u/KirkLucKhan

Diablo 4 S14 DPS-per-Skill and Toughness Calculator
▲ 9 r/D4Necromancer+1 crossposts

Diablo 4 S14 DPS-per-Skill and Toughness Calculator

I've put together a DPS-per-skill and Toughness calculator for Diablo 4 as of S14.

https://docs.google.com/spreadsheets/d/1eovDFtu2De4qdGUpAvF2lPy06OBz74vwv_aMah-jgOA/edit?usp=sharing

If this looks overly complicated, it is, but so are DPS and Toughness calculations in the game. Sites like Maxroll have good guides for both to walk you through them. Damage guide here, Toughness guide here.

Feel free to copy and edit. It should work for any class, but I play Minion Necromancer, so you'll see values relevant for that build here.

I have a tab for instructions and footnotes, but some general instructions for accuracy:

  1. The main point of this document is for comparing builds with different gear or skill choices, so you can be more educated before spending mats to change your build. To do this comparison most cleanly, copy the Sheet, and in Cell B11, type in the name of the other Sheet with the alternative setup. The orange text in both zones (Damage and Toughness) tells you what the current Sheet looks like compared to the other Sheet.

  2. If your build primarily uses one skill for damage, this is a general DPS calculator. If your build does substantial damage with multiple skills, use one sheet per skill, and ensure that the bonuses you enter are relevant to the skill in question. The sheet doesn't have access to metadata to ensure the skill only incorporates relevant bonuses.

  3. The green cells are for editing. Anything not green is best left alone, but I didn't lock any cells, so go nuts if you want to.

  4. For precision, be careful about entering correct values for things like Additive Damage or Armor/Resistances. Don't enter the big number in the Character Sheet. Enter the pre-multiplier sum. These are in the character sheet, but kind of hidden. Armor and Resistance percentage bonuses are particularly important. Raheir's Aegis doesn't provide 15% bonus All Resist unless you have no other sources of % All Resist bonus, including Paragon. If you want to see how much Toughness you gain with a bonus granting +% Armor or +% All Resist, that box needs to be accurate with all of your bonuses.

  5. It's slightly complicated to accurately calculate DPS when crit chance or vulnerable uptime are not 100%, but these capabilities are built into the document. Just try to be accurate with crit chance and vuln uptime, and make sure to include the word "Crit" or "Vuln" in the "Source" cell for each bonus if you want them correctly calculated. Damage per hit is averaged incorporating crit and vuln chance; if your crit strikes deal 100 damage, your non-crit strikes deal 20 damage, and crit chance is 80%, the "Dmg per Hit" value will read 84.

  6. Attacks per second (APS) are generally in the 1-5 range and can be counted on the target dummy in-combat. For Summon builds, damage-per-Summon should be multiplied by the number of Summons. I run a Skeletal Warriors build; 12 Warriors x 2 APS/Warrior = 24 APS. For stuff like Whirlwind, you may need to record and slow down the video to count tics per second on the dummies. And this calculator isn't set up for DoT builds, but it should tell you the total damage of the DoT, so you can divide that by the seconds of DoT x 2 to get the damage per tic contributed by the Skill in question (as DoTs tic 2x per second).

  7. Proper uptime assessment can make the DPS more accurate, especially when considering changes that don't affect raw damage, just skill modifier uptime (like CDR). Sometimes it's easy to calculate, like Necro Essence Glyph on non-Healthy enemies (non-Healthy = 80% or less health). Others need to be calculated in combat or on the target dummy. Crowd Control like Frozen is particularly tricky; the target dummies get resistance to CC in a way that real enemies do not.

If you have Qs or spot bugs, feel free to comment below, I'll try to address.

u/KirkLucKhan — 1 day ago

S14 Minion quirks / bugs / points of interest (running list, will be updated)

I'll try to keep this updated, with mine or others' findings (if others', I will try to cite). If anything gets patched, I'll cross out and update. In no particular order:

  • Ceh rune Wolves de-spawning still count towards Pact of Bone on-death bonus, but with an interesting caveat: if you spawn them too quickly (like spamming IgniCeh), they won't de-spawn until you stop spamming. Recommend using NeoCeh.
  • Gargantua Golem now no longer requires you to re-summon in-zone to get the Cast Speed aura bonus.
  • Undercrown is slightly bugged. Bonus Warrior (but not Mage) count is tied to the Unique Power. I don't have the exact ranges Minimum 22% Unique Power for full 4 bonus Warriors; lower Unique Power rolls will give 2 or 3 Warriors. But fun fact: unless and until they patch it, Mythic Undercrown grants 5 bonus Warriors.
  • AotD Unyielding Commander bonus damage uptime is still 100% simply from having the "Passive Bonus" selected.
  • Cold Mages do appear to be correctly proccing, and benefitting from, Signet of Pelghain on bosses. No such luck for Azurewrath (on bosses, still bugged, only activates when Staggered by a direct Freeze effect).
  • Lots of reported bugs with Thorns and Minions. (Via Slayer on the Bug Report Forums)
reddit.com
u/KirkLucKhan — 3 days ago
▲ 56 r/diablo4

They absolutely did NOT fix the Azurewrath bugs with bosses.

