes. So, as I already wrote, if Necroâs base skill gains an acid RR in the future, it will definitely be Nerf. I mentioned in the Necro buff thread that some builds need to be adjusted.
Asid Retal DE gains an unusual amount of Asid Retal from the Sentinel set, and its attack power is amazing. However, it is not so sturdy. I died several times before clearing SR75. I have not tried a crucible.
I will upload the build, so please test it if you have interest and time. _RETALOP.zip (1.3 MB)
Iâve changed my devotion setup, but i still dont get it - why should i use caster gear (Fateweaverâs Raiment, etc) instead of tanky Lightâs Defender?
I got enough energy sustain even without that caster gear, as well as res overcaps, so why should i give up tankiness for nothing?
A new setup.
BTW, forget what iâve said about phys res. It seems it works BEFORE armour, after all:
https://forums.crateentertainment.com/t/resistance-works-before-block-and-armor/90126/11
If thatâs the case, Z will probably change it.
Why fateweaverâs? Because:
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Great resists means allowing yourself to get dawnshard pauldrons for hardcapped disintegration, meaning youâre free to get arcane harmony for 100% disrupt res.
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9% phys res is also huge too.
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Last but not least, going for ravager helm, or any helm with +1 to arcanist/all skills allows you to hardcap AAR, which in turn means you wonât benefit from 2 piece lightâs defender bonus (unless you use lightâs defender shoulders + green pantsâŠbut thatâs not very optimal imo)
To put point 3 into perspectiveâŠ
- 24/16 --> 25/16 AAR = 32 damage increase
- 25/16 --> 26/16 AAR = 58 damage increase
So you can think of any helm giving +1 to all arcanist as giving +58 damage to AAR.
EDIT: Fateweaverâs also allows you to go for mark of the shadow queen which is huge for OA and %damage alone. But +2 to AoC means more damage reduction, greater AoE, and better RR.
On top of that, you get crafting bonus as well.
EDIT: Being forced into allagast ring because of resists also means that you give up 20 - 30% aether to lightning conversion on AAR. OrâŠ~80 damage on AAR.
So in your current set up, youâre missing missing out on ~100 (edited) damage to AAR <â This also means you adcth for that much less.
@BoG - I suppose at the end of the day, everything is connected. Every item choice, every constellation needs to meld together well to make a truly optimized build.
Why dont just get a ring or medal with âof Gildam Arcanum suffixâ? Especially if one has great-rolled pants⊠And one can hardcap disintegration even without Dawnshard Pauldrons and Alexâs pants (just with 2x glyph of the storm witch).
You dont get 100% disruption res anyway, just 80%.
Is that AAR hardcap so neccessary? I tried it with another item, and damage increase isnt so significantâŠ
But lose it on helmâŠ
Iâm forced into it because i CANT FIND IT YET, not because i lack resists. Check my overcaps for poison & vitality - they sure allow it.
And, btw, with good rolls, you can get 88-90% Aether -> lightning conversion with belt and one ring alone. At this point, a second ring for mere 10-12% conversion would be unnecessary (but still OK due to its stats)
Mark of Shadow Queen grants no more OA than a medal with âof attackâ suffix. Damage and +2 to AoC is nice, sure, but its res bonus is rather lacking, compared to something like Impervious Kymonâs Badge of Attack (which is possible to purchase from vendor eventully), providing ~40 chaos res and ~50 poison and pierce res. Compared to mere ~30 pierce res, itâs day and night. Though i agree, if you DO have all required res overcaps, Mark of Shadow Queen is good.
2x storm witch is BiS (yes I read that you canât find it yet, but I didnât know that).
RE medalâŠshadow queen is BiS for sure.
So if you roll with these items, arcane harmony is the only means for disrupt res
58 damage increase is significant if you start increasing your % lightning damage. E.g. Youâre missing out on 300% lightning damage with your shoulders, medal, and not finishing spear
But you get crafting bonus on pants, and medalâŠ2 for 1
Proc is really nice too. 10% conversion is still 33 flat damage to AAR at 26/16
Not true. A well rolled shadow queen gives like 70 + 4% OA. Thatâs more than any of attack suffix.
At the end of the day, the empirical data is there. Iâm not trying to be a condescending fuck, or put you down, but you should take your build for a spin in naked crucible and see how it fares (because I agree that buff/banners is kinda cheesy).
And I suggest naked crucible over SR only because it is far less prone to RNG.
@Nery: Yup. So you just need to consistently survive damage spikes to be okay with the build.
Imo I am not what I am talking or doing⊠most of the time including with AAR. So physical resistance their can compensate for lack of armor from Lightâs Defender. Also life steal from Off hand means the more damage you make, the more you steal back and thus surviving.
Well, i preffered to get Korvaak instead - it grants great OA & DA boost, plus perma-stun for trash. Well, i could give up Solemn Watcher and finish Spear, but then iâd lose a bulk of DA and some armour⊠Is it worth it?
