u need about 10k es to be fine with abyssus, what enchantment do u mean? there are several options
IGN: Lawyne (Stream: www.twitch.tv/lawyne) [inactive]
100% Life Shaper in 1s https://www.twitch.tv/videos/173720595
Practical Blade Flurry https://tinyurl.com/practicalBF Last edited by Lawyne on Apr 26, 2017, 8:33:28 AM
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Posted byLawyneon Apr 26, 2017, 8:33:07 AM
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i suppose the best enchantment for abyssus is 40% blade flurry dmg. but tat is crazy ex and rng sux. lol :(
so i gotta live wif a rare helm nw.
btw, hw big of a deal is it if i dun use the voidheart ring? since i dun haf the relic version, i tink there sld be better rare rings tat i can use tat would boost my dmg n es.
Last edited by dunaskmey on Apr 26, 2017, 11:05:51 AM
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Posted bydunaskmeyon Apr 26, 2017, 11:03:13 AM
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btw, hw big of a deal is it if i dun use the voidheart ring? since i dun haf the relic version, i tink there sld be better rare rings tat i can use tat would boost my dmg n es.
Even a non relic one will give you tons more damage than any other rare ring.
I mean if you're just running mid tier maps only and never doing any end game bosses then any rare ring would be fine, but if you are wanting to melt end game bosses like this build is designed to do then voidheart is the best option, even a non relic one.
In Path of building I just tested out replacing my voidheart with a second copy of my other ring (which is a very good steel ring) and it more than halved my damage.
Last edited by MrDeezy on Apr 26, 2017, 12:33:58 PM
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Posted byMrDeezyon Apr 26, 2017, 12:10:24 PM
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Hey,
really enjoy your Build at mom. Managed to kill all except Shaper and Uber Atziri (oth not tried yet) but will try them after 1 Level when I change my passive tree a bit (take out Conqueror's Efficiency to damage jewel, put in Intuitive Leap to Leap to Charisma). Here is my actual Gear:
When I want to level I run with the Hubris (9.9k ES) and else with Abyssus (8.4k ES) and AA instead of HoA (dont need DPS at mom). My next goal would be a 9xx ES Chest with good resists. Have a T1/T1 % and Flat ES slammable Ilvl 100 Regalia on crafting spot but it wont 6l until now. I have like 13 Exa left (after my Leg Voidheart buy) and would appreciate some input to my char. For Abyssus I could use some love to my Gloves I think and my flask could need some revamp too, I know (but I always forget to play the piano game, I'm lazy as f***). Skyforth would not e in range after my revamps I think in the rest of the time.
Lastly: Tooltip so low, Damage so nice. TY ... I have fun. :)
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Posted byBorat187on Apr 26, 2017, 6:46:56 PM
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For the last several leagues, abilities that use damage over time mechanics such as Poison and Ignite have been present in a large majority of end game builds. These mechanics proved to be some of the most efficient sources of damage.
This is because the base damage for Ignite, Poison and Bleeding is the damage that was taken by an enemy from the hit. So if a hit dealt Fire Damage and caused an Ignite, any modifiers to Fire Damage would apply to the damage of the hit, as well as to the Ignite. Because the hit dealing more damage meant the Ignite had more base damage to scale, this meant such modifiers applying to the hit had a cumulative effect on the Ignite's base damage, in addition to applying normally to the Ignite's Fire Damage value. Similarly, the enemy's Fire Resistance applying to the hit meant the Ignite would have lower base damage, and since the Ignite deals fire damage, it would also then lower the damage taken from the Ignite. This was commonly referred to as "double dipping". Builds that focused on the damage type of the Poison, Bleed or Ignite they caused were capable of receiving a significantly larger increase to their damage from certain passives and skills than builds that didn't use these mechanics.
We've decided to make some changes to this system for a few reasons. Firstly, builds that didn't use Poison or Ignite required significantly more investment to reach the same damage values, and we'd like to level the playing field to bring more builds to a closer power level and progression. Secondly, when balancing the power of items and modifiers, we always had to take the potential for double dipping into account. We had to reduce the power of core passives and common items that are effective for Ignite and Poison builds to the point where they're not worth the investment for other builds. Lastly, Ignite and Poison had to be reduced in power so they were at a desired damage level after heavy investment in effects that "double dipped", making them virtually worthless for builds that didn't take advantage of these systems, creating another trap for players to fall into if they weren't aware of the minutia of the game mechanics.
