
u/Zenith_X1

My 90% Max Ele Res Tornado Shot Deadeye Tank
#Because why not?
###Links:
###WTF is this? Most people don't build TS Deadeyes to be tanky, but this character defies that convention. 50 million DPS (~70M DPS if I use Far Shot instead) is solid, 90% max ele res is weird for a bow deadeye, over 35k max phys hit is very weird for a bow deadeye, and almost 100% physical damage taken as X elemental damage is almost unheard of for a bow deadeye since we cannot use Dawnbreaker. Then I added a true 100% spell suppression chance ('lucky' is not needed), immunity to bleed, immunity to corrupted blood, immunity to all elemental ailments, immunity to all curses, immunity to all stuns, and 45% reduced extra crit damage. This build fucks.
None of the items in this showcase are mirror-tier. This character is achievable for anyone who can earn ~750 div in a league. If you can earn multiple mirrors though (much more than i can reasonably make in a league) then I do have another treat for you:
###Multi-Mirror Version
This is the truly ridiculous version I cooked up. I've made sure that all of the previous immunities are still here, damage is much higher, EHP is very similar, and I've added a source of Explode via a Large Cluster
Let me know your questions in the comments. Thanks!
-Zenith_X1
Tablet Effect Information patch 0.5.4
#Masters:
- Jado: 0-40% increased Tablet Effect
- Hilda: 8% increased Tablet Effect per type of Tablet used
- Doryani: None
#Atlas Passive Tree Sources:
If you have all 336 points of the Atlas Passive Tree, you will receive:
- 15% tablet effect in general (5% effect x 3 nodes)
- 5% tablet effect per tablet used in any biome
- 24% tablet effect if your biome is a city
At a baseline, this nets us 30% effect from using 3 tablets. Cities increase this to 59% effect with 4 tablets.
#Total:
- Jado ----- 3 tablets = 30 to 70% effect = 15% + 15% + 0-40%
- Jado ----- 4 tab city = 59 to 99% effect = 15% + 20% + 24% + 0-40%
- Hilda ---- 3 tablets = 54% effect = 15% + 15% + 24%, <------------cannot use same tablet twice
- Hilda ---- 4 tab city = 91% effect = 15% + 20% + 24% + 32%, <---cannot use same tablet twice
- Doryani - 3 tablet = 30% effect = 15% + 15%
- Doryani - 4 tab city = 59% effect = 15% + 20% + 24%
#Useful Breakpoints:
- +2 mods cannot go to +4 under any circumstances. Hilda can guarantee that +2 mods such as "Map has 2 additional random modifiers" will always go to 3 without needing to use a City Map. Doryani and Jado guarantee this on City maps.
> Fun side note, if you run a corrupted waystone with Jado, Jado adds an extra mod since the map is corrupted. If you run an 8-mod corrupted waystone in a city biome with Jado, and you use 4x +2 map mod tablets, they will all be upped to +3 from the tablet effect, giving +12 total. Jado makes your 8-mod waystone into a 9-mod, and now you can run a hilariously difficult and rewarding 21-mod waystone. If you do this with Doryani, you will get a 20-mod map but you also get 40% increased monster effectiveness, rares have 60% chance of monster mods, and 20% item rarity.
- +3 mods such as +3 Ritual Altar Rerolls can only go to +5 using Hilda or Jado. Hilda can guarantee this in a City map. 67% effect is the minimum threshold for +5, thus he has a 9.76% chance of getting +5 in a non-city, and an 80.5% chance of getting +5 in a city map.
>Jado Effect math: Jado's random effect roll varies from 0% to 40%, giving us 41 possible outcomes. For the +5 in a non-city calculation, I took the range 30-70% and found that 4 of those 41 values are 67 or higher. (4 / 41) = 9.76%
- +4 mods such a Four Additional Abysses will go to +7 on Hilda's city maps, and have a 61% chance to go +7 for Jado's city maps.
- +5 mods such as "Breaches spawn 5 additional Rare Monsters when Stabilized" on Unique Breach Tablets will go to +9 in Hilda's city maps, and have a 49% chance to go +9 in Jado's city maps.
[Fixed] Tablet Effect Information
PSA: Sorry about the error in the post yesterday, I deleted it as soon as it was revealed to me and have reposted the correct version here.
#Masters
- Jado: 0-40% increased Tablet Effect
- Hilda: 8% increased Tablet Effect per type of Tablet used
- Doryani: None
#Atlas Passive Tree Sources
- 5% effect per tablet (x3 normally, x4 in cities)
- 5% effect
- 5% effect
- 5% effect
- 8% effect in cities
At a baseline, this nets us 30% effect from using 3 tablets. Cities increase this to 43% effect with 4 tablets.