Azurewrath is supposed to build up damage while an enemy is frozen and explode afterwards. Pelghain is supposed to do extra cold damage after an enemy has been frozen.

In S13, both of these were broken for bosses if you didn't use a Freeze effect to trigger Stagger on the boss: you didn't build up Pelghain debuff, and you didn't get an Azurewrath explosion.

Testing on the target dummy in S14, Pelghain was fixed: stacks build up no matter how the enemy was staggered. However, Azurewrath still does NOT trigger an explosion unless a Freeze effect was the thing that triggered the Stagger. I don't know how many builds use Azurewrath, but I had aspirations of using it on a Minion build in S14.

reddit.com
u/KirkLucKhan — 5 days ago

What are some cool combos on the various classes with the "new" Golden Epiphany Seal (3 Uniques)?

I primarily play Minion Necromancer and am quite sure that Golden Epiphany with 3pc Waking Touch + Azurewrath + Bloodless Scream will be better than the standard 5pc Black Shroud set. Supposedly, Mythic Seal drop rates are higher in S14, so if I get one early enough in season, I might want to try it out on other classes. Has anyone mapped out cool Golden Epiphany combos?

reddit.com
u/KirkLucKhan — 8 days ago

S14 Skeletal Warrior Necro build after seeing post-PTR Patch Notes

S14 Skeletal Warrior build: https://maxroll.gg/d4/planner/nqh0w00w

[If you're re-visiting this page, I've made some edits that are explained at the end of the post.]

This is my endgame Skeleton Warriors build for S14. Many of these decisions are based on the Patch Notes (particularly losing Signet of Pelghain) and the report that Mythic Seals should have a higher drop rate in S14. With that in mind, for here, I'm using a Mythic Seal, but I'm only accounting for one Mythic Unique equipment, Pact of Bone. This helps cap Crit Chance.

Some points of interest:

* In what game modes is this any good?

All endgame activities. Great at Pit pushing, great at T12 open world, great at Bossing, decent at T12 Infernal Hordes.

* How's the Gameplay?

Really easy. Spam Skeleton Warrior on cooldown, hit AotD every 7 seconds, clump enemies with Ice Blight, and zoom around with Reap. EZPZ.

* What kind of Pit pushing range should this expect?

Even with sub-optimal gear, this can likely push into the Pit 122-125-ish range. Hard to tell exactly; on the PTR with pre-nerf Signet of Pelghain, this (with decent but not amazing gear) was doing Pit 125, but that was with a crappy Talisman setup; I expect the Talisman setup presented here to more than make up for the loss of Pelghain.

[Everything below here is for the nerds. Beware the wall of text.]

* Speaking of Talisman, what the hell is going on with yours? Golden Epiphany with 3-piece Waking Touch, Azurewrath, Bloodless Scream, and Blood-Mad Idol?

Well, first things first: Black Shroud kinda sucks. The 2.75x multi is nice, but the 1.75x DoT bonus is only relevant for encounters that last a long time (since for the first 30 seconds of each encounter, you only average half of that bonus), and the 1.5x DPS bonus when DoT>Life is only relevant for about 5 seconds per encounter. The only reason Minion builds have used it is because the Waking Touch 6-piece bonus is hot garbage. Conversely, the 2-piece Waking Touch bonus is not only nice for the 1.6x DPS, but for letting our Army of the Dead 1.5x DPS bonus have 100% uptime. Even if the current bug where that 1.5x DPS bonus is up full-time stays in place, my Epiphany setup is still better than 5-pc Shroud + Blood-Mad Idol: I've been working on the math for encounters of various lengths, on Elites and Bosses, with 50% freeze uptime on Elites and 3-4 staggers per boss encounter. Long story short, the single-target DPS is +/- 15% or so for both builds, depending on the encounter length... but the Azurewrath / Bloodless Scream combo converts about 85% of your single target damage into a big AOE every 10 seconds or so. This will be MASSIVE for Pit pushing, where normal mobs provide the lion's share of XP orbs that push the timer. As for why Blood-Mad Idol is there: I found that in the PTR, rocking Undercrown and 9 Mages on Shadow Mage Upgrade 2 made me virtually unkillable (except to one-shots) even WITH the Blood-Mad Idol DoT. With that in mind, Blood-Mad Idol is the single best Unique Charm for DPS, representing a 2.5x DPS multiplier (1.25x Berserking x 2x while Berserking = 2.5x).

