[2.6] life Mjolner done right by Rico - Berserker version

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Ukkoclap wrote:
If they put a 100ms CD on Mjolner meaning you can only get 10 dischargers per second? Wouldn't that mean discharge damage is much lower than it was before?

Before update we had 12 projectiles x 5 ADS * 0.3 proc chance = 18 avg procs a second x 15k discharge damage = 270k dps could be more just an estimation.

After update:
10 discharges per second
min discharges is around 7k damage and max is 12k. Let's say the average discharge damage is around 9k.

10 * 9k discharges = 90k dps?

Is this correct? So Single target from non-legacy before the update went from sub 300k to 90k after the update?


Thats incorrect imo. We must safely asume how many additional projectiles will hit the same target in one attack cycle. I allways assumed that its just 2 to be safe. So with this in mind:

Before the nerf build was on average generating like 5.5 aps * (1 initial hit + 2 projectiles hits from molten strike) * 0.5 chance to cast * 0.93 accuracy (or 1 if RT) = 5.5 * 3 * 0.5 * 0.93 = 7.67 Discharge triggers per secound with legacy Mjolner and 1 Discharge socketed.

With non legacy and 2x Discharge this was: 5.5 * 3 * 0.3 * 2 * 0.93 = 9.2 Discharge triggers per secound.

With RT version that was higher.

Also once again - this is safe assumption on what it was able to generate on average. With luck and stuff this was going WAY higher before.

Now its 10 at max.


However Discharge when triggered is now 35% less dmg and only one spell triggers per trigger event. So no 2x Discharge will work, and Arc + Discharge wont fire at the same time (only one after another, each with 100ms cooldown).

My testing (and not only mine) suggests that each molten strike ball (or projectile if you want correct name) is independently generating "on hit" event as they do not hit at exact same time. This I think was true before the nerf and it is true after the nerf with all that cooldown mambo jumbo.

Here is the video that demonstrate this in 2.4 (you can watch even in slow motion its recorder @ 60fps for that reason):

https://www.youtube.com/watch?v=sf7UfhNk5Qc


However SaiyanZ was right about that 200k DPS. This is my fault as I missed the 35% less Discharge nerf in my calculator.

So now after that correction:

Build is doing 14k per Discharge at 4-6 charges with active elemental overload. So it is capable at max of doing 184k to 0% resistance target and 132k to 40% resistance target (without taking shock status and Arc dmg into account).

With just shock status included this can reach up to: 277k vs 0% resistance target and 198k vs 40% resistance target.

But this is best what It can do in a short period of time. Now lets see how things looks like on average with 3-4 charges:

Its: 121k vs 0% resistance target with elemental overload active and 87k vs 40% resistance target.

Now with shock status included this is: 182k vs 0% resistance target and 130k vs 40% resistance target.

Most bosses have around 40% ele resistance.

Note: I'm still not counting in Arc dmg by itself (around 4k avg per trigger).


So I think this is what can be seen in the video.


SaiyanZ - you have a good eye, thanks for pointing that out. Now I can rethink the setup and adjust it to do more dmg as its still not enough by my standards.



Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
Last edited by RicoKGB#5871 on Sep 6, 2016, 12:32:37 PM

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Last edited by redix27#0903 on Sep 6, 2016, 1:46:26 PM
Anyone see any merit to dropping ability to crit for more charge generation?
@redix27 its rather Discharge dpu (damage per use) not dps (damage per secound), thx for sharing.
Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
Fixed , ty!

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( . .)♥
c(”)(”)
All right I did some testing regarding trigger mechanics. It seems that theres some "justice" algorithm regarding spells that will be triggered. From the patch notes:

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The spell that is triggered is determined based on the order in which it is socketed, and will cast supported spells in sequence, even across multiple attacks. These items and skills also have cooldowns which limit how often a skill is cast.


Above whas mentioned for CoC gem and Unique items that triggers spells.


How I understand it and what it seems is going on (from ingame testing):

With 2 spells socketed, first spell socketed (from top left) is triggered on the nearest trigger event, than it is remembered that it was triggered lastly and so on the next trigger event the next spell will have its turn. Than it is remembered as lastly casted and the first spell will trigger again.

With 3 or more spells socketed, first one triggers, than it is remembered, secound one triggers, than it is remembered, third one triggers, than it is remembered and so on, untill we reach the last spell in chain and than and only than the first one will be triggered once again.

So no matter what, each spell will have its turn and basically algorithm will iterate through them and than go back to where it started and cycle repeats.