#Total
- Jado 3 tablets = 30-70% effect = 30% + 0-40%
- Jado 4 tab city = 43-83% effect = 35% + 8% + 0-40%
- Hilda 3 tablets = 54% effect = 30% + 24%, cannot use same tablet twice
- Hilda 4 tab city = 75% effect = 35% + 8% + 32%, cannot use same tablet twice
- Doryani 3 tablet = 30% effect
- Doryani 4 tab city = 43% effect
Tablet Effect Information
*Edit: I missed one 5% effect node, math is now fixed
#Masters
- Jado: 0-40% increased Tablet Effect, +1 map mod when corrupted
- Hilda: 8% increased Tablet Effect per type of Tablet used
- Doryani: None
#Atlas Passive Tree Sources:
- 3% effect per waystone modifier (up to x6 normally, x7 when corrupted with Jado, x9 when 8-mod corrupted with Jado)
- 5% effect per tablet (x3 normally, x4 in cities)
- 8% effect in cities
- 5% effect
- 5% effect
- 5% effect
At a baseline, this nets us 30% effect from using 3 tablets. Cities increase this to 43% effect with 4 tablets. 6-mod waystones give 18% tablet effect.
#Total:
6-mod waystone
- Jado 3 tablets = 30% + 18% + 0-40% = 48-88% effect
- Jado 4 tab city = 35% + 8% + 18% + 0-40% = 61-101% effect
- Hilda 3 tablets = 30% + 18% + 24% = 72% effect, cannot use same tablet twice
- Hilda 4 tab city = 35% + 8% + 18% + 32% = 93% effect, cannot use same tablet twice
- Doryani 3 tablet = 30% + 18% = 48% effect
- Doryani 4 tab city = 35% + 8% + 18% = 61% effect
corrupted 6-mod waystone
- Jado 3 tablets = 30% + 21% + 0-40% = 51-91% effect
- Jado 4 tab city = 35% + 8% + 21% + 0-40% = 64-104% effect
- Hilda 3 tablets = 30% + 18% + 24% = 72% effect, cannot use same tablet twice
- Hilda 4 tab city = 35% + 8% + 18% + 32% = 93% effect, cannot use same tablet twice
- Doryani 3 tablet = 30% + 18% = 48% effect
- Doryani 4 tab city = 35% + 8% + 18% = 61% effect
corrupted 8-mod waystone
- Jado 3 tablets = 30% + 27% + 0-40% = 57-97% effect
- Jado 4 tab city = 35% + 8% + 27% + 0-40% = 70-110% effect
- Hilda 3 tablets = 30% + 24% + 24% = 78% effect, cannot use same tablet twice
- Hilda 4 tab city = 35% + 8% + 24% + 32% = 99% effect, cannot use same tablet twice
- Doryani 3 tablet = 30% + 24% = 55% effect
- Doryani 4 tab city = 35% + 8% + 24% = 67% effect
95% Evasion Community Challenge (PoB)
Hi all,
I was at work, waiting for something to finish and had nothing else to do, so I decided to figure out what it would take to hit 95% evade chance naturally (i.e. no Blind, or enemy accuracy reduction, just pure ethical evasion stacking.) This is how far I got:
I passed 600,000 evasion with ludicrous gear, zDPS, and had to hack some stuff together (60% augment effect mod on boots for example doesnt work in PoB), but I am still at only 94%!!
Would anyone like to contribute ideas to get this build to 95%? Thanks!
[Battlefield 6] What is your most precious weapon and why?
[PSA] Evasion/Deflection buff is substantial. Ghost Shroud change is a BIG buff for high Evasion users.
Armour and Evasion base values were buffed in patch 0.5. This is good for all classes that use Evasion, but Amazon really turns it up to 11. I'd like to quickly explain why:
###Evasion Changes
- Amazon has a node that gives 0.5x body armour evasion rating, and 2x non-body armour evasion rating. This makes Amazon unusually efficient at stacking pure Evasion (and thus Deflection) on non-body armour, and pure Energy Shield on body armour.
- My 0.4 Amazon had 32k Evasion (80% evade) and 35k Deflect (86% deflect). In 0.5 this increased to 38.3k Evasion (82% evade) and 41k Deflect (95% deflect, way overcapped)
- We only need ~27k Deflection rating to hit the 95% cap, thus with so much Evasion I was able to unspec many %evasion --> %Deflect conversion nodes and remove %evasion --> %Deflect suffixes from gear.
- With some passive tree optimization, I'm at 44.5k evasion, or about 39% more evasion rating than in 0.4. (Note this is moving my 0.4 character to 0.5, not my current 0.5 character).
> To break this down, about 15% more evasion came from the patch, another 7% came from the new campaign quest rewards that give evasion, and the other 17% was from removing deflection nodes to favor pure evasion nodes.
- Deflect is now at ~28k, which as mentioned above reduces my chance to fail deflection from 14% to 5%, or ~3x better than before.
###Ghost Shroud Changes
- Initial responses to the patch notes were that Ghost Shroud was nerfed in 0.5 by losing its instant recovery. In my experience this is incorrect.
- Old Ghost Shroud was 5% of evasion as ES recovered instantly.