In the Beta for The Fall of Oriath, we're going to be trying out a new damage over time system. Skills will calculate their Ignite, Poison or Bleed values as a separate damage value, taken straight from the base and added damage of the skill. This will give skills that deal fire damage a minimum and maximum Ignite Damage per Second value that will be rolled on Ignites that the skill causes. Poison, Bleed and Ignite damage values will be based on the base damage of the skill, and then affected by appropriate damage modifiers. Some damage modifiers will affect both the hit and the Ignite, Poison or Bleed, while some may only affect one.
As an example, Ignite can be modified by modifiers to Burning Damage, Fire Damage, Damage Over Time, general damage modifiers, and resistances. This means that Increased Spell, Attack, or Weapon Damage will no longer influence your Ignite, Poison or Bleed damage at all. It also means that while modifiers to Fire Damage will still apply both to a hit and to the Ignite it causes, since the Ignite’s base damage is the same as the hit’s, rather than being the damage the enemy took from the hit, there is no cumulative effect - the modifier applying to the hit has no effect at all on the Ignite - the two are entirely separate.
To compensate for the loss of damage from the removal of "double dipping", the damage of player Ignites, Poisons, and Bleeding have been doubled. Increases to these effects on the passive tree have been boosted as well, and additional Poison and Bleeding bonuses have been added to some weapon clusters, on top of their existing stats.
Bleeding is also being changed for players so that it does more damage while the target is stationary, making it a more versatile source of damage. Previously it dealt only one sixth its damage while the target was stationary, but will now deal half damage instead. The ratio will remain unchanged for Bleeding caused by monsters, so you will still be able to stand still to mitigate the majority of monster Bleeding damage, but monsters you inflict Bleeding on won't be so lucky.
We'll be testing this new system out in the Beta. The goal for Poison and Bleeding is to create an additional mechanic that can be invested in as an optional way to boost your damage with a damage over time component. We intend that if you take Poison or Bleed bonuses in the passive tree and equip items with powerful new ailment damage increases, it will be a reliable way to boost your damage on high health or mobile targets.
The goal for Ignite is to have it be a far more reliable ailment for Fire Damage characters without heavy investment in resistance reduction and double dipping mechanics, while still allowing for a focused Ignite damage build.
We're going to be changing a few existing support gems. An example of this is the Increased Burning Damage Support, which will now grant a multiplicative bonus. We'll be talking about others in the future. We'll also be adding new support gems to further let characters improve damage, give new sources of chances to cause Bleeding, Poison and Ignite, and adding new ways to interact with these effects.
In a subsequent post early next week, we're going to go into some more specifics, like how this change will affect monsters, changes to make Poison and Bleed count as "ailments", and how these ailments will interact with critical strike damage bonuses, and a new keystone.
Reply to this forum post with any questions you have about damage over time mechanics or design, we'll be answering them in a third post in this series.
So, nerf/buff incoming?
IGN: WithArmyOfDarkness
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Posted byWWPEon Apr 27, 2017, 4:21:17 AM
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For the last several leagues, abilities that use damage over time mechanics such as Poison and Ignite have been present in a large majority of end game builds. These mechanics proved to be some of the most efficient sources of damage.
This is because the base damage for Ignite, Poison and Bleeding is the damage that was taken by an enemy from the hit. So if a hit dealt Fire Damage and caused an Ignite, any modifiers to Fire Damage would apply to the damage of the hit, as well as to the Ignite. Because the hit dealing more damage meant the Ignite had more base damage to scale, this meant such modifiers applying to the hit had a cumulative effect on the Ignite's base damage, in addition to applying normally to the Ignite's Fire Damage value. Similarly, the enemy's Fire Resistance applying to the hit meant the Ignite would have lower base damage, and since the Ignite deals fire damage, it would also then lower the damage taken from the Ignite. This was commonly referred to as "double dipping". Builds that focused on the damage type of the Poison, Bleed or Ignite they caused were capable of receiving a significantly larger increase to their damage from certain passives and skills than builds that didn't use these mechanics.
We've decided to make some changes to this system for a few reasons. Firstly, builds that didn't use Poison or Ignite required significantly more investment to reach the same damage values, and we'd like to level the playing field to bring more builds to a closer power level and progression. Secondly, when balancing the power of items and modifiers, we always had to take the potential for double dipping into account. We had to reduce the power of core passives and common items that are effective for Ignite and Poison builds to the point where they're not worth the investment for other builds. Lastly, Ignite and Poison had to be reduced in power so they were at a desired damage level after heavy investment in effects that "double dipped", making them virtually worthless for builds that didn't take advantage of these systems, creating another trap for players to fall into if they weren't aware of the minutia of the game mechanics.