* Man, those Runes look kinda lame; and isn't Ceh nerfed?

Yeah, Runes have become pretty mid overall. Ceh is still used because it saves us the hassle of re-summoning a Mage every 3 seconds to trigger the Pact of Bone On-Death bonus (yes, Wolves shouldn't trigger it, but they do, and they continued to do so on the PTR). If we used something else and summoned Mages ourselves, we'd need to lose a DPS Temper on a Ring in favor of Lucky Hit Resource Gain, and those DPS tempers are meaningful; about 5%[x] DPS or so, and replacing Ceh with something like Ohm is barely better. Que is still helpful for defense, and all of the other utility Runes are not very helpful for this build. Don't need Thul for freezing, Kry is kind of a risk for pulling Elites towards you, Vex (Skill ranks) is pretty diluted. Long story short, not sure NaguQue/NeoCeh are optimal, but they meaningfully help. Note: If using a normal Unique Pact of Bone, we're not crit capped, so we can use NeoGar and re-summon Mages for the on-death bonus.

* Hey, the Uniques don't have the proper Always-Drop Affixes from the Patch Notes.

Yeah, this Maxroll build planner is based on the PTR. The Always-Drop Affixes will only meaningfully change the build by making it a bit squishier since Helm and Pants lose a defensive affix roll in favor of a DPS roll. All the more reason to rock Shadow Mages Upgrade 2 and NaguQue.

* Wait, you're using Litany of Death? On a Warrior build?

Yes, using Litany to cap Crit Chance lets us avoid having to devote at least 3 gear rolls to Crit Chance. Those 3 gear rolls can be multiplicative Damage buffs, more than making up for losing 3 Warriors. And no, capping Crit chance isn't essential, but Critical Strikes do roughly 10x the damage per hit than non-Critical Strikes, so lost Crit Chance is essentially losing that amount of DPS. And the build planner is not accurate with the Crit Chance bonus; Litany provides about 25% Crit Chance at 30+ Warrior ranks. With 5% Base, 25% Litany, 45% from Mythic Pact of Bone, 10% from Shield affix, 7.5% from Weapon temper, 5% from Mage Crit Strike Chance Bonus, and a bit from Dexterity, we're capped. If you're stuck with extra Crit Chance on your gear or get lucky with your Seal, then it moves the needle to where Master of Puppets is a bit better even if slightly under Crit cap. [EDIT: Litany also automates Flesh-Eater Paragon. If using Master of Puppets, we'd have to switch to the second Mage variant that consumes a Corpse on Mage summon. Solves Essence generation, but gives two fewer Mages, hampering defense. Or, use a weaker Paragon board like Scent of Death.]

* Haven't you heard the good news that they fixed Lidless Wall?

Yes, but if we switch to Lidless Wall, we have to sacrifice Cold Mages to get a meaningful DPS bonus over the AotD 1.5x bonus combined with a 1.6x bonus from choose-your-Legendary-Aspect. The math:

Lidless: 2.2x (four Storms) x 1.2x (Cold Mage Sacrifice) = 2.64x

AotD + Legendary: 1.5x (AotD) x 1.6x (Aspect) = 2.4x.

...But going this route costs you the ability to use Shadow Mage Upgrade 2, so you lose virtually all survivability in close range. Besides being a hassle, this means we can't use Blood-Mad Idol, and whatever we replace it with will cost us the DPS we gain from Lidless and then some. (Yeah, we can avoid the Mage Sacrifice, settle for a 1.9x Lidless multi and no Cold Mage Sac bonus, and swap from Litany to Puppets on Warriors since Bone Storm grants 15% Crit Chance, but we're borrowing from Peter to pay Paul on the DPS.)

* No Overpower?

Yes, the nerfs to Overpower were enough that, especially with AotD at 100% uptime, it's not better than this. You'll see build guides calling for it; it's mostly inertia.

Feel free to ask questions or offer suggestions; I'm good at math, but I'm occasionally forgetful or miss bits of news here and there.

[Edit 1: minor change to Chest Aspect, changed to Glynn's Anvil from Disobedience. Slightly worse Damage Reduction, but without Black Shroud, Blight is the only DoT source, so it's a bit inconsistent.]

[Edit 2: Added a "Pre-Epiphany" build. IF THE AOTD BUG IS STILL IN PLACE (where Unyielding Commander has 100% uptime simply by being on the bar if you have the "Summon a skeleton every 4 seconds" option selected), then this has similar DPS to the Epiphany build... but it's substantially squishier, and may merit switching away from Blood-Mad Idol. If the bug is fixed and you don't have 100% Unyielding Commander uptime, then its DPS drops based on the downtime of AotD, so probably about 30% less DPS.]