Now ofcourse on top of that we have cooldowns, for each spell separately. Cooldown in all of this is just a "safety assurance" than each trigger wont happen earlier than cooldown allows it in a situation where player generates high ammount of trigger events. So for example:

Lets imagine that we have 18 aps single hit attack with 100% accuracy and a Mjolner. We are using it against a Boss. How many trigger events we are generating for a Mjolner by doing so? Yes - 18 per secound. So now lets socket our Mjolner with Arc, how many Arc casts per secound we can get by doing so? Yes - 10. Because theres 100ms cooldown on Arc in Mjolner. So 18 triggers but 10 casts. Now lets add Ball Lightning to the mix in the secound Mjolner's socket. How many casts /s we will be getting with Arc and BL? Lets see:

18 triggers / s or each trigger at around 55ms interval:

1 (0ms) trigger: goes Arc
2 (55ms) trigger: goes BL as Arc was casted before and its still has its 45ms cooldown left
3 (110ms) trigger: goes Arc again as BL was casted lastly and its still has 45ms cooldown left
4 (165ms) trigger: goes BL again ....
.... and so on

and anserw is: 9 Arcs and 9 BLs or a total of 18 casts /s

Now lets see the same example with 22 aps:

22 triggers / s or each trigger at around 45ms interval:

1 (0ms) trigger: goes Arc
2 (45ms) trigger: goes BL as Arc was casted before and its still has its 55ms cooldown left
3 (90ms) trigger: nothing is triggered as Arc has still 10ms left on its cooldown and BL is on cooldown
4 (135ms) trigger: Arc goes again
5 (180ms) trigger: nothing is triggered as both spells are still on cooldown!
6 (225ms) trigger: Bl goes again
7 (270ms) nothing ...
8 (315ms) Arc ...
.... and so on

So both Arc and BL goes every third trigger event +1 at the begginig (first trigger), so the anserw is: 8 Arcs and 8 BLs or a total of 16 casts /s

Less casts with greater APS because its "out of sync".


First conclusion from this: as SaiyanZ wrote to utilize 10 Discharges /s and 10 Arcs /s we need exactly 20 triggers per secound. Or at least 18-19 to get most of it.

We allready discussed about Molten Strike projectiles and that each one of them is able to fire "on hit" trigger event for Mjolner. With 5.2 aps and 3-4 hits (initial hit + 2-3 balls) I think we have that covered. However due to the randomness of it, it will never be perfectly "in sync".

Secound conclusion from this: as a general rule we can assume that:

number_of_trigger_events / number_of_spells_to_trigger = number_of_each_spell_casts

in perfect "in sync" scenario. However:

if (number_of_each_spell_casts > 1 / cooldown(s) ) { number_of_each_spell_casts = 1 / cooldown(s) }


In the other hand, to get something usefull from the above: if your cooldown is 200ms and you want to know how many trigger events you need to create to cast 2 spells at maximum capacity with that cooldown you can calculate this:

1/0.2 = 5 casts per spell at maximum.

number_of_trigger_events / 2 = 5

number_of_trigger_events = 5 * 2

number_of_trigger_events = 10


So 10 hits in one secound if trigger event is "on hit" or 10 crits per secound if trigger event is "on crit".


Has anyone have something to add to this? Correct? Or can we move on...? :P

Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
Last edited by RicoKGB#5871 on Sep 6, 2016, 4:12:24 PM
IMO I do feel that dps from this build really tank down. My MF Blade Vortex clears faster and does easy bosses faster. But this build was never for top DPS, I really like it for been a facetank build.
"
RicoKGB wrote:


Has anyone have something to add to this? Correct? Or can we move on...? :P



So...

Assuming the Mjolner doesn't have a CD itself and its just the spells on it, the best setup should be?

- Discharge and 2 weak spells, that this 2 downs get near the discharge dmg. With 30 triggers per sec.
- Discharge, 1 weak spell and 1 support that buff the 2 spells. With 20 triggers per sec.
- Discharge and 2 supports. With 10 triggers per sec.


IMO Discharge with FP and CD feels stronger than Discharge & Arc with CD. A 100% to discharge when shield charge clears faster, even with a low charge discharge or 2/3 PC discharge does more dmg than Arc. And vs bosses FP helps a lot.

Last edited by akaflux#6374 on Sep 6, 2016, 10:35:47 PM
? Is the molten strike 3 proj still worth it for helm enchant just wondering.
"
akaflux wrote:


So...

Assuming the Mjolner doesn't have a CD itself and its just the spells on it, the best setup should be?

- Discharge and 2 weak spells, that this 2 downs get near the discharge dmg. With 30 triggers per sec.
- Discharge, 1 weak spell and 1 support that buff the 2 spells. With 20 triggers per sec.
- Discharge and 2 supports. With 10 triggers per sec.


IMO Discharge with FP and CD feels stronger than Discharge & Arc with CD. A 100% to discharge when shield charge clears faster, even with a low charge discharge or 2/3 PC discharge does more dmg than Arc. And vs bosses FP helps a lot.



I vote for Discharge, 1 weak spell and 1 support that buff the 2 spells. With 20 triggers per sec.

FP you mean... fire pen ? Are you using ele weakness via blasphemy?
Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
Last edited by RicoKGB#5871 on Sep 7, 2016, 1:17:03 AM

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