Explosive Arrow Marauder (Updated for Release)
" 1. yes 2. yes 3. no difference, works with passives and equipment 4. yes 5. check cursor over the mob, it should change to vulnerable to fire 6. yes 7. chain reduces a lot of dmg 8. yes 9. projectile speed = faster arrows, increased attack speed = faster attacks 10. yes, with excel or google docs 11. depends a lot of your equipment, level and playstyle |
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Ty 4 ur answer!
And increased fire dmg is affecting Boom AND Burning Dmg right? | |
" Now it does, but because of the nerf you need a lot of % fire/global damage in passives/equipment to compensate for the reduction in burning damage from explosion. |
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Small example:
I have IR node skilled. I have an Body Armor with 700 Evasion. I skill now a 10 % increased Armor node. Do the 10 % also affect the 700 evasion of my Body Armor? (because IR is changing my evasion rate to armor)Or does increased Armor nodes ignore evasion rate on my gear? Greetings | |
Any feedback? Instead of using the projectile damage nodes for the explosion I use the fire damage circles with some extra burn bonuses. I also spec into the shiny new DoT circle from 1.0.3. I cut out dex by using Resolute Technique, Unwavering Stance and Iron Reflexes. Not sure what i would do about defences other than Life at this point. I left out the Templar area so the points would match up with the original post. Last edited by Chunq on Dec 27, 2013, 11:04:02 PM
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" Well there's two 12% life nodes next to Bloodless that you pass. Those would be better instead of two 8% nodes on the life wheel. Personally, I think I would drop Unwavering Stance and use a Blind support gem provided you have decent armor (mine sucks which is why is still use US...). |
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So.. Can somebody plz help me, how I can actually calculate dps/dmg of EA build?
f.e. EA: ~500 fire dmg per fuse x5 = 2500 122 % by nodes & equip (fire dmg, ele dmg, project dmg, area dmg)= 3050 So, initial hit dmg (boom dmg) we have 5550 DAMAGE. Burning dmg: default: 20 % of initial hit x 4 sec = 80 % of initial hit. (=4440) + burning dmg nodes: 80 % + increased burning dmg gem: 56: So (20% + 80% + 56%) x 4 sec= 156 % x 4 sec = 636 % of initial hit. = ~37000 damage in 4 sec Initial hit (boom dmg)5550 + burning dmg 37000 = 43.000 DAMAGE in around 4 seconds. 43.000 dmg including Flammability(-50) & EE (-50) (-100% monster res = +100 % dps)= 86000 in 4 seconds (period from boom until end of ignition) 86000/4 = ~ 21.5k DPS BUT - Still need to include FIRE PENETR. Gem. But no Idea when and how. I would say after Flamm. and EE. So 50 (Flam), 50 (EE) and then 40 (Fire Pen.). would be a multiplicator of 140 % instead of 100 % as I calculated with flam and EE only. - Are Fire dmg nodes increasing the burning dmg or only initial hit dmg? - Projectile dmg only increasing initial hit dmg but NOT burning dmg? So, can somebody check this if I calculate the right way? Maybe some experienced theory crafters here? Just took this numbers from my char, nearly no quality gems, 5L EA setup etc. happy new year Last edited by ILIAS on Dec 31, 2013, 8:23:52 PM
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" So... that means fire dmg nodes > projectile dmg nodes or? | |
Questions.
1 This build still viable or you need to spend crazy amount of ex to make it work? 2 The skill three from the first page is the right three? 3 If not, can you link the updated version of the three? |
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No response.. i think this build is totally useless now. Sad.
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