[Edit 3: I created the "Pre-Epiphany" build in S13 with mediocre gear, including no Blood-Mad Idol amulet. Got through Pit 120 quite easily (3 mins left). I plugged my current build's damage into a Necro damage calculator and compared it to the damage of the build in the "Pre-Epiphany" planner, and my scuffed S13 version is doing 28% of the proper build's damage. That's about 4.5 Pit Tiers. So yes, both versions in the Maxroll palnner (the squishy Pre-Epiphany version and the full Epiphany version) should comfortably handle Pit 125 in S14.]

reddit.com
u/KirkLucKhan — 9 days ago

PSA: Bosses and "while frozen" mechanics (Pelghain and Azurewrath)

EDIT June 23: The freshly updated Patch 3.1 notes have changed Signet of Pelghain to only apply to Cold damage. It may very well be that Cold Mages become the highest-pushing Mage build in S14, but other than that, Pelghain will not be viable in S14. Consider the below to mostly be relevant for Azurewrath.

Signet of Pelghain: "Your Freeze effects cause enemies to permanently take 20%[x] increased damage from you for each second they are Frozen."

Azurewrath: "After Freeze expires, enemies explode for 120% of the damage you dealt to them while Frozen."

Both of these Uniques count how long an enemy has been frozen, then either deal damage or apply a debuff. For both of these effects, it's fairly straightforward for non-Boss enemies: they're frozen, they build up the debuff or damage, then they thaw and it's in effect. (Pelghain builds up during this, but you get the point.)

For Bosses, on the other hand, something very strange happens. It's generally the case that while Bosses are Staggered, they are considered to be under the effects of every Crowd Control (CC) mechanic, including Freeze. However, after some Youtube vids and testing on the target dummy, something is clear: Bosses under Stagger ONLY build up Pelghain debuff, and only accumulate Azurewrath damage, if it was a direct Freeze effect that triggered the Stagger on the Boss. Chill doesn't count, either. You can test this on the Boss target dummy to verify. Bloodless Scream or Cold Skeletal Mages will never get Pelghain or Azurewrath effects to trigger on a Boss, but if your only CC is from something like Thul Rune or the % Chance to Freeze temper (both of which skip right past Chill and go right to Freeze), then your Damage against the Boss will reliably increase with Pelghain ring, and you'll reliably see the little frost explosion (and the resulting high Damage spike) as Stagger expires. This is obviously a bug, but I wouldn't expect to see it fixed any time soon.

This has implications for endgame builds, particularly Minion builds. Bloodless Scream and Azurewrath (one via Charm) synergize very well with each other and with Pelghain, particularly in Pit pushing before the Boss spawns. However, they antagonize one another on the Boss: the constant Chill effects from Bloodless Scream make it much less likely that the specific CC that pushes the Boss into Stagger will come from a direct Freeze effect, even if you're running both Thul rune and % Chance to Freeze weapon temper. Minion builds with Blood Moon Breeches (Constant reapplication of Decrepify) or Reapers with Bonus 2 (more Damage, but also 15% chance to Stun) are especially bad at catching the Boss specifically with a Freeze.

Now, Bloodless Scream provides a direct DPS buff to Boss damage, so it's not useless, and it's well worth wearing Pelghain for clearing Elites before the Boss pops, so it's still a very strong item (the combo with Azurewrath is arbuably BiS with the new Mythic Seal that allows 3 Unique Charms). Nevertheless, we should keep in mind that both Azurewrath and Pelghain are practically useless against Bosses unless you can gear to make sure that the vast majority of your CC effects are direct Freeze effects. This includes easy-to-ignore CC sources like Set Charm bonuses; charms that have Slow or Stun effects will work against your build, while charms with Chance to Freeze will synergize.

reddit.com
u/KirkLucKhan — 13 days ago
▲ 20 r/diablo4

To what Pit/Tower level do you think builds should be balanced?

With the upcoming nerfs to a lot of powerful mechanics, average Pit/Tower levels for most builds will drop substantially coming into S14. Some people think it's good, some bad. I wondered what people thought should be the ideal power for a class. Should the best builds be topping out at 120? 130? 140? Speedrunning 150? And I know the kneejerk response is "As long as all the classes are balanced, it's fine", and while that's true, I'm more interested in the degree to which people think the game should be trivialized.

This sub doesn't let us post Polls, so I'll comment with Pit levels if people want to vote / comment.

reddit.com
u/KirkLucKhan — 27 days ago

S14 PTR Tower 122 Skeleton Warriors build (Maxroll planner provided)

Build at the end of the video, but roughly this Maxroll build (keeping in mind this build online has the S13 item stats): https://maxroll.gg/d4/planner/nsg77g06

EDIT: For posterity, here's the "Final" version that I used for Tower 123 and Pit 125:
https://maxroll.gg/d4/planner/48h6a106
I'll note that, if I get the three-uniques Mythic Seal, I'll switch from Black Shroud 5-piece with Blood-Mad to Waking Touch 3-piece with Blood Mad, Azurewrath, and Bloodless Scream.