In the Beta for The Fall of Oriath, we're going to be trying out a new damage over time system. Skills will calculate their Ignite, Poison or Bleed values as a separate damage value, taken straight from the base and added damage of the skill. This will give skills that deal fire damage a minimum and maximum Ignite Damage per Second value that will be rolled on Ignites that the skill causes. Poison, Bleed and Ignite damage values will be based on the base damage of the skill, and then affected by appropriate damage modifiers. Some damage modifiers will affect both the hit and the Ignite, Poison or Bleed, while some may only affect one.
As an example, Ignite can be modified by modifiers to Burning Damage, Fire Damage, Damage Over Time, general damage modifiers, and resistances. This means that Increased Spell, Attack, or Weapon Damage will no longer influence your Ignite, Poison or Bleed damage at all. It also means that while modifiers to Fire Damage will still apply both to a hit and to the Ignite it causes, since the Ignite’s base damage is the same as the hit’s, rather than being the damage the enemy took from the hit, there is no cumulative effect - the modifier applying to the hit has no effect at all on the Ignite - the two are entirely separate.
To compensate for the loss of damage from the removal of "double dipping", the damage of player Ignites, Poisons, and Bleeding have been doubled. Increases to these effects on the passive tree have been boosted as well, and additional Poison and Bleeding bonuses have been added to some weapon clusters, on top of their existing stats.
Bleeding is also being changed for players so that it does more damage while the target is stationary, making it a more versatile source of damage. Previously it dealt only one sixth its damage while the target was stationary, but will now deal half damage instead. The ratio will remain unchanged for Bleeding caused by monsters, so you will still be able to stand still to mitigate the majority of monster Bleeding damage, but monsters you inflict Bleeding on won't be so lucky.
We'll be testing this new system out in the Beta. The goal for Poison and Bleeding is to create an additional mechanic that can be invested in as an optional way to boost your damage with a damage over time component. We intend that if you take Poison or Bleed bonuses in the passive tree and equip items with powerful new ailment damage increases, it will be a reliable way to boost your damage on high health or mobile targets.
The goal for Ignite is to have it be a far more reliable ailment for Fire Damage characters without heavy investment in resistance reduction and double dipping mechanics, while still allowing for a focused Ignite damage build.
We're going to be changing a few existing support gems. An example of this is the Increased Burning Damage Support, which will now grant a multiplicative bonus. We'll be talking about others in the future. We'll also be adding new support gems to further let characters improve damage, give new sources of chances to cause Bleeding, Poison and Ignite, and adding new ways to interact with these effects.
In a subsequent post early next week, we're going to go into some more specifics, like how this change will affect monsters, changes to make Poison and Bleed count as "ailments", and how these ailments will interact with critical strike damage bonuses, and a new keystone.
Reply to this forum post with any questions you have about damage over time mechanics or design, we'll be answering them in a third post in this series.
So, nerf/buff incoming?
It could go either way. We need actual numbers to determine the real effects. However, even with a nerf the build will be fine in my opinion due to the nature of the claws. Again, we'll have to see the real patch notes and then test it. I'll be testing this in beta and update the guide accordingly.
Twitch Stream:
www.twitch.tv/mindscoped
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Posted byunchainedliveon Apr 27, 2017, 6:55:38 AM
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Yet another of your imaginary damage builds.
The skill itself is completely useless once you reach maps, it has virtually zero AoE. The damage feels pretty good for leveling, poison is OP af atm. So... I have around 2000 tooltip avg damage at almost lvl 70. If I use increased AoE instead of Conc Effect, I get below 1000 damage. Surprisingly.. not that bad on low levels. The real damage must be much higher. But anyway, tooltip 2k? Vs your 130 something k? And I'm dual wielding. Sure, I need to lvl up gems and change gear for the expensive version.. but if the cheap version has around 2k damage, I expect the fully leveled up version to have 5-10 times more damage, not 50-100 times more damage. And of course.. Path of Building saying 1 thousand million godzillion trillions octillions real damage.. I have no idea where it gets those numbers from.. but they make absolutely no sense.
Also the skill is way too melee, you have to get really up close and personal.. And it takes a minute to kill a pack.. Ok, maybe not a minute, but 10-20 seconds definitely. You can't map like this, killing mobs individually, without any AoE.A pack has to die instantly, so you can move on to the next, and finish a map in 2 minutes, not in half a day..
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Yet another of your imaginary damage builds.
The skill itself is completely useless once you reach maps, it has virtually zero AoE. The damage feels pretty good for leveling, poison is OP af atm. So... I have around 2000 tooltip avg damage at almost lvl 70. If I use increased AoE instead of Conc Effect, I get below 1000 damage. Surprisingly.. not that bad on low levels. The real damage must be much higher. But anyway, tooltip 2k? Vs your 130 something k? And I'm dual wielding. Sure, I need to lvl up gems and change gear for the expensive version.. but if the cheap version has around 2k damage, I expect the fully leveled up version to have 5-10 times more damage, not 50-100 times more damage. And of course.. Path of Building saying 1 thousand million godzillion trillions octillions real damage.. I have no idea where it gets those numbers from.. but they make absolutely no sense.
