Now using two CoC animate weapons set up one in the bow and other in boots, the average hit for minion instability has gone up. From Eznpc offers Guide looks like each instance of blade fall around five weapons can be obtained.
We kind of had the same idea regarding the breathing weapon spawn rate using asenaths, which thought if crafted a cast of crit bow. Which then can use the animate weapon in the bow and allow for Asenath to blade all since it seems a tad bit reliable in pricing where crit is chanced.
There were a few things. We hadn't added in yet when posted the Poe 3.10 builds since, as of right now, not many facts are known about the new jewels, however, and possible nerfs in CoC.
Thanks for the input, and yea Maloneys mechanism would be an excellent quality of life to switch curse hit proc in the quiver then use the rain of arrows in boots for another cast on crit setup for more weapons.
The damage does seem to be stable, with the caveat that not 100% sure PoB should be using an animate weapon's base damage modifier as a 150% more damage multiplier for MI, but also never had a reason to test that interaction before.
What not sold on is the playstyle. You'll be a lock at summoning between 3 and 4 weapons per second because of Asenath chant's internal CD. they'll explode approximately 6.7 seconds after being asked, assuming not hit by anything else, so more reason they'll stick around for 4-5 seconds right?
So you'll be soft capped at having 10-15 out at any time, and your clear will be pretty dependent on the ai for the weapons. It could be useful, but I think it's something we'll have to play around with that.
- The dps seems to be unusable, it lists an attack/cast time of 2/sec, but minions cannot explode for MI more than once. The actual single target is probably more accurately calculated as (Hit damage)*(summoned/sec), but even that's not perfect.
- Why do you have the spell crit cluster allocated? I can't see any benefit at all.
- You'll want Cinderswallow, pretty much everything will be ignited so your explosions will get a nice boost to damage.
- Speaking of HoA, why? It seems like a bunch of reserved mana for scaling something that you're not doing.
- You have to specify 15% shock effectiveness for it to include the shock in the calculation.
- Feeding frenzy should probably be checked too, but if you're worried about how reliably you can keep it up idk, that one's up to you.
- Quiver? Maloney's mechanism for another automated spell if you got the Poe currency maybe.
- You need accuracy sorted out, but I'm assuming that was just something you didn't want to bother with in the PoB, just remember to do it on the actual char.
- You're going to want to get as many levels as you can on the animate weapon, and it's enormous for the MI damage, start with assuming you can get a lvl 21 gem at the very least. After that, +1 amulet, then +2 duration corrupt on asenaths.
That's everything that stands out for now, but doing theorycrafting on AW for the next while, so come back, if think of something else says.
We kind of had the same idea regarding the breathing weapon spawn rate using asenaths, which thought if crafted a cast of crit bow. Which then can use the animate weapon in the bow and allow for Asenath to blade all since it seems a tad bit reliable in pricing where crit is chanced.
There were a few things. We hadn't added in yet when posted the Poe 3.10 builds since, as of right now, not many facts are known about the new jewels, however, and possible nerfs in CoC.
Thanks for the input, and yea Maloneys mechanism would be an excellent quality of life to switch curse hit proc in the quiver then use the rain of arrows in boots for another cast on crit setup for more weapons.
The damage does seem to be stable, with the caveat that not 100% sure PoB should be using an animate weapon's base damage modifier as a 150% more damage multiplier for MI, but also never had a reason to test that interaction before.
What not sold on is the playstyle. You'll be a lock at summoning between 3 and 4 weapons per second because of Asenath chant's internal CD. they'll explode approximately 6.7 seconds after being asked, assuming not hit by anything else, so more reason they'll stick around for 4-5 seconds right?
So you'll be soft capped at having 10-15 out at any time, and your clear will be pretty dependent on the ai for the weapons. It could be useful, but I think it's something we'll have to play around with that.
- The dps seems to be unusable, it lists an attack/cast time of 2/sec, but minions cannot explode for MI more than once. The actual single target is probably more accurately calculated as (Hit damage)*(summoned/sec), but even that's not perfect.
- Why do you have the spell crit cluster allocated? I can't see any benefit at all.
- You'll want Cinderswallow, pretty much everything will be ignited so your explosions will get a nice boost to damage.
- Speaking of HoA, why? It seems like a bunch of reserved mana for scaling something that you're not doing.
- You have to specify 15% shock effectiveness for it to include the shock in the calculation.
- Feeding frenzy should probably be checked too, but if you're worried about how reliably you can keep it up idk, that one's up to you.
- Quiver? Maloney's mechanism for another automated spell if you got the Poe currency maybe.
- You need accuracy sorted out, but I'm assuming that was just something you didn't want to bother with in the PoB, just remember to do it on the actual char.
- You're going to want to get as many levels as you can on the animate weapon, and it's enormous for the MI damage, start with assuming you can get a lvl 21 gem at the very least. After that, +1 amulet, then +2 duration corrupt on asenaths.
That's everything that stands out for now, but doing theorycrafting on AW for the next while, so come back, if think of something else says.
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