Amusingly, I forgot to hire Raheir, so this run is actually an underperformance.

Some points of interest:

  • It's not only a very strong build, but incredibly low APM. There's no point in commanding the Golem (other than to break CC) or using AotD; both provide their bonuses as a passive, and using them would slow down the recharge of Command Skeletons, the only active skill that has a direct benefit to DPS. Basically, move around to avoid one-shot ground effects, and sic your Warriors on Elites. Rinse and repeat.
  • Gearing requirements are also pretty low. If I were running regular Uniques instead of Mythics, I'd probably only be about 2 or 3 Tiers lower. None of my items have truly crazy Transfigurations (in fact, not all of them are Transfigured).
  • This becomes a great build for farming or Bossing by just swapping out Pelghain for a Legendary ring with some bland but good Offensive Aspect.
  • In the PTR, Mythic Undercrown grants a bonus Skeleton Warrior vs standard Unique. That might be a bug... but damned if I'm gonna report it.
  • With 9 Mages, it's an INCREDIBLY tanky build. In fact, I generate enough Barrier that I can run Blood-Mad Idol charm (a 2.5x DPS multiplier by itself, with movement speed as a bonus) and I still only die to one-shots. The DoT is essentially meaningless (at least in the low 120's Pit/Tower; might not be so easy in 130s, if your gear can get you there). Sacrificing Mages would be a major drop in Defense and a meaningful drop in DPS because I'd lose Blood-Mad Idol; no other Charm comes close to it in overall DPS.
  • Running Ceh rune because Wolves de-spawning triggers the DPS bonus from Pact of Bone. It shouldn't (they're Summons, not Minions)... but it does. EDIT: If I wanted to squeeze a bit more DPS out of this, I'd find a replacement rune instead of Ceh and just Summon a Mage every 3 seconds. It'd add a mildly annoying rotation, but this build is so AFK, I think it'd be fine. (The "Best" rune for DPS is probably Gar, allowing gloves to swap Crit Chance to another Multiplicative damage source.) EDIT2: Yup, casually knocked down Tower 123 by making that swap.
  • Running Litany of Death Skeleton Warriors upgrade would seemingly be a huge drop in DPS (going from 13 to 10 Warriors)... but the Crit Chance granted lets me completely devote Jewelry to Multiplicative Damage affixes, which more than makes up for the lost Warriors. It's basically three extra Multiplicative Damage rolls... or 30% more Skeletons. The math is pretty easy. With Litany, I only need Crit Chance rolls on Gloves and Shield (don't even need GA rolls) to cap Crit Chance.
  • As a bonus, Litany of Death also provides a mechanic for corpse consumption, allowing me to run the Flesh Eater board.
youtu.be
u/KirkLucKhan — 28 days ago

Don't sleep on Blood Mad Idol for a Minion build (or any heavy Shield build) in S14.

On S14 PTR, I'm playing around with Blood Mad Idol charm, and with the new-and-improved Undercrown, I have nine Mages (Shadow Upgrade 2) refilling my shields constantly. Unless I'm standing in a poison puddle, it more than compensates for the burning DoT, and provides a 150% DPS bonus as a charm (1.25x Berserking x 2x while burning = 2.5x = 150% DPS bonus). It got me an easy extra two Pit tiers, and unlike a lot of Pit-beneficial bonuses, this should be even better outside the Pit.

I don't think people have noticed it much during S13 because everyone is running Heir of Perdition and Red Blessing, and doesn't have enough Shield Shadow Mages to compensate. But I look forward to running one in S14.

EDIT: One of the comments below shared that this Blood Mad Idol damage bonus isn't working in Live S13 while shielded. I'm happy to report that I've verified at the target dummy that the damage bonus works while shielded in S14 PTR.

reddit.com
u/KirkLucKhan — 29 days ago

My opinion after a couple nights on the S14 PTR: Folks, relax. Necro will be fine in S14, and chasing Mythics will be fun.

I've been in the PTR, futzing around with a Golem build, using pretty scuffed gear, crap gems, and only Paragon 200... and Pit 120 is where it starts to get a bit challenging. Frankly, the biggest issue in higher Pits is defense, to the point that I'm actually going Endurant Faith charm. For comparison, using pretty GG gear and squeezing every drop out of Overpower in S13, Golem got me to 130. The difference between Pit 120 and Pit 130... is just the Pit. Everywhere else is fine.

