support!

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Whitewalkerz wrote:
how do you switch armours without all your spectre's dying? ive tried a few different ways and every time i reenter an area they die.


Hi there!

Simply keep the Raise Spectre gem in the exact slot of the armor your replaced (and same color). You also need to do the switch in town.

Hope this helps.

same problem here and i was doing it for months now it doesnt work does my chest have to be 6l also cuz it use to not have to be but i know it does for raise zombie

k got it it was just a bug

If you go back in to luna ur spectres will disappear on you. But if u go back to town and equip the gem back to the tab come back to luna then there back

after that go back to town and re equip the other chest and bam they stay now
Last edited by Landis315#2864 on Jan 22, 2014, 5:50:33 AM
Hello, I've a question. Does snapshot works with +2minion gem helmet? Stats from +2 will remain when i switch helmets to goldrim?
Anyway, for all those still interested I've just finished making some accurate calculations about which gem maximizes the damage of Burned Miscreations the most between Traps / Mines / Minion Damage.

As long as you are using SidheBreath 15%-15%, Sunblast 40% and Chober Chaber (which you always should since Chober > 2x Midnight Bargain for BM) this is what came out:

if you have less then 30% of Increased Minion Damage from your passive tree nodes then: trap > min.dmg > mine

if you have more then 30% Increased Minion Damage from passive tree nodes: trap > mine > min.dmg


at 30%: trap > mines = min.dmg

so if you need to choose only 1 or 2 of them, always go trap first, and go mine second if you have 3 or more points on incr.minion dmg in your build, otherwise go inc.min.dmg gem over mine.

So if you r following the build posted here with 0% incr.min.dmg from the build, your priority for damage gems is: trap > incr.min.dmg > mine.

All this calculations are based on lvl 20 gems and are assuming you use a 20%quality incr.minion dmg gem and perfect equipment (40%sunblast belt and 15-15 sidhe), everything still goes if you are close to this numbers anyway (a gem lvl 18 15% quality or a 38% belt wont make enough difference to change anything)

Also i ve found out that using the incr.min.dmg nodes is much more worth then the Opening Post wants to make us believe, they increase the final damage output quite a lot.

If anyone is interested i will post all the formulas and thoughts i used.
IGN: Lucy_SkyDiamonds
Last edited by EddieStyle#7502 on Jan 22, 2014, 12:41:15 PM
I have a question on linking trap and remote mine. I never see my zombies use the traps when linked are they not using those abilities?
"
EddieStyle wrote:
Anyway, for all those still interested I've just finished making some accurate calculations about which gem maximizes the damage of Burned Miscreations the most between Traps / Mines / Minion Damage.

As long as you are using SidheBreath 15%-15%, Sunblast 40% and Chober Chaber (which you always should since Chober > 2x Midnight Bargain for BM) this is what came out:

if you have less then 30% of Increased Minion Damage from your passive tree nodes then: trap > min.dmg > mine

if you have more then 30% Increased Minion Damage from passive tree nodes: trap > mine > min.dmg


at 30%: trap > mines = min.dmg

so if you need to choose only 1 or 2 of them, always go trap first, and go mine second if you have 3 or more points on incr.minion dmg in your build, otherwise go inc.min.dmg gem over mine.

So if you r following the build posted here with 0% incr.min.dmg from the build, your priority for damage gems is: trap > incr.min.dmg > mine.

All this calculations are based on lvl 20 gems and are assuming you use a 20%quality incr.minion dmg gem and perfect equipment (40%sunblast belt and 15-15 sidhe), everything still goes if you are close to this numbers anyway (a gem lvl 18 15% quality or a 38% belt wont make enough difference to change anything)

Also i ve found out that using the incr.min.dmg nodes is much more worth then the Opening Post wants to make us believe, they increase the final damage output quite a lot.

If anyone is interested i will post all the formulas and thoughts i used.




The poor horse...



But anyways....where would you be getting the extra nodes from? Esp in Nem where you need pretty much every hp/def node. Definitely viable to drop hp nodes on Scrubcore(I held off on mine for ages 1600-2k life was plenty vs normal elites Sub 70 maps etc) I don't think it would be worth swapping Min life nodes out for Min damage though???

I'm all for min/maxing but for Nem( the main reason for the guide) I'm not seeing how you're going to get extra nodes Sub lvl 90.


Would be nice to see the formulas to do some theory on different node values etc for standard.
Last edited by Asomak#3608 on Jan 23, 2014, 1:00:37 AM
"
EddieStyle wrote:
As long as you are using SidheBreath 15%-15%, Sunblast 40% and Chober Chaber


I don't believe Sunblast bonus should work, minions have been known to be only affected by passives/items specifically referring to minions and the support gems linked to them. Sunblast doesn't fall into either. I cannot test it because I do not own one right now.

