Soldato
- Joined
- 11 Mar 2008
- Posts
- 3,217
- Location
- Norn Iron
gj matey the dagger just transforms the build
hope it rolled decent for ya
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You absolutely NEED 81 discipline to get maximum damage, the difference between +9 discipline and +12 discipline is huge, so much that a quiver without discipline and perfect mainstat rolls is infinitely worse than a quiver with no useful mainstats and +12 discipline.
The difference between 78 and 81 disc is 4% unless my maths sucks? (78*15)/(81*15)*100=96%?
Haha, I actually didn't - it's an old Kridershot that you can't put discipline on.
If you note my UE builds I have +12 disc on everything except for the bow
Nats has potential but it is also very hard to keep going - you need a good amount of CDR or keeping strafe up vs resource will be an absolute pain.
Yep, but it's still a flat 45% damage increase which is huge, especially when you're leveling gems and your supports are amplifying that even more. I have a sick arcane barb, the only problem is that it has +9 discipline, haven't been able to find a replacement and I ain't crafting more!
If you've ever ran with one of those insane DH that consistently pump out 2 bil crits, the way they do that is by not having any dead or min stats on their gear.
Oh god, thank ****Just seeing it made me wanna cry, cheers for clearing it up!
CDR is a fairly easy stat to get for a DH though, just put CDR where RCR would normally go and bam, I'm rocking around 54% and it's enough to shoot RoV every 2-3 seconds and the damage is pretty nuts! Think I'm gonna have to find out a better skill than strafe though, doesn't seem to reduce the cooldown very consistantly. I can get it down much faster with evasive fire even in huge groups, so that doesn't make any sense.![]()
Rule of thumb: If you are rolling something on your weapon or gear, roll disc, especially if it is minimum. The 1 point of discipline = 10% dmg increase is huge, and is very important. Otherwise work down the hierarchy from there, with vit/res being the least important stat for a DH. (Although the dmg roll on that Krider really is terrible from memory)
Be aware of course that discipline dmg bonuses are additive and not multiplicative.
Strafe is the absolute best way to run the build. I presume you're stutter strafing? (That is, hold shift down, have strafe on the right mouse click and just tap left every so often to fire EF without stopping your strafe as you normally would)
Need some suggestions on how to improve my DH apart from continuing to re-roll neck to 10%cc and re-rolling another set of bracers with 6%cd - http://eu.battle.net/d3/en/profile/Drollic-2233/hero/36178257
1 disc isn't a 10% damage increase...
Going from 78 to 81 is less than 4% more damage. The lower you are on disc the larger the increase will be.
Need some suggestions on how to improve my DH apart from continuing to re-roll neck to 10%cc and re-rolling another set of bracers with 6%cd - http://eu.battle.net/d3/en/profile/Drollic-2233/hero/36178257
It depends what you are doing, but if you're pushing GR's then:
* Would ditch Vault for Marked for Death in GRs.
Mostly agree with you except for here. Without vault you are screwing yourself in GRs. You need vault to kite.
- Get another necklace - you've lost a socket and for a DH that's a huge loss. Get a good hellfire.
- Replace the Kridershot with a well crafted Arcane Barb. Crossbows do much more damage when compared to bows with Marauders.
- Try to get RCR on the gloves instead of Vit.
- Replace the rings with Focus/Restraint.
- Ruined the Bombardier's by not rerolling Sentry damage to Cluster Arrow.
- Replace gem in helm to a diamond - vit is useless for DHs when everything 1 shots you. Try to find a helm with 6cc + 15% Cluster damage.
- Replace belt with a Witching Hour when you find one.
- All res would have been a decent roll in the pants since I don't see it in your secondary.
- Roll chest to Sentry dmg.
- Craft more wraps and get Phys instead of Cold - Phys does more damage.
- Change Steady Aim to Awareness - don't know why you don't have it already!
As a sidenote: When playing solo, pay attention to your Templar - he can proc your trapping skills and is very useful! Gear him out.
It depends what you are doing, but if you're pushing GR's then:
* Would roll a socket instead of 10% CC. Pretty much any DPS legendary gem is better than 10% Crit. Even an Iceblink by itself is 10% Crit just for the secondary effect without even factoring in the extra slow.
* Sentry on shoulders instead of Vitality
* Since you re-rolled the secondary affix on your belt I would get "Freeze on Hit" instead of LoK.
* You want Cluster Arrow on your Rucksack over Sentry. You can't do it with yours but I would highly advise it for the next one you get.
* Should have rolled Sentry on chest and rolled off the AR
* Need RCR on gloves for the next pair you get.
* Need Focus/Retraint rings, even badly rolled ones would beat your current set-up.
* Would ditch Vault for Marked for Death in GRs.
Yes, 15 (it's 15 isn't it?) % added to something that's already near or over 1000%. Stating it as a 15% damage increase is very misleading at best, at worst it's just wrong.
It's like saying that you should just keep stacking elemental damage over anything else, because 20% more fire damage when you're already at 100% +fire damage is a bigger number than +11% in something that is calculated separately.
Assuming you have perfect disc rolls on two other pieces and you're using Preparation - Invigoration, rerolling 9 discipline on a quiver to 12 would give you: (100 base damage + 81 discipline × 15 UE bonus damage) / (100 base damage + 78 discipline × 15 UE bonus damage) = 1315/1270 = 1.0354330708 = 3.54% extra dps.
Because skill damage is additive with a lot of other bonuses, it's not as straightforward to calculate your dps increase. I'll give two extremes to show instead.
If you are using two other pieces of gear with +15% skill damage each, a level 70 fully stacked Taeguk, Calamity, Marked for Death - Contagion, and Steady Aim, then rerolling a useless skill damage bonus to the one you need would get you: (100 base damage + ((20 + 70) × 0.5 Taeguk) + 15 Calamity proc + 15 MfD + 20 Steady Aim (assuming 100% uptime) + 45 skill damage) / (100 base damage + ((20 + 70) × 0.5 Taeguk) + 15 Calamity proc + 15 MfD + 20 Steady Aim + 30 skill damage) = 240 / 225 = 1.0666666666 = 6.66% extra dps.
If you are using two other pieces of gear with 15% skill damage each, Steady Aim, and none of the other bonuses listed in the previous example, rerolling a useless skill damage bonus to the one you need would get you: (100 base damage + 20 steady aim + 45 skill damage) / (100 base damage + 20 steady aim + 30 skill damage) = 165 / 150 = 1.1 = 10% extra dps
TL;DR: Rerolling your skill damage to something you will actually use is always better than squeezing that extra 3 discipline out of a quiver
The rings I'm after, have a focus already but it's not great. Realised the rucksack a while back although previously had a different setup. With regards to the Kridershot, I prefer it to xbow as the sentries also cast elemental arrow unlike with evasive and focus so damage wise it comes into it's own on longer fights. Solo I find pretty boring but do need to work on templar gear - I never normally use him. Didn't consider sentry on shoulders so will probably change. What would be the best 3rd gem given I have BoTT and Zeis? Also, why phys on bracers?