[2.3] Shakk's Cyclone Build. A story about a man and his fists.
" Haha, I'm stuck in the same boat at the moment. What you could do to solve this problem is use jewels that give stats/res you need, also for res you can swap 1-3 dps nodes for res nodes, then take it from there. |
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Sup Shakk, and thanks for a really good guide.
I have a question for you though. Im 85 at the moment and thinking about going for the BIS chest. So carcass jack ? You write in the guide: "Do note that my gear is mostly Evasion based, so I can't currently drop IR, but as I switch my gear I'll drop IR. Armour version is much better than IR now, so if you're just starting your character, I recommend using the Armour one." I have 100% armour on me (minus the little you get from facebreakers), and have followed the 100% armor passives with 2 auras no rampart. If i want to go Carcass jack, should i also grab IR then and drop the armornodes? Or is there another alternative that would be better? I'm in Warbands btw. Current chest and shield (not that great but fills the needs) Thanks! Last edited by viz0id#2338 on Aug 3, 2015, 9:36:24 AM
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" At the moment the obvious choices are Carcass Jack or Daresso's Defiance, both have their good and bads when compared to eachother. Wearing Carcass while using armor version of the tree seems like a waste due to it only giving Evasion, but is in no way bad. If both gave same armor type, I would still choose Carcass, if only for the extra aoe and dps. Last edited by ShakkaFL#0020 on Aug 3, 2015, 9:38:20 AM
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" Thanks for a lightning quick respons! So continue to use the armour passives and use the Carcass jack is what you would recommend? I feel like i would lose so much "value", but maybe it isnt that bad. |
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" It wouldn't break the build, no. It would leave you with less armour though. Since you're not playing on HC, using Carcass won't mean much, in the end you'll still end up killing monsters before they have a chance to hit you most of the time. What I'm trying to say, whichever chest you decide to get, it's going to work just as well in the end. |
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hey around what level i should go for Sovereignty ? i am going armor tree + 3 auras
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How does fortify exactly work? If you have 90% phys damage reduction an get hit from a physical attack doing 1k then you will only take 100. Does Fortify then apply to that meaning you only take 80?
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" from the wiki "Fortify is a buff that grants the player 20% reduced Damage Taken from Hits for 4 seconds. This does not apply to damage over time, since it does not hit." @TykE It's one of the last things you should get, so 85-90s |
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I've just wanted to make it clear when does different damage reductions and increases to physical damage taken are factored in.
1. First the damage conversions take effect ( things like Lightning Coil, Cloak of Flame and Taste of Hate ) 2. Then the armour reduction and the flat % reductions ( endurance charges, chaos golem, soul of steel ) kick in 3. The −X Physical Damage taken from Attacks takes effect ( from things like immortal flesh ) 4. Now the reduced damage from Fortify and the increased damage from things like Abyssus, shock and vulnerability curse are factored in 5. The "less" multiplier of Arctic Armour is last So let me give you an example. Let's say that a monster hits you for 1000 physical damage and you have Taste of Hate, 3 endurance charges, fortify, 50% Abyssus( which is the worse possible roll ) and just for this example 7000 armour which reduces 50% of the damage ( to reduce 50% of the damage you need to have 10 times the armour ) 1. First Taste of Hate converts 300 of the physical damage to cold damage ( which then is reduced by your resistances which capped is 75%+10% from taste of hate and that means that you'll take 45 cold damage ) 2. The remaining 700 physical damage is reduced by your 7000 armour for 50% combined with the 3 endurance charges ( 12% ) for a total of 62% physical damage reduction and that leaves 266 physical damage 4. Fortify reduces the remaining damage by 20% but the Abyssus increases it by 50% so in the end the remaining 266 physical damage is increased by 30% for a total of 346 In the end you'll take 346 physical damage and 42 cold damage out of the initial 1000 physical damage hit. You could readjust the numbers if you have chaos golem, or better rolled Abyssus or more endurance charges, different armour values, soul of steel etc. Some general tips when it comes to armour reduction: To prevent one third of damage, you need armour 5 times the damage (e.g. 500 Armour for 100 damage) To prevent half of damage, you need armour 10 times the damage (e.g. 1000 Armour for 100 damage) To prevent two thirds of damage, you need armour 20 times the damage (e.g. 2000 Armour for 100 damage) To prevent three quarters of damage, you need armour 30 times the damage (e.g. 3000 Armour for 100 damage) To prevent 90% of damage, you need armour 90 times the damage (e.g. 9000 Armour for 100 damage) Again please do note that armour is factored in AFTER the damage conversions from taste of hate and lightning coil so for example to prevent half of the damage you'll need armour 10 times the remaining physical damage after the conversion. I hope this clears out some misconceptions about physical damage mitigation. P.S. Hmm .... gotta fit this somewhere in my guide... "I'm going to show you pain you never knew existed, you're going to see a whole new spectrum of pain!!!!! Like a RAINBOW!" Last edited by KorgothBG#4084 on Aug 4, 2015, 4:58:25 AM
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Yea... what he said.
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