Enki's Arc Witch Memorial Page & POE 2 Arc Summary
item rarity is just because i took it from weapon and put there, look at it as empty ;p
edit. ok i put there 5th golem atm. I need medium cluster for culling strike ;p and gloves 30/30 with culling strike are almost imposible to find with rolls i need แก้ไขล่าสุดโดย xXmarloXx#7955 เมื่อ 9 ก.พ. 2021 19:59:48
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hi guys,
another question, i can enchant my boots, thought of going for 50+ mana, but now i can craft the veiled mod "non vaal skills deal 51-60% increased dmg during soul gain prevention" isnt this a crazy dmg boost for arc in some cases? like when my vaal RF expires or when Ive used my vaal arc? the numbers see so much bigger then a little mana! thanks in advance |
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"I'm not sure, that mod has always intrigued me but I have never used it, give it a try or check PoB. |
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" I didnt configure my PoB the right way! it says there is a dmg increase, seems about 5% of the total dps. I thought PoB didnt calculate this. thanks |
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" OR--Arcane Cloak! I don't think the cold damage is really a concern, but I could see fire damage upsetting the balance, especially at lower levels. Had never really given it any serious thought before... แก้ไขล่าสุดโดย WorderMostFoul#7154 เมื่อ 9 ก.พ. 2021 23:25:33
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" I'm pretty sure your crit is only rolled once per cast, so chains and repeats from spell echo don't count toward your chance to crit. So if you have to cast Arc an average of 6-7 times to proc EO, to me, that's a big drag on being able to frontload your damage against a boss. I just tried running a map without using SB at all, and with my 13% chance to crit, I was not super-impressed. EO was up at most 60% of the time, compared with 98% of the time if I just drop a SB every 8 seconds. Honestly, my Wave of Conviction with its 22% crit seemed to be responsible for a sizeable majority of the EO uptime. |
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" Well, for starters, you're talking about a crafted mod versus an enchantment--so you don't have to pick and choose. You can have them both! Second, 70% increased mana regen is extremely strong in a build like this one that depends so much on mana regen for both offense and defense. It's applied to your flat mana regen, which we stack as much as possible via inherent 1% regen, Cloak of Defiance, Clarity, Arcane Surge, Mastermind of Discord, and Pure Talent (and probably other sources I'm forgetting to mention). Just the enchantment by itself would take you from regenerating 5% of your base mana per second to 8.5%. That's 12 seconds versus 20 seconds to refill your mana from 0% to 100%. There aren't many places in the game you can find that kind of boost in mana regen with practically no strings attached. Next, 50% increased damage is good...but this game distinguishes between "increased" damage and "more" damage in its calculations. The difference is astronomical, and far from just semantic in this case. 50% increased damage is a little boost; 50% more damage is HUGE. Finally, unless you're actively and frequently using your Vaal skills when mapping, which I personally don't, the amount of time you spend in soul gain prevention is negligible. |
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" I checked it and you are right. Crit chance is rolled per action, not per target. That also implies that 'extra' copies of an action (by Spell Echo, Multistrike, ...) inherit the roll from your own action. I haven't mapped it out completely, but I often check if my EO is up and I don't find that many cases where it is not. |
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" Exactly, and the extra damage is needed at boss fights most of the time instead of the trash. If you're lucky you can use your vaal skill once in those fights, let alone multiple times. So we're speaking about a marginal increase that only happens when you generally don't need it. |
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" If your Arcane Cloak is up, this will indeed not be a problem. But if you are unlucky and it happens when Arcane Cloak is recharging that added modifier can screw things up. Wave of Conviction gives 32 to 48 physical damage at lvl 1. 25% gets converted to lightning and 25% to fire damage. 1 cast of WoC at lvl 1 deals in base: -> 16 to 24 physical damage -> 8 to 12 fire damage -> 8 to 12 lightning damage The calculations quickly become way more complicated than that since most of our modifiers are for elemental damage (not only lightning damage) so cold and fire damage get improved too. If I take my setup in account (and disregarding the effects of spell damage, since it then becomes really hard to follow): Lightning damage: - 97% increased elemental damage - 129% increased lightning damage - 40% more elemental damage - 29% more lightning damage -> Lower bound: 8*(1+0.97+1.29)*1.4*1.29 = 47 damage -> Upper bound: 12*(1+0.97+1.29)*1.4*1.29 = 71 damage If we want to be completely sure, we don't want to cross the lower bound of our lightning damage with the upper bound of our cold/fire damage. Fire damage: - 97% increased elemental damage - 40% more elemental damage -> Upper bound: (x+12)*(1+0.97)*1.4 < 47 damage -> x < 5 flat added fire damage on the upper bound of that mod Cold damage: - 97% increased elemental damage - 40% more elemental damage -> Upper bound: (x)*(1+0.97)*1.4 < 47 damage -> x < 17 flat added cold damage on the upper bound of that mod Before anyone tries to adapt their gear remember though, this is an example with my gear and without taking % increased and more (spell) damage in account. แก้ไขล่าสุดโดย Reechaani#7330 เมื่อ 10 ก.พ. 2021 01:51:29
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