Are you going to be cracking Pit 140 in S14 using broken mechanics? Probably not (or at least not busted Overpower). Is Torment 12 going to be a challenge to an endgame character using just about any build? Absolutely not. Meanwhile, chasing good Mythics for my build will be a hell of a lot more fun than breaking down yet another useless Andariel's Visage, and being able to modify Uniques in the cube feels really good compared to S13. When a Mythic for your build drops, you won't need to fret about whether it has the stats you need, you just need to farm more Cube mats.

Just my 2 cents, but we're fine.

EDIT: Deathgrip Minion build performs similarly (finish Pit 120 with 5 mins left), and it's tanky enough to run Azurewrath charm to wipe out trash mobs in the Pit.

EDIT 2: Singularity Naz mages with Requiem on amulet, Tibault's Will charm, two Lucky Hit Essence tempers, and casting Shadow Bone Splinters between Mages also did 120 with about 6 mins left. Pretty tanky, a little repetitive counting "One, two, three, Cast Singularity" for 10 minutes straight. But still, plenty powerful.

reddit.com
u/KirkLucKhan — 1 month ago

S14 PTR Golem theorycraft (Now with 100% less Overpower)

https://maxroll.gg/d4/planner/u37tdi0y [Edited to fix Crit Chance]

The gist: The fix (hopefully) to Golems as Macabre skills puts Radament's set on the menu, we get rid of Overpower since the payoff isn't worth it anymore, we use Crown of Lucion as the new best DPS source for a helm, and we go with Mace of Leoric due to the buff to 120%. Freeze for Pelghain is provided by weapon/OH tempers plus a sprinkle from Ceh wolves and one lonely Cold mage, who is really only there to provide Essence regen to make up for Lucion.

Note that this is the S13 Planner, but there are some PTR changes not reflected in it: Lucion down to 45% DPS at full stacks (Still best DPS in helm slot), Glynn's capping at 40% is still best single damage reduction source (and the +2 Resolve stacks means you don't need extra stacks elsewhere via Tempers), Duelist's Aspect is now 65% more DPS at full stacks, Mace of Leoric is up to 120% DPS, and Hellbent is down to 60%.

Q: How are you capping Cult Leader (100% attack speed)?

A: 35% from Pact of Bone, 8% from Cult Leader nodes, 5% from Frailty nodes, 17% from Hulking Monstrosity nodes, 30% from Gravebloom gets us to 95%. The rest comes from Frenzy stacks.

Q: Is it crucial to cap Crit Chance?

A: No, not really, but it's pretty easy on this build with ~25% from Litany of Death (which is not represented in the Planner but goes up with Skeletal Warrior skill ranks) and 35% from Pact of Bone, but honestly, if you're over 80%, you're in good shape. [Fixed from earlier version where we were over-capped.]

Q: Why isn't Paragon filled out?

A: Use your imagination :- )

Q: Why Focus, not Shield?

A: Gem strength bonus. Shield counts as armor, not a weapon, so you lose a huge chunk of DPS. But if you get a good enough shield and find yourself feeling squishy, switch it up!

Q: Why Ceh wolves? Weren't they nerfed?

A: Yes, but when they expire, they trigger the 35% DPS bonus from Pact of Bone, so they're still the best for DPS. Plus, they provide a tickle of freezing for Pelghain.

reddit.com
u/KirkLucKhan — 1 month ago

Ranny El solved Shadow Mages. Since I missed this until today, I figure a few of you might also have missed it.

This Ranny El build for deep Pit pushing with Shadow Mages - Singularity is a bit challenging to pilot (in a fun way), and that makes it all the more interesting compared to the current Reaper meta. He cracked Pit 138 with it (video here); his max Skeletal Warriors Pit (that he posted) was 135. I was able to take a variation of his Singularity build to Pit 130 without too much hassle; I have a great weapon, but the rest of my gear is mediocre compared to his.

The only gear requirements that will kill the build if you lack them are a max Deluge aspect, Tidal on 2H, and the Red Blessing charm. This combo, with Blood Wave + Overpower upgrade, nets you 18 overpower stacks and a minimum of 244 Essence, good for over 21 seconds per Singularity Mage. I do recommend getting 30-40 additional Max Resource on Chest and/or Charms for a bit more Mage longevity/power, but if you go too crazy on Max Resource, refilling Essence between Mage casts will become a challenge.

If you're going to try it out, I suggest swapping out Blood Mist, which is seemingly only there to provide Fortify, and instead put in Bone Splinters - Shadow Seekers with Essence Generation and Resolve upgrades. It helps make sure you're always capped on Resolve and substantially improves your Essence generation, which is good but not amazing from the Deluge aspect. For a bit of Fortify (necessary for Tidal), Raheir's Shield Bash can get the ball rolling.

I had success with this skill rotation, counting every five seconds, starting with full Essence (if not full, shoot Splinters until full).

