When trying to build a bleeding Oppressor, I noticed that there is an itemization conflict that hinders the build pretty substantially.
So here is my thought process - bleeding oppressor will want to use Bolvar’s pendant because it’s tailor-made for bleed oppressors. This build would likely use Vire’s Might as its main attacking skill due to its high damage and bleed synergy, which means it also wants to use the Goredrinker set. Unfortunately, since the Goredrinker set has an amulet, the player has to choose between an amulet tailor-made for the build or the 4-piece completion bonus of Goredrinker.
I’d recommend moving some of the 4-piece VM bleed mod damage to the helm’s bleed mod damage. This way, it doesn’t feel quite as bad to go for 3 piece Goredrinker while wearing Bolvar’s amulet.
I played this build after Bolvar’s amulet was created, and I was excited for the Goredrinker set, but I just can’t find a way to make good use of both
Bolvar’s Amulet is also a problem with Vitality/Bleed synergy. When you use Blood Knight set, you definitely want the set’s amulet for minion procs which means %30 Bleeding RR loss for an Oppressor. There is a hairball consist all these vitality/bleed items and I really don’t know what can be done to fix all and create more building opportunities. Especially in melee side. I provided some thoughts of mine in this thread but apparently forgot to mention Bolvar’s blocking.
Bladetwister is terrible for Avenger, since its conversion interferes with lightning to phys. Even with +3 savagery, its bad resists still make it worse than most other phys rings.
Since Avenger crushers average roll for conversion is 100%, you would expect 0 pierce damage with the bladetwister ring(s) because you said lightning to physical conversion happens first.
So, elemental conversion can still go before fire, cold and lightning, like Ulvar showed? Meaning item priority only matters to elemental conversion when multiple conflicting elemental conversions are in play, and also meaning elemental conversion is above any single element conversion in the conversion order.
Are you sure you want to turn V1.1.9.2 discussion into a Elemental conversion discussion?
There a million of special cases when 3-ele and single-ele conversion order swaps.
my experience has always been like @Ulvar1 shows
unless the conversion is a transmuter, Bladetwisters come first, which is why they are poopoo annoying on phys builds
would seem like that’s GT only, and ingame it’s working as “intended”/as @Valinov says
wow, that opens up somethings now
how is another 10 free RR bad for a phys build already using savagery?
I hope not, but at least in my mind, things are a bit murky still, so maybe I could try to present a couple representative examples that someone could clarify, and perhaps a mod could move this into its own topic at their discretion.
Starting with 105 flat lightning damage from Brute Force
100% lightning->physical conversion in gear slot 1 (according to numbered chart)
25% elemental->pierce conversion in slot 5
Grimtools displays non-zero (41) final pierce damage
Correct me if I’m wrong, but without making assumptions I see three possibilities:
Grimtools implements conversion incorrectly; 100% lightning should apply first (either because of the numbered gear chart or because it should always apply first)
Elemental conversion always comes before lightning, which is why we get non-zero pierce damage at the end.
Total lightning conversion sums to 125% (with 25% coming from gear slot 5 via elemental conversion) and is scaled down to 100% so that lightning->pierce conversion becomes 20%.
Note: as far as I can tell, the grimtools numbers most closely match #3 since 20% of 105 flat pierce damage gives us 21, which is then multiplied by 1.946 (+73% pierce damage from ring and +21.6% pierce damage from cunning) to get about 41 pierce damage shown in grimtools under weapon damage. I don’t believe grimtools is implementing #2, since if it were, the final pierce damage should display as higher than it is, and of course grimtools can’t be doing #1, since final pierce damage is non-zero.
So the question is what’s supposed to happen here? Is grimtools wrong? If so, how?
I also found this statement
in the referenced topic, which got me thinking that maybe I should pose an example to clarify possible interpretations of this as well, so here it is:
Example 2 (pure hypothetical— numbers may not correspond to real gear):
Start with 100 lighting damage
Slot 1: 50% elemental->aether
Slot 2: 25% lightning->vitality
Slot 3 25% elemental->chaos
Slot 4 50% elemental->aether
Final damage breakdown should be…? A step-by-step calculation if possible would be nice even though it might seem obvious to you.