Shadow Strike nerfworthy again?

Sure, you could always use my GT as a template, just GDstash the lox daggers without a suffix.

https://www.grimtools.com/calc/r2B1J0wN

No pressure - but It’d be awesome if you could test something like the link above as I’ve been meaning to check out how eldritch sun would perform on a cold spec.

Might also be worth testing m. mark of dark dreams vs. calamitous medal.

3% RR vs. 2% CDR ; OA vs DA

@xervous: I suspect that if you changed the belt to m. chains of anguish (and were able to survive), it’d go faster than the MI gargoyle belt

I’ve been playing a lot with korvaak on various shadow strike setups in the past year, mainly as an avenue for addressing low OA and patching up chaos res on a budget build. It was sufficient for a 6min run with single rare affix spectral longswords before the difficulty bump of 1.1.4.2 or thereabouts. On budget builds the cc it provides is a welcome addition to freezes, giving you long spans of time trash simply doesn’t act. The debuff helped vs bosses as DA was sometimes flimsy. Though all of these concerns and benefits diminish the faster you kill stuff and the more you stray away from flat damage that’s going through the small %wd.

I’ll give it a looksee after work, sneak it in before holiday travel.

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thanks xervous.

While true for any devotion, I personally think eldritch sun shines brightest with CDR.

I think it’s possible to have 3 of them up at any time, and with the buff to it, that’s basically 340% WD a second.

If we’re looking at cold SS + eldritch sun for damage soulrend deserves a mention. After all it’s only mainland damage and look, cdr!

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no double chance of crit doe T_T

Well if you have 700+ flat on a soulrend… something I’ll be looking into.

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I don’t recall seeing it discussed anywhere, do you know if tooltips display rounded CD values or if the CD is actually truncated to the 0.1s?

At least according to jabby and x1.

5:45-6 times generally over the course of the evening, fastest being a 5:26 with exceptionally generous mutators, though I had a few oddball ~6:30s where brother segarius decided to take 20s to kill or other similar silly resistant enemies :upside_down_face: Probably a 5:15 or 5 if it was pushed long enough.

Didn’t see you list any devo bindings so I went with crown->SS, murmur->RoS and korvaak on blade spirit when blade burst was hardly proccing it.

The heavy investment on spirit is only worth 200% damage or so as I see it, offsets the missing affixes I guess?

Thanks for the testing mate.

What’s the verdict? Is it the belt?

@xervous: Yes. spirit was to offset the loss of stats on the weapon

I haven’t had time to swap out parts yet, just did a batch of runs for benchmarking. Life happened and most of my evening is going to evaporate but I’ll plink away at this tomorrow juggling pieces in and out.

I don’t know what others would say but the impervious (poison/pierce) of readiness roll feels just right for the sort of thing a player could be expected to settle for when hunting an MI. Swapping it to spellbreaker is going to poke some serious res holes in the arrangement which has me questioning just how much stat density these belts deserve in the first place when they’re due for two affixes. Looping back to imperv/readiness, that’s not a farm4ever roll by any means. This build is already tight on resistances, I don’t see an easy way to fill that gap without sacrificing a lot of components and stats, ditching the boots for greens, or delivering a setup that depends on ulo for each and every narrow overcap. Granted that morg boots are a small loss/gain in the grand scheme of things… This has always been SS’s problem when chasing all the damage boosting items, addressing res. Though ignoring health here didn’t seem to be too problematic.

glancing at a belt/boot swap https://www.grimtools.com/calc/r2B1J0wN we note that aether res drops considerably, an augment needs to be sacrificed just to cap poison/pierce, DA plummets 76 points, slowres drops 35%, OA goes up 30, +7% crit and 22 flat cold is picked up at the high end of the range. On top of this you lose morg boot proc and what is effectively a 150/s frostburn aura. Haven’t run it yet, dunno how it goes. Will see tomorrow.

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You could always try serenity. should even out with the %cold damage on the belt.

EDIT: Or use a kaisan eye to fix resistances - no outlandish rolls, just your regular “yellow” ones

Eh, nidalla’s already has aether res so you’re just picking up chaos res and health by going for serenity. Kaisan would be throwing out night’s embrace which subjects the build to even more painful times against resistant enemies. I’m convinced the boots are the main place to loot at a sacrifice as they don’t contribute a ton overall, but they are a loss in the exchange for the belt which only puts you 20% ahead on cold damage.

Also, I may be misunderstanding the goal here so correct me if I’m wrong, but if the purpose of this testing is to ultimately ascertain what exactly is making cold SS perform at the level it is, then I don’t see the harm of GDstashing up what’s needed to fix resistances to try and keep things even.

e.g. adding an “of protection” to the lox daggers to fix the dip in DA.

I’ll noodle around it to see if I can’t patch things up with the gear swap and will post the GT here

And again, thanks for taking the time to test it, and no worries if you decide to stop! :slight_smile:

I was responding with the “impact of the belt” in mind because when it comes to greens the sheer mess of stats they can provide is most certainly part of the whole package. Patching up the resistances and DA would allow us to just check the delta on the conversion, but then we’re missing how much further it slips by not being able to meet spec with all other items the same.

hmm…so in your opinion it’s the utility the green MI belt offers which makes it great?

I would have thought it was the massive crit mods on SS.

The spec has ~75% global crit, with ~80% crit damage to SS.

Assuming you have a 30% chance to crit per weapon (which basically amounts to ~50% chance to crit), you’ve basically modified SS’ damage by…

50% chance to crit * ~160% crit damage = 80% damage

So, every 0.8s you’re slamming out about 700% WD, and that’s ignoring the flat damage on the SS line and nightfall.

@xervous: Managed to fix resistances while keeping things more or less the same primarily through devotion jujitsu.

https://www.grimtools.com/calc/YZe6JgXN

And if you truly want to go balls2wall heavy on DPS… https://www.grimtools.com/calc/O2GLrAjV

Uh… I just tested anguish in game and it feels broken, as in not working correctly? Put it on another build and the proc was only stripping 300 armor :thinking:

Taking a look at the breaker
anguish%202 no%20anguish%202

flat armor on helm is 1666+150 (bloodied) +83 (phantasmal) = 1899. so shouldn’t it be subtracting 50% of that (949)? Instead it’s not even peeling off 700 from the helm

i honesrly don’t know enough. might be worthwhile making a seperate thread for it.

what were the results of the test though?

ITT, people still not realizing that increases and decreases to stats are all additive.

Your build has, by my estimate, 25% Increased Armor. 7% from Hound, 18% from Morgoneth. Therefore the belt proc brings you down to a total of -25% (50% + -25%) Increased Armor.

@Xervous @sir_spanksalot

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-25% of what though? the 1969 we’re seeing is well above the base 1666 of the helm, even still above the 1899 that the helm should have in absence of %.