Jumpscare warning: at 4:43 a dangerous creature appears out of nowhere. My squinting face was close to the screen, trying to see the understated effect when the horror caught me off guard, almost costing me my life
Idk if it’s superstition but I set my in game prefix to Lucky and got 3 mythic back to back. Now I can’t incorporate them into one single viable build.
I won’t even bother using lucky hit stuff unless I’m running a lucky hit build. I want + lucky hit chance on every item possible because I’m pretty sure lucky hit is very rarely going to proc without a ton of lucky hit chance.
Unfortunately druid doesn't have any good way to scale resource as damage, so melted heart isn't great for offense, but it will be strong for defense. As for Doombringer, yes it can be very effective for scaling health, which also scales overpower damage. There are many overpower builds for the druid for sure. And banished lords talisman can be used to get more guaranteed overpowers
Before you hit the cap, doombringer is no different than a normal DR. This is because multiplication is commutative. To demonstrate: Monster damage = 10000. Character with 50% DR and adding a 25% DR: 10000*(1-0.5)*(1-0.25) = 3750 Character with 50% DR that takes the hit from the same monster with doombringer applied: 7500*(1-0.5) = 3750 It still scales in the same depreciating way in terms of total damage change. It's just it still works if you've somehow hit 85% DR. I think the simplest cheat I use to explain DR to people is to simply say "if you see a monster doing 5000 damage to you out in the world, adding 25% DR will reduce that number by 25%". It only gets complicated if you're trying to calculate it in terms of raw damage or understand the DR number in your sheet. But if you're simply playing the game and using in game feedback mechanisms (aka damage numbers) DR will work exactly as you would expect up to the cap (ie. reducing the number you see by whatever %).
Your forgetting the increased difficulty to reach 85% They setup the system to be easy to get high numbers but difficult to hit 85% DR by only allowing each percentage to work against each other. So most people are probably sitting around 79-84% without ever reaching 85%. The more DR you have the less effective it is and the closer you get to 85% The DR from Doombringer isn't subject to that issue. So it is more useful in general.
@@GGMentor I think we might be saying the same thing in a different way. So you're right as far as the sheet goes. If I have 70% DR and add 50% DR then I have 85% DR on the sheet which looks like only 15% more damage. However, ignore the sheet for a moment. If that same character goes out in the world and takes a 20000 hit, if they add 50% DR, they will only take 10000. So even though the sheet shows 15% difference you are still taking 50% less than the last number you saw. This is because the raw damage number is 66666 damage. They did it this way so it's intuitive. ie. if I take a hit out in the world, and I add a DR source, next time that hit will be that % lower. Up until the cap. Doombringer can circumvent that cap which you noted but until that point it's no better than any other DR source (potentially worse because it has to proc first). It's still multiplying the damage number by a % same as any other DR. It's the same but opposite reason why Adding 15% res to go 70%->85% is better than adding 15% res to go 55%->70%. Reses being additive makes each point better than the last (ie. I added 1% res but I'm getting more than 1% reduction from it past the first point). The multiplicative way DR works gives it a flat linear scaling in terms of how adding more reduction works.
Jumpscare warning: at 4:43 a dangerous creature appears out of nowhere. My squinting face was close to the screen, trying to see the understated effect when the horror caught me off guard, almost costing me my life
Hah!
Idk if it’s superstition but I set my in game prefix to Lucky and got 3 mythic back to back. Now I can’t incorporate them into one single viable build.
Im so glad you're putting these out you are great to listen to as I work!
Glad you like them! 😁
It is so extremely disappointing that on some mythical items you cannot even see their unique effects. Very very lazy blizzard.
I was disappointed when the poison nova wasn't like diablo 2's poison nova
Its also D1 original sword. In D1 it had - life and - all stats with massive +dmg so quite different than the new version😅
Thanks for the info dude
@@mrblitzer8705 plowed yer mum 4 it eh
Unique offhand weapons would be cool
Have we ever gotten patch notes from Blizzard about why Shadow damage seems so inconsistent and buggy with necros?
I won’t even bother using lucky hit stuff unless I’m running a lucky hit build. I want + lucky hit chance on every item possible because I’m pretty sure lucky hit is very rarely going to proc without a ton of lucky hit chance.
6:00 congrats. You've mastered VA disability rating math!
My first uber was lycander and i drop it randomly outside duriel boss during a helltide and i almost frag it i tougth it was a white item
My doombringer dropped in the capstone while getting my druid powerleved after i leveled 2 100 characters with no luck rofl.
Lol what a place to get a Doombringer
Wait, you can get GA on ubers you craft with your sparks?
yup
I just got this and harlequin mythic in duriel
Just dropped mine from a goblin in hell tide 😅
Can druid use it good with over power I just got it today
paired with my melted heart of sleig.
Unfortunately druid doesn't have any good way to scale resource as damage, so melted heart isn't great for offense, but it will be strong for defense.
As for Doombringer, yes it can be very effective for scaling health, which also scales overpower damage. There are many overpower builds for the druid for sure. And banished lords talisman can be used to get more guaranteed overpowers
is that a chinchilla
Yup that's my buddy Mr. Nimoy the chinchilla
Where did you get the chinchilla off hand from⁉️👀🤣🤣🤣🤣🤣
I adopted Dusty Bones and Mr. Nimoy off of social media posts lol 🤣
Before you hit the cap, doombringer is no different than a normal DR. This is because multiplication is commutative.
To demonstrate:
Monster damage = 10000.
Character with 50% DR and adding a 25% DR: 10000*(1-0.5)*(1-0.25) = 3750
Character with 50% DR that takes the hit from the same monster with doombringer applied: 7500*(1-0.5) = 3750
It still scales in the same depreciating way in terms of total damage change. It's just it still works if you've somehow hit 85% DR.
I think the simplest cheat I use to explain DR to people is to simply say "if you see a monster doing 5000 damage to you out in the world, adding 25% DR will reduce that number by 25%". It only gets complicated if you're trying to calculate it in terms of raw damage or understand the DR number in your sheet. But if you're simply playing the game and using in game feedback mechanisms (aka damage numbers) DR will work exactly as you would expect up to the cap (ie. reducing the number you see by whatever %).
Your forgetting the increased difficulty to reach 85%
They setup the system to be easy to get high numbers but difficult to hit 85% DR by only allowing each percentage to work against each other.
So most people are probably sitting around 79-84% without ever reaching 85%.
The more DR you have the less effective it is and the closer you get to 85%
The DR from Doombringer isn't subject to that issue. So it is more useful in general.
@@GGMentor I think we might be saying the same thing in a different way.
So you're right as far as the sheet goes. If I have 70% DR and add 50% DR then I have 85% DR on the sheet which looks like only 15% more damage.
However, ignore the sheet for a moment. If that same character goes out in the world and takes a 20000 hit, if they add 50% DR, they will only take 10000. So even though the sheet shows 15% difference you are still taking 50% less than the last number you saw. This is because the raw damage number is 66666 damage. They did it this way so it's intuitive. ie. if I take a hit out in the world, and I add a DR source, next time that hit will be that % lower. Up until the cap. Doombringer can circumvent that cap which you noted but until that point it's no better than any other DR source (potentially worse because it has to proc first). It's still multiplying the damage number by a % same as any other DR.
It's the same but opposite reason why Adding 15% res to go 70%->85% is better than adding 15% res to go 55%->70%. Reses being additive makes each point better than the last (ie. I added 1% res but I'm getting more than 1% reduction from it past the first point). The multiplicative way DR works gives it a flat linear scaling in terms of how adding more reduction works.