Also the skill is way too melee, you have to get really up close and personal.. And it takes a minute to kill a pack.. Ok, maybe not a minute, but 10-20 seconds definitely. You can't map like this, killing mobs individually, without any AoE.A pack has to die instantly, so you can move on to the next, and finish a map in 2 minutes, not in half a day..
You are clearly misinformed about just about every single aspect (of this build and game mechanics in general) but you really didn't even attempt to ask for advice or help so there isn't much we can do to help you. And honestly with that attitude we wouldn't want to.
Perhaps your best option would be for you to go back to a totem build or w/e else makes sense to you.
If you do choose to continue with this build and can calm down, if you would like some advice, some of us would be glad to help.
Just a few things to note though:
Tooltip means nothing because most of our damage is not calculated in the games tooltip. My tooltip is only showing around 7.5k in town with Aoe gem (no flasks or buffs or power charges up), yet I can melt a guardian in about 2-3 seconds .. and they have hp in the millions.
This build ramps up exponentially with skill points and better gear. "Almost" level 70 isn't quite end game yet.
Feel free to check out some of the videos in the OP to see just how "imaginary" the damage is.
If you would like to have a mature discussion about what can be done to improve your character, let us know.
Last edited by MrDeezy on Apr 27, 2017, 12:26:02 PM
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Posted byMrDeezyon Apr 27, 2017, 10:26:46 AM
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Yet another of your imaginary damage builds.
The skill itself is completely useless once you reach maps, it has virtually zero AoE. The damage feels pretty good for leveling, poison is OP af atm. So... I have around 2000 tooltip avg damage at almost lvl 70. If I use increased AoE instead of Conc Effect, I get below 1000 damage. Surprisingly.. not that bad on low levels. The real damage must be much higher. But anyway, tooltip 2k? Vs your 130 something k? And I'm dual wielding. Sure, I need to lvl up gems and change gear for the expensive version.. but if the cheap version has around 2k damage, I expect the fully leveled up version to have 5-10 times more damage, not 50-100 times more damage. And of course.. Path of Building saying 1 thousand million godzillion trillions octillions real damage.. I have no idea where it gets those numbers from.. but they make absolutely no sense.
Also the skill is way too melee, you have to get really up close and personal.. And it takes a minute to kill a pack.. Ok, maybe not a minute, but 10-20 seconds definitely. You can't map like this, killing mobs individually, without any AoE.A pack has to die instantly, so you can move on to the next, and finish a map in 2 minutes, not in half a day..
Want a Cookie to your wine?
Not that you blame a build which proves his abilities damage wise in videos, no you are also showing that you have abbsolutely no idea of game mechanics at all and on top blame a program which is known for its relatively exact results on damage calculation. Well done. Small advise: never try to play an Explosive Arrow Build. Totally Tooltip mess, you need years to kill shaper with ttdps! If you try it nonetheless you'd look back with tears in your eyes knowing, that you've needed 1 day with this build for it.
Ok, enough sarcasm ... I'll give you some Input to Blade Flurry from a casual player with no major deep knowledge of the game:
1. Blade Flurry gets 20% MORE Damage on each Stage. It's not factored in the Tooltip.
2. This build "abuses" backend damage like Bleeding and Poison in huge amomunts. This isn't factored in Tooltip too.
3. Q20 of Gems and Level 20 is a huge buff. When I compare my status quo on level 70 with lvl 90+ (normally the spot my gems get first to level 20 to quality) it's a huge difference. This build skyrockets in endgame.
4. Blade Flurry on Q20 and Inc AOE kills Mobs screenwide on my state of the build. For me it's more then enough.
To give you another point of view: I played EQ last league and Warchief the league before. Each with like 35 times of the Tooltip DPS as my Towntooltip with this BF toon (sitting in town at 7.6kk average damage). Each of this builds uses leed and Poison aswell. I downed Guardians with all Builds, but with this build it was the easiest and quickest way compared to the other builds. To sum up: I can't understand any of your written probs with this build. Just my 2 Cents.
@Miked: Damn, you were like a min faster. :-P
Last edited by Borat187 on Apr 27, 2017, 10:50:14 AM
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Posted byBorat187on Apr 27, 2017, 10:48:08 AM
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the build is vergood,thx
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Posted byhonastnueoqurion Apr 27, 2017, 1:22:19 PMBanned
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