1: Blood Wave
2: Splinters (top off Essence)
3: Mage
4: Splinters or Sever to reposition and get a corpse for Priest summon.
5: Splinters

The every-five-seconds pattern is really necessary for the Bloodbath node, since you have to actually allow an Overpower stack to drop momentarily for the 50% Increased Damage effect to kick in. If that annoys you, Scent of Death or Flesh Eater are reasonable substitutes for Bloodbath. A five-second rotation is also short enough to keep 4 Singularity Mages up at all times in extended encounters. Rinse and repeat while dodging ground effects using Sever. Speaking of Sever, since this build uses the Litany of Death upgrade for Warriors (to make up for losing Pact of Bone), make sure to use Sever every couple of rotations during extended Elite or Boss encounters since a Skeletal Priest requires a corpse.

For those who get frustrated that Mages can't be commanded to attack a specific target, this build will annoy the crap out of you. But if you ever wanted to see a Skeleton Mage hit for 50 trillion damage, or to pilot a Minion build that is less spammy and requires a bit more timing and consideration, this build will scratch that itch.

reddit.com
u/KirkLucKhan — 1 month ago

Why are all the high-push Minion builds using Tidal aspect? Here's the math. TL;DR: Overpower stacking is massively overtuned.

The Minion high-push meta has shifted towards going ham on overpower using Tidal aspect on the 2H. I wanted to present the math as to why that's working so well.

The assumptions: We're leaving aside everything that will be the same between all build variants. That includes Glyphs (you will always want the Dominate glyph; it's an incredible amount of additive damage even if you just have 4 stacks), Black Shroud set, Pact of Bone ring (moving it to charm for another offensive Aspect is a lateral move at best), gloves (either Naz or Deathgrip), Heir of Perdition and Blood Moon Breeches, defensive and utility Aspects, Int/crit/vuln/darkness multiplicative damage, Book of the Dead, etc etc. Another assumption is a modest 1000% non-overpower additive damage, and a modest overpower additive at 350%/OP stack, primarily from the Dominate glyph.

Builds that I'm considering:

* Purist Minion: We use Army of the Dead and the Mythic Seal of the Diamond Mind allowing us the 2pc Waking Touch set bonus for 60%x DPS and full 100% uptime of the 50%x Unyielding Commander bonus. Reanimation on the 2H, Hellbent on the amulet, Crushing on the non-Pact ring.

* Keep Aspects where they are, but switch to Banished Lord's Talisman charm and use Blood Wave for +2 OP stacking (6 max stacks).

* Keep Aspects where they are, but use Red Blessing charm instead of BLT for an extra 4 OP stacks (10 max stacks).

* Use Red Blessing charm and Banished Lord's Talisman neck, keep Resurrection on 2H but move Hellbent to non-Pact ring.

* Same as immediately above, but use Tidal on non-Pact ring instead of Hellbent.

* Go ham on OP, put Tidal on 2H, move Resurrection to non-Pact ring, keep Red Blessing charm and BLT necklace.

From the table in the screenshot, if we're only including the additive damage differences from base and max OP stacks, and the multipliers that change between builds (charms, non-Pact ring aspect, amulet aspect or unique, 2H aspect), you can see that the last one (going ham on OP) gives the highest DPS.

The only caveat to this is: it's not trivial to get a decent Banished Lord's Talisman amulet. Still, the best build WITH BLT amulet is almost twice as strong as the best build WITHOUT BLT amulet, so even a half-decent one is worth using with Tidal on the 2H.

Long story short, yes, going ham on OP is the best for DPS if you can wrangle a half-decent Banished Lord's. Why? Synergy! So many strong multipliers get even stronger when you can amass 18 OP stacks. But IMO, the chief culprit is the Red Blessing charm. That power is massively overtuned; not only do you get a pure 70% (if 10 OP stacks) to 126% (if 18 OP stacks) multiplier just for it being there, it also gives 4 extra OP stacks for a massive additive DPS boost.

One last note: I'm not including Aspect of Redirected Force here, because it's a pain in the @$$ getting and keeping max Resolve stacks on a Minion build anywhere but high Pit/Tower, I'm not convinced it won't be nerfed, and if I do the math on it the way I did the above, it's still strongest to put Tidal on the 2H. It's not even a DPS boost; the conversion from Reanimation to Redirected Force on the ring buys you 16%x DPS, but you'd need to lose Aspect of the Void or Hewed Flesh on the boots in favor of Interdiction to convert Resolve to Block Chance. Of course, Resolve stacking with Glynn's Anvil makes you nearly unkillable, so definitely consider it for high Pit/Tower pushing; you'll still want to use Tidal on the 2H, and it's not worth switching to Redirected Force + Interdiction.

u/KirkLucKhan — 2 months ago

For those curious: 2H Weapons are meta for Necros partly from doubling the most powerful Aspect, but also because it's exponentially better for the Gem Strength Transfiguration.