- New Ghost Shroud is 2% of evasion as ES regenerated if you have been hit recently. Recently means 4 seconds. This actually means you get 8% of evasion total as ES over 4 seconds, and "regenerated" means even if you are hit while you are out of Ghost Shroud stacks, you will continue regenerating from your previous stack if the new hit was in the last 4 seconds since the previous hit.
Thus:
- Old Ghost Shroud with my old 32k evasion = 1600 instant ES recovery. If I only took 800 damage, the rest of the recovery is wasted.
- New Ghost Shroud with my new 44.5k evasion = 3560 ES regenerated over 4 seconds. If I get hit again during those 4 seconds and have no Ghost Shroud stacks left, the regeneration keeps topping me off.
Finally:
- Compressed Duration no longer works with Ghost Shroud, however...
- Cooldown Recovery I and II do work with Ghost Shroud. CDR II reduces the time between charges to ~7.7 seconds with a lvl 21 Ghost Dance.
[PSA] Evasion/Deflection in 0.5 is better for everyone, Ghost Shroud change is BIG buff for high Evasion characters.
Armour and Evasion base values were buffed in patch 0.5. This is good for all classes that use Evasion, but Amazon really turns it up to 11. I'd like to quickly explain why:
###Evasion Changes
- Amazon has a node that gives 0.5x body armour evasion rating, and 2x non-body armour evasion rating. This makes Amazon unusually efficient at stacking pure Evasion (and thus Deflection) on non-body armour, and pure Energy Shield on body armour.
- My 0.4 Amazon had 32k Evasion (80% evade) and 35k Deflect (86% deflect). In 0.5 this increased to 38.3k Evasion (82% evade) and 41k Deflect (95% deflect, way overcapped)
- We only need ~27k Deflection rating to hit the 95% cap, thus with so much Evasion I was able to unspec many %evasion --> %Deflect conversion nodes and remove %evasion --> %Deflect suffixes from gear.
- With some passive tree optimization, I'm at 44.5k evasion, or about 39% more evasion rating than in 0.4.
- Deflect is now at ~28k, which as mentioned above reduces my chance to fail deflection from 14% to 5%, or ~3x better than before.
###Ghost Shroud Changes
- Initial responses to the patch notes were that Ghost Shroud was nerfed in 0.5 by losing its instant recovery. In my experience this is incorrect.
- Old Ghost Shroud was 5% of evasion as ES recovered instantly.
- New Ghost Shroud is 2% of evasion as ES regenerated if you have been hit recently. Recently means 4 seconds. This actually means you get 8% of evasion total as ES over 4 seconds, and "regenerated" means even if you are hit while you are out of Ghost Shroud stacks, you will continue regenerating from your previous stack if the new hit was in the last 4 seconds since the previous hit.
Thus:
- Old Ghost Shroud with my old 32k evasion = 1600 instant ES recovery. If I only took 800 damage, the rest of the recovery is wasted.
- New Ghost Shroud with my new 44.5k evasion = 3560 ES regenerated over 4 seconds. If I get hit again during those 4 seconds and have no Ghost Shroud stacks left, the regeneration keeps topping me off.
Finally:
- Compressed Duration no longer works with Ghost Shroud, however...
- Cooldown Recovery I and II do work with Ghost Shroud. CDR II reduces the time between charges to ~7.7 seconds with a lvl 21 Ghost Dance.
[0.5 Feedback] League is 10/10, however these map load time / load failures need to be addressed.
Hi all,
I'm doing some damage optimization testing for a Bowazon and I've run into something confusing. As I level up Strafe, the DPS of the skill seems to get worse at strafe level 20, optimal at levels 24-27, and worse again at strafe level 28... Is this an error in Maxroll's D2Planner, or is this expected behavior?
If you want to see my .d2s file for your own testing, let me know how I can share that with you. This character is using a Faith GMB with Lvl 15 Fanaticism, and has 50% increased attack speed on her gear.
| Strafe Lvl | # frames | # of hits | DPS |
|---|---|---|---|
| 13 | 16 | 5 | 71,924 |
| 14 | 16 | 5 | 72,080 |
| 15 | 16 | 5 | 72,237 |
| 16 | 18 | 6 | 96,523 |
| 17 | 18 | 6 | 96,732 |
| 18 | 18 | 6 | 96,939 |
| 19 | 18 | 6 | 97,146 |
| 20 | 20 | 7 | 87,620 |
| 21 | 20 | 7 | 87,806 |
| 22 | 20 | 7 | 87,994 |
| 23 | 20 | 7 | 88,181 |
| 24 | 22 | 8 | 107,112 |
| 25 | 22 | 8 | 107,340 |
| 26 | 22 | 8 | 107,567 |
| 27 | 22 | 8 | 107,794 |
| 28 | 24 | 9 | 99,019 |
| 29 | 24 | 9 | 99,228 |
| 30 | 24 | 9 | 99,435 |
| 31 | 24 | 9 | 99,643 |
| 32 | 26 | 10 | 92,170 |