[2.6] -273,15 °Crit-Trapper (Shaper farmer, deathless) + Budget Version (below 3 exa)

Hello!

Im thinking to play this build on HC.

Can you add some lvling guide and also hp based version before respecting ci?



1) orb of storms serves 3 purposes. a) elemental equilibrium b) mastermind of discord c) faster PC generation

2) i switch out rapid decay to use cluster traps. it's only for trash clearing. the damage is much worse with it for single target of course but for trash (even T17) bad damage is absolutely enough.

@PlayArcher: i have no experience with HC so I would not dare to decide at which state of leveling you need how much HP etc. i think you make a transition-tree for yourself better than i could do. can still add some trees so people know which nodes are best while leveling
Last edited by airparisderjesus on Nov 25, 2016, 10:23:15 AM
i guess ICS(increased crit chance) give me more reliable crit= more ignite, and CD(control destric) give me higher raw dps and higher burning damage.

I get almost equal tooltip dps.

Which one you think better?
Last edited by Valencer on Nov 26, 2016, 3:23:39 AM
try it out!
when it feels that you do enough crits (= ignites, yes) i would go for controlled destruction.

imo:
i really hated doing insufficient ignites, having less control over my main damage dealer. in total you should apply 25% less ignites, i think this is much.
Last edited by airparisderjesus on Nov 26, 2016, 7:08:08 AM
Interesting guide I do have some questions about the following

"
"
why less duration instead of cold to fire?


why cold to fire? oO we already have 100% conversion. and the rest is only minor additions afaik [edit: made a calculation, less duration has 10% higher damage gain than cold to fire]
less duration gives you 19% MOREdamage and is a nice double dipper. the reduced effect duration is also nice to have because it lowers the ignite duration (while preserving the whole damage) -> you can ignite more often in a certain timeframe -> more damage in the end



I'm pretty sure the statement about how duration interacts with the ignite damage is wrong, tampering with duration of an ignite - here lowering it - will only reduce the total damage not the damage/second.

"
Duration
Tampering with the duration of a damage over time effect will affect the total amount of damage dealt by it but not its damage per second. The exception to this is the Ignited Enemies Burn faster modifier (as seen on Dyadian Dawn inventory icon.pngDyadian Dawn and The Goddess Scorned inventory icon.pngThe Goddess Scorned), which will 'speed up' ignites inflicted by the player, increasing their damage per second at the cost of duration, leaving the total amount of damage unchanged.

from the wiki http://pathofexile.gamepedia.com/Damage_over_time

If not please explain where this is wrong?

That being said i'm still sure it's better since you will be applying a new ignite before the first 1 running out so it being a more modifier that double dips still makes it superior.
ignite in wiki


"
The base duration of ignite is 4 seconds. The burning damage over time is 20% of the initial hit of fire damage, per second. Therefore, over the base duration the target will take 80% of the damage dealt by the original hit.
Increasing the duration of the Ignite, either via Temporal Chains or the % increased Ignite duration modifier, causes the ignite to deal the same damage per second for a greater period of time.

<- so why shouldn't it work the opposite way?

i get your point but the ignite article states quite the contrary and i know this is not science but when i tested out less duration it felt to me that the HP drop faster (i.e. higher DPS)

a weakness in my theory is of course the existence of "Ignited Enemies Burn faster"-mod
need GGG ^^
Last edited by airparisderjesus on Nov 26, 2016, 9:07:34 AM
"
ignite in wiki


"
The base duration of ignite is 4 seconds. The burning damage over time is 20% of the initial hit of fire damage, per second. Therefore, over the base duration the target will take 80% of the damage dealt by the original hit.
Increasing the duration of the Ignite, either via Temporal Chains or the % increased Ignite duration modifier, causes the ignite to deal the same damage per second for a greater period of time.

<- so why shouldn't it work the opposite way?

i get your point but the ignite article states quite the contrary and i know this is not science but when i tested out less duration it felt to me that the HP drop faster (i.e. higher DPS)

a weakness in my theory is of course the existence of "Ignited Enemies Burn faster"-mod
need GGG ^^


That literally states my point. the damage per second is unchanged. I.e. it still deals 20% of inital hit per second base duration is 4 seconds so it deals total 80% of initial hit. if you increase duration by 25% it lasts 5 seconds for a total of 5x 20% of initial hit = 100%. if you reduce it by 25% so it lasts 3s it will do 3x 20% = 60% initial hit.

Edit: to further cement my point, why if increased duration increases overall damage, would reduced duration also increase it?
Last edited by Poorhoor on Nov 26, 2016, 9:25:23 AM
a yea you might be right, i think i read all the time "same damage for a greater period of time" instead of "same DPS for a greater period of time".

anyway, less duration gives 19% more damage (double dip) and rapid decay 39% more on ignite, so those are probably still legit. this whole duration thing was for me just the dot on the i
"
a yea you might be right, i think i read all the time "same damage for a greater period of time" instead of "same DPS for a greater period of time".

anyway, less duration gives 19% more damage (double dip) and rapid decay 39% more on ignite, so those are probably still legit. this whole duration thing was for me just the dot on the i


I still agree with the choices of supports, more multiplier's that double dip are definitely worth it - and either way you have videos to document it's effectiveness, (and great inspiration.)
I test with hilcock. It's easy test because we are elementalist.

The duration of ignite doesn't change it at all.

With lv19 20q less duration gem + lv1 ice trap to merciless hilcock,

I tried 20 times, they all ignited for 4 sec.

Also, with increased duration gem + lv1 ice trap to merciless hilcock,

I tried 20 times, they all ignited for 4 sec.



Control
I lower my crit chance to 5%.
I Use ony two gems ( inc duration/ less duration and ice trap)
I only throw trap when ignite is guaranteed, not all 3 statues ailments.

Conclusion: Yes, less duration double dip the initial hit and ignite.
And the less duration only affect trap's last time.
Last edited by Valencer on Nov 26, 2016, 12:03:09 PM

Report Forum Post

Report Account:

Report Type

Additional Info