https://www.grimtools.com/calc/nZo4LEEN Found this build on google, but I assume your build is likely the original variant, and obviously more up to date, so I have a couple of questions.
This is my first character, so I might not now some obvious facts, but I hope the questions are reasonable.
First of all, why not Breath of the Belgothian? It basically halves the cooldown of the spell, and also adds in some health regeneration as a bonus, or am I missing something? Considering that it’s such a good healing spell (and it feels that cast time is instant, so you can just spam it), 1 point to halve its cd seems very reasonable to me. Maybe it has soem downsides I’m not aware of, or it’s simply unnecessary, not sure. The only explanation I can think of is that enemies usually just one shot your character, but then it would mean that the build needs some more survivalbility rather than damage, to at least be able to withstand one hit from any opponent (or is it pretty much impossible?). So far I’ve gotten to level 50 on veteran, and most of my deaths were due to distractions, if I concentrate on gameplay it feels nearly impossible to die with health potions and this PB combined. Same question about Nidalla’s Justifiable Ends, isn’t extra CDR and damae worth it over e.g. poitns invested into skills like Belgonian Shears?
Secondly, how exactly % chance to be used effects work? I assume total chance of all such effects can’t be higher than 100%, is that correct? How does it synergise with % chance skills on weapons? e.g. can Venomspines and Smite trigger simultaneously? Since I noticed that you have total 100% chance on such skill triggers from the skill tree.
Also why not softcap/max Nidalla’s Hidden hand if it boosts the damage of all such effects? Or is the boost simply too small to make any difference? I just compared it with Merciless Repertoire, and the latter gives 55 poison damage and 36% to acid and poison per 3 points, while NHH gives 9 acid, 60 poison damage, 26% to acid and poison, extra 10% pierce damage conversion and 4% extra slow for the same 3 points. Of course it only provides bonuses to basic attacks, but aren’t basic attacks a significant part of DPS anyway?
Following this up is another noob question that is crucial to understanding of the build inner workings: how exactly % damage conversion works? We have 2 weapons with 15 +10 % physical to acid damage conversion each, so is the total conversion 50% or bonus applies only to the weapon itself, so actual total conversion would be 25%? We also have Path of the three that grants 15% more, so I assume total conversion should be 65%? And then, when do % modifiers apply, before or after conversion? E.g. if I have 100 physical damage, 0% bonus physical damage and 1000% acid bonus damage as well as 65% conversion. So will the actual extra acid damage we get from conversion be 65 or 715, after all bonuses are applied? I assume there is no double dipping (applying bonuses to physical damage, then converting it and then applying extra bonus to acid damage on top of it, for example).
Another question: how consecration and retribution work? Are they always applied fully, or are they stack based on % from RF stacks? I’m just wondering why do we have a 4% overcap on attack speed without ghoulish hunger or Prismatic Diamond buff, so maybe we can save some points from stuff that usually grants attack speed and spend them on improved survivalbility instead? For example take 5 or more points from consecration and put them into Phantasmal Amor. Or is pierce resistance much less important than overcap on elemental resistances (maybe there are enemies that reduce resistances). Armor rating difference will be less than 15 points, so this seems reasonable to me, unless I don’t know something important. The same question about attack speed overcap: is it really important?
Depending on how exactly % chances on attack work, Belgonian Shears and Whirling death definitely look like good options for some cuts in order to save some more skill points. Belgonian Shears has fixed % weapon damage, so only % chance is affected by rank, while Whirling death has very small scaling with rank, so the effect seems minimal, and the build doesn’t have any problems with multiple targets anyway.
I’m also unconvinced with the gloves choice, Handguards of Perdition really look much better compared to Iceskorn talons. The biggest upsides of Talons are crit damage, Pierce resistance and +2 to Lethal assault, and as I’ve mentioned before, it looks like attack speed is mostly wasted. All the % damage bonuses are mostly for the irrelevant damage types, while +2 points to path of the three is better than +2 points to lethal assault, as it seems. Retribution looks almost completely useless (I think you might even remove the 1 point from that skill and there won’t be any noticeable difference). Frostburn and cold damage are irrelevant for the most part as well. And the difference in armor rating is huge, almost 400 points (3100 instead of 2700 with all buffs). They also help a lot with overcapping elemental resistances and provide extra 1% CDR and slightly higher Offensive ability. Again, I’m not sure how exactly stats work in this game, but I think this boost might be enough to solve survivalbility problems in crucible and SR, possibly sacrificing some speed but improving consistency tremendously. Loss of pierce resistance can be covered by redistributing some points into Phantasmal armor and possibly using some pierce resistance components/auguments, if it’s necessary.
Final question: Is maxed Amaranta Blade Burst actually worth it DPS wise, compared to 1 point investment? Base damage of the skill is 208% weapon damage with 6.4 meters radius, while with 15 points invested we get 295% weapon damage with 7.4 meters radius. I wonder how much damage comes from % weapon damage and how much actually comes from the dots? Also isn’t single target damage a real bottleneck here? So focusing on effects that amplify dot and single target damage such as Nidalla’s Hidden Hand, Clarity of Purpose and Celestial Presence as well as survivalbility (in particular Phantasmal Armor) might have a better overall effect.
Here is the theoretical modification of your build I made using my very limited knowledge that is focused more on survivalbility than damage:
https://www.grimtools.com/calc/qNYdEMJZ
How do you think it will perform in Crucible and SR? I would be happy with any kinds of criticism, I just wonder if my thoughts have at least some sense in them, or am I just dead wrong about everything?
I really don’t know how important overcapped stats are, how much impact armor actually has, what is average critical chance with such levels of Offensive ability in crucible and SR, and how impactful Critical damage actually is, how useful is Nidalla’s Hidden Hand and some other abilities you mostly ignored are in practice, whether any types of damage besides poison and acid have any impact on overall DPS, etc.
At the very least I think that if your build is focusing on DPSing using Amaranta Blade Burst, it’s definitely worth soft capping Clarity of Purpose to maximize crit chance in order to trigger those big crits more often. Maybe take some points from Consecration for this, 13 sounds like a sweet spot there. You get over 100 points of OA when ascension is active at the cost of 26 points of DA and 71 points of armor (and 4% elemental resistance overcap). Extra CC reduction might also come in handy.
Can’t say anything about devotions yet, since I didn’t familiarize myself enough with them yet to make any suggestions, but will try to think of some ways to improve them if it’s possible when I level up my character a bit more and get a hang of it.