Also, I heard rumors that minion damage passives do not work with BM for some reason, I could test those with some regret orbs but I'm too lazy atm. :)

Other than than, your 30% figure is very little different from my 88%, if we subtract Sunblast and Sidhebreat (88%-40%-15%=33%).

These are the formulas i used. I am assuming that 40% on sunblast works and so does the minion increase damage on BM. If thats not the case then this is all wrong :)

this is what Rightous Fire does:
Enemies Burn for 50% of your maximum Life per second as Fire Damage

so we have to consider the BM health pool as the base damage of the spell, and so this is the formula i thought:

(Base Health * sum(incr.life) * 0.5) * sum(incr.dmg) * more dmg 1 * more dmg 2

We calculate the total health of the BM qith the first part, and then we multiply by incr.dmg and more damage. We cant know the base health of a BM so we cant calculate the exact damage but we can use 1 as value there and obtain a coefficient of the total damage increase.

To calculate incr.life i considered:
SidheBreath: 15%
Chober: 40%
Passives: 70%
Minion Life Gem 20q lvl20: 64%

Total Health = (1 * (1 + 0.15 + 0.4 + 0.7 + 0.64) * 0.5 * 0.9) = 1,3

The 0.5 in the end is becouse RF does 50% of max health. The 0.9 is due to the 10% less health on a lvl 20 spectre gem.

Now we need to calculate the second part of the formula, incr.dmg + more dmg.

incr.dmg sources:
Sidebreath: 15%
passives: 0-105%
Trap gem + Sunblast belt: 40%
minion damage gem q20 lvl 20: 92%

more damage:
trap: 34%
mine: 49%

so, for example, with a passive with 0% incr.dmg where we use all 3 trap + mine + minion dmg this is the formula:

Total Incr. Dmg = (1 + 0.15 + 0.4 + 0.92) * 1.34 * 1.49 = 4.93

we need to multiply this value for the health value (1.3) and we get the final dmg increase coefficient: 4.93 * 1.3 = 6.4

by using the same formula we calculate the damage when using only 1 gem, and this is what we get:

trap only = 2.69
mine only = 2.22
minion only = 2.69

and then all the 2 gems combinations:

trap+mine= 4.01
trap+minion= 4.45
minion+mine= 4

this is why trap = minion > mine, when you have 0% incr.dmg from passive.

you keep using the formula with 105% dmg increase from passive and these are the results:

trap = 4.52
mine = 4.25
minion = 4.05

trap+mine = 6.74
trap+minion = 6.03
minion+mine = 6.12

trap+mine+minion = 9.12

with 105% from passives: trap > mine > minion

We compare the values from 0 and 105% incr.dmg to see how much difference in damage there is between having those points or not:

if we use all 3 gems: 9.12 vs 6.4 ---> 9.12 / 6.4 = 1.42 ---> 42% more damage

if we use 2 gems: 6.74 / 4.45 = 1.51 ---> 51% more damage

if we use only 1 gem: 4.52 / 2.69 = 1.68 ---> 68% more damage

the most realistic case is when we use 2 or 1 gem for the damage (we want at least item rarity in the 6links) which is when the damage has the most difference.


to calculate at which point becomes convenient to use trap + mine over trap + minion i used the followinf formula:

(1 + x + 0.15 + 0.4 + 0.92) * 1.34 = (1 + x + 0.15 + 0.4) * 1.34 * 1.49

you solve: x = 0.3 ---> they evens up at 30% incr.min.damage from passive.




IGN: Lucy_SkyDiamonds
Last edited by EddieStyle#7502 on Jan 23, 2014, 7:34:02 AM
"
Zed_ wrote:

I don't believe Sunblast bonus should work, minions have been known to be only affected by passives/items specifically referring to minions and the support gems linked to them. Sunblast doesn't fall into either. I cannot test it because I do not own one right now.

Also, I heard rumors that minion damage passives do not work with BM for some reason, I could test those with some regret orbs but I'm too lazy atm. :)

Other than than, your 30% figure is very little different from my 88%, if we subtract Sunblast and Sidhebreat (88%-40%-15%=33%).


how would you test that? i have sunblast and the regrets, but i wouldnt know how to test it.
IGN: Lucy_SkyDiamonds
"
EddieStyle wrote:
how would you test that? i have sunblast and the regrets, but i wouldnt know how to test it.


Sending you a PM.

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