But lose on boots too (stun res wont come out of nowhere).
A PERFECTLY rolled, you wanted to say, probably⊠And still, itâs roughly the same as +140 OA. ± 15 OA in the end, which doesnt matter at all.
Well, i already feel significantly less tanky with that setup, and it doesnt seem that damage makes up for it. Maybe, with 2-nd ring things would get better a bit⊠thatâs what i hope for.
I actually like your decision for korvaak. Seems interesting and definitely worth testing. If your OA can afford the hit, I would actually take the point from aeonâs, and the side node on eldritch sun and put them into spear.
Wyrmscale (+2 to censure as well)
%OA is of extreme value here because of overload. Like removing the 5% OA node from eldritch sun drops your OA by 125. So thatâs saying something.
You gotta go all or nothing in most builds in GD. Same with DPS. You can try piloting the spec Iâve shared and just see how it fares.
If it isnât tanky, delete it.
EDIT: Lmao, just realized that Iâm not even making use of RR on SBoE. Thatâs how unpolished my build is
I think, ~35% damage and 5% crit arent worth losing 5% OA & 20 OA, not to mention 20 DA and ~800 HP. Itâs kinda unfair trade-off.
Care to perform some math, please. In my setup, if you replace +140 flat OA (of attack) with +4% OA and 70 flat OA (mark of shadow queen), you net with the SAME total OA value, ± 5 points.
The main reason iâve gone was because it allows for 2x Glyph of shadow witch. I just need to get it somehow in SR :).
I think we are splitting hairs here. Sure, forget what I said about OA, honestly, even if itâs a +20 OA gain, itâs not really going to matter (Iâm too lazy to do the math too)
Fair enough. Like I said, I find korvaak an interesting choice. I do think you shouldnât give up ghoul, however.
Iâm 99% certain my build can do SR 75
EDIT: At the end of the day, Iâve said my piece. Thereâs nothing more for me to add here.
Just for that 18% phys res proc for 5 sec with 25 sec CD? And for that i have to lose really a lot (Solemn Watcher, for example) Is it really worth it?
Obviously i can do it. But damn ring still doesnt want to drop.
Zantai said
and how heâs going to explain that video? Bugged patch?
Thankfully I donât have to explain anything since I can look at the code that has the order of events.
In that case, i think iâll trust you.
@Zantai @grey-maybe @sir_spanksalot @Stupid_Dragon @RektbyProtoss @Ceno (pinging a well known doctor of Cadence since I used it in the test below)
Iâve made a test that agrees with what @BOG and @moongazer concluded
here and in Resistance works before block and armor? in independent tests
(I donât know their methodology yet and hadnât known what the result of the test was supposed to be) which is that
Physical Resist works before Armor
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I have a save with a character doing constant Physical damage with Cadence (not having variable sources in gear such as weapons)
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https://www.grimtools.com/calc/d2jz76r2 (I donât use Menhirâs Bulwark, it requires a shield, 2h anyway)
https://mega.nz/file/BdMUDRoL#C-mNe1NsHGGTHg0D00bQnow1f9QzWNBgUanYJg4bSs0-
out of this 2796 damage only 50 is Weapon damage, the rest is Cadence native Physical I see in skill tooltip
(that would be my pure fist damage = 1 (base) x 4.2 (Cadence WD) x 13.5 (from my %Damage
which proves there are no other separate flat sources in character) -
Cadence has increased Physical damage in 1.1.9.2 Public Beta
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only 1 source of Physical damage - Cadence
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I concluded that target dummy armor is slightly off in Grim Tools, 1517 instead of 1585? by analyzing differences between damages on various difficulty levels and matching it with different absorption levels
- armor of dummy seems different in files but even if you use different armor itâs hard (at least for me) to explain the results
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test done in Normal where Armor Absorption is 70% (slightly more in Elite and slightly more than that on Ultimate)
Anyway, after modding Target Dummy Physical Resistance (Defense Physical) to 20
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I tried doing it in various ways because you can change it in dummy, in the difficulty adjustment, in dummy passive skillsâŠ
- every time my damage dealt changed from 1734 to 1183 (sheet damage is 2796)
Now if Phys Res was working after amor, I would deal much more damage, around 1734 x 0.8 = 1382.2
Whereas calculation with Physical Res working before Armor I get 2796 x 0.8 - 1517 x 0.7 = 1174.9
and is very close to what I deal (1183)
From 1734 to 1183 thereâs a whooping 32% decrease which was obtained just by increasing dummyâs physical resistances to 20% from 0%.
Sorry if my test is wrong (i.e. somehow this is Total Physical Damage I changed) / I modded badly (or perhaps Dummy is programmed differently than other monsters), donât understand something. I encourage others to devise more tests confirming it or telling me what I did wrong.
Curious, can you test the % damage absorption too? I wonder if your result agrees with the sequence resistance -> absorption -> armor or with resistance -> armor -> absorption.