[3.19 SC] Rank 1 Delve Self-curse Boneshatter Jugg - 6k Delve compilation
Автор: Rudy Gaming
Загружено: 2022-09-24
Просмотров: 131602
Описание:
Current PoB: https://pastebin.com/z9AKbEWQ (set to 800 trauma)
Character profile: https://www.pathofexile.com/account/v...
NEW: Newer video with more min-maxed gear: • [3.19 SC] Self-curse Boneshatter Jugg - 12...
!WARNING! This is a delve specific build. Do not try to map with this.
The character curses itself with Temporal Chains with 275% increased effect, which makes most effects last 4x as long. This makes Trauma stacks from Boneshatter last 38 secs, allowing us to stack to very high trauma (1k+). Divergent boneshatter gives us attack speed per trauma, Mantra of Flames gives us base fire dmg per trauma, and the boneshatter gem itself gives us 3% more dmg per trauma. This cubic growth results in some astronomical DPS numbers (potentially 1 billion+ dps). All thats left is to build super tanky so we can mitigate our huge trauma self-hit, as well as monster dmg. And a way to recover the life lost. Luckily, the new Juggernaut enables all of this nicely.
DPS numbers at various trauma stacks:
(Berserk up which is somewhat padding dps)
200 trauma : 24 mil (with 0 fortify stacks)
400 trauma : 180 mil (with 100 fortify stacks from here on out)
600 trauma : 367 mil
800 trauma : 619 mil
1000 trauma : 936 mil
1200 trauma : 1.32 bil
1500 trauma : 2.01 bil
2000 trauma : 3.50 bil
Here's me tanking 2000 trauma with a modified gem setup: • [3.19 SC] Self-curse Boneshatter Jugg - v2...
Damage Mitigation:
430k armour, 8% of which also applies to elemental damage
90% ele maxres (which applies before armour)
Immortal Call with very high uptime (14.1s up, 2s down, thanks to temp chains), giving 85% less phys and 36% less ele dmg taken
Triple elemental mageblood flasks, giving 39% less ele dmg taken
77% of physical damage taken as elemental in a 45/18/14 split (even splits are better for armour calcs). This is crucial. Too little of this means you take too much dmg. Too much of this means you dont regen enough from Untiring/Divine Shield.
20% of cold and lightning dmg taken as fire (which helps for armour calcs)
88% crit reduction
20 Fortification
Arctic armour, giving 22% less phys and 21% less fire dmg taken
Berserk with decent uptime, giving 20% less dmg taken
Natural Affinity, giving 10% less dmg taken
Lunaris pantheon, giving 6% reduced ele dmg taken
Wise Oak, giving 6% reduced cold/lightning dmg taken
Example dmg taken numbers:
100k phys hit, all buffs up: 576 dmg taken
100k phys hit, IC and berserk down: 2095 dmg taken
100k cold hit, all buffs up: 912 dmg taken
100k cold hit, IC and berserk down: 1782 dmg taken
200k cold hit, all buffs up: 2456 dmg taken
200k cold hit, IC and berserk down: 4798 dmg taken
Recovery:
Juggernaut's Untiring regen, with a total of 70% inc life regeneration rate, and 20% inc life recovery rate. At high stacks, this is enough to recover my entire life pool every server tick.
80% life recoup, with 20% inc life recovery rate.
Divine Shield. At high stacks, this is enough to recover my entire ES pool every server tick.
Archnemesis mods:
Hexer is the one deadly mod. A Hexer rare mob has 60% chance of spawning an Ele weakness curse area applying -60% to ele resists. Since I've 167% inc effect of curses on me, thats -160% to ele resists. I'm only overcapped by about 98% for cold/lightning so this instantly kills me. I'm good vs -30% curses though (magic hexer mobs, witch in smuggler nodes, etc).
Executioner cuts my life pool in half. Only leads to death if I'm at very high stacks and my IC is down.
Chaosweaver/Necromancer can sometimes kill me with chaos dmg if biome has a lot of dmg mods.
All other mods are mostly irrelevant.
Delve Biome mods:
12% ele penetration is by far the worst. From 90% to 78% resists, and then making my armor mitigation far worse, I end up taking ~3x more dmg in ele pen zones. However build is still tanky enough to do these unless it has like two more dmg mods.
Action speed cannot be slowed. Anom arctic armor w prolif + temp chains, is a very potent defensive combo which gets nullified by this mod. Usually only causes 80% less FPS, but can sometimes cause death early into the node.
Steal charges. Only a problem at high stacks and if IC is down, since I'm not at 90% PDR without end charges.
All other dmg mods are mostly irrelevant unless paired with one of the above.
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