We know the Gem Strength multiplier is the chase Transfiguration, but it's also why 2H are so popular. If you have a 1H and Shield or Focus, you can use two gems for up to +32% Multiplicative Damage bonus (one per item), and the Gem Strength Transfig affix maxes out at +125% after Masterworking (or higher if you're crazy lucky and the weapon is still modifiable after Transfig, like mine).

Two Flawless Horadric gems (32% muti) normally provide up to 1.64x DPS if you have no other All Damage or matched elemental damage multipliers on your other gear. Max Gem Strength rolls on both items move this up to 2.44x DPS (2 x +72% multi + base 100%), an overall 49% DPS multiplier. That's almost an offensive Aspect on its own, and it's why Gem Strength is so strong.

However, for a 2H weapon, you still get the two gems, but the gem bonus doubles for a 2H; it probably shouldn't, since affixes that double on 2H usually do so because you only have one item to use, but here you still have both gem slots. Anyways, doubling this now gets you up to 3.24x DPS (2 x +112% multi + base 100%). This is a difference in about 33% DPS, which is like getting half an offensive aspect for free.

Combined with the benefit of doubling your strongest offensive Aspect (often good enough on its own if the Aspect is strong enough), the unusual doubling of the Gem Strength multiplier is the reason 2H weapons rule the roost right now.

(And did I make this into an educational post so I had the excuse to post my crazy lucky weapon roll? Maybe.)

u/KirkLucKhan — 2 months ago

BUG: Gargantuan Golem bugged, requires re-summon to get cast speed bonus

This may be common knowledge to some, but just putting it out there that the Gargantuan Golem's cast speed bonus seems to require in-zone re-summon to kick in. If you verify this yourself, I recommend making a bug report in the forums. It's pretty annoying.

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u/KirkLucKhan — 2 months ago

Deathgrip Reapers are so powerful because the "Warriors cleave with their attacks" mechanic is ADDITIVE with normal Reaper cleaves, creating a huge AOE for each attack.

A major reason Skeletal Warrior builds are meta for Minions right now has to do with the crazy AOE Reapers are generating. It turns out that the Deathgrip text "Warriors cleave with their attacks" is NOT redundant with standard Reaper cleave attacks; it is ADDITIVE, so Reaper attacks cover a HUGE area, as seen in the video. This is reminiscent of S11 and S12, where Ring of Mendeln fell out of favor in Hand of Naz builds in part because its AOE was so small compared to loading up on Shadow damage for the higher-range Naz Shatter mechanic.

u/KirkLucKhan — 2 months ago

Using a Minion build, here's a few tweaks that transformed my Mephisto attempts from "That's practically impossible" to "It's a pain, but I could farm him if I wanted." These would also help your Uber Lilith attempts, if needed.

* Endurant Faith charm - almost essential. Doesn't make you invulnerable, but you can't be one-shot. You can do without it, but only if using a DPS Charm instead is the difference between skipping mechanics or having to dodge/tank them.

* Use both Inexorable Reaper AND Blood Mist. Blood Mist can get you out of trouble when you're about to die, but Reap teleport is both helpful to avoid chase-downs from projectiles as well as getting out of the way of beams / streams (like the last phase, the red soul bullet minigun). Also helpful for collecting your skills in the last phase (unless you're unlucky and it's your last skill collected).

* Hewed Flesh on your boots so your Warriors can keep coming back.

* Cast Mage every ~3 seconds. Either you are bringing one back to life, or you will trigger the on-death effect of Pact of Bone.

* If/When you die, just re-log. There's a bug where if you die, then re-enter the boss arena, your minions no longer inherit your survivability buffs, so they melt. It's not worth the aggravation.

Everything else is whatever you like best for your build, then learning the things you can tank (via Endurant Faith) vs the things that you have to Reap / Mist away from. If it takes more than a few mins to get through any given phase, you may be better off getting better gear then trying again.

Good luck!

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u/KirkLucKhan — 2 months ago

So we don't know yet how we'll be able to manage cooldowns (we don't know the state of Lucky Hit or things like Decrepify), but two things are apparent:

Sanguivor: 11x DPS bonus (20 Souls x +50%[x] per soul) (From a recent MacroBioBoi video)

Pile the Bodies skill variant: up to +300%[x] damage. (From a recent Wudijo video). This is built up over 30 hits, so less relevant for trash mobs, but potentially transformative for single targets or really high health settings like high Pit/Tower pushing.

Long story short, we're looking at a potential 44x damage multiplier from ONE ITEM and ONE SKILL VARIANT. That's insane, especially if we can figure a way to cast it semi-continuously.

I can't say AotD is my favorite build in general, but it may end up being super powerful.

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u/KirkLucKhan — 2 months ago