A lot of extra notes and info here. Most of it is answers to good questions from the comments, so if you have one, I'd encourage you to quickly scroll through the topics and check if I've addressed your question already. === Hellfire Weirdness === The DoT from Hellfire's Explosive Shot basically works like Energized Neck Coil did before its math got changed. I should have put it up on screen, but here are the calculations. The damage of Explosive Shot's DoT is: Base Damage * (1 + All + Status + Elemental) * (1 + All) The damage of ENC procs from Explosive Shot's DoT is : Base Damage * (1 + Status + Elemental) * (1 + All) * (1 + All + Explosive) Note that the damage of the ENC proc does not matter much because Firestorm is usually proccing ENC. The damage of Big Bang ENC procs is also gigantic, increasing the up-front damage of Big Bang by about 69% (nice), but again, we're using Firestorm so we only get that damage on the first Big Bang of the fight. Firestorm's damage more than makes up for this since it has 900 base damage and mod damage scaling on its burn anyway. I'd love to make a build focused on spamming Star Shot with ENC, but currently the only way to get enough mod power to use a 5x charge Big Bang every 5 seconds is to use Corrupted Aphelion with Feedback + Stone of Malevolence because blowing up the orbs counts as dealing mod damage. This is incredibly jank to play with and usually ends up with you detonating the orbs in your face and dying because you got knocked on your ass. === The Flex Slot === The flex slot here is a true flex slot that you can trade out for some defense or other utility since it doesn't represent enough damage to have swapping it be a dealbreaker, except on the Hellfire build where it always goes to Burden of the Destroyer because of the double-dip. It also doesn't serve an essential purpose to make the build function like Stone of Malevolence, so you're pretty free to swap it to taste. In terms of damage, the main other option to consider if you aren't using Burden of the Sciolist or replacing it with a defensive option like Hardcore Metal Band (since we damage ourselves pretty consistently to always have max stacks) is Burden of the Gambler. While DoTs can't crit, everything else including the direct damage of Firestorm/Sandstorm and the ENC procs can. This is especially relevant for the tornadoes because they hit twice per second, making crits very consistent. I just didn't bring it up because I didn't want to get into discussing crits in a video focused on DoTs and ENC. === Is ENC actually better than other options? === Since people have asked, here's a comparison of ENC and Talisman of the Sun. Talisman of the Sun would be your next best option, since it provides +50% burning damage +25% fire damage (totals to +75% burning because burn deals fire damage), which both apply to Firestorm. The Star Shot build would be affected the most since it's applying a additional strong DoT that would benefit from the new amulet. Comparing the Star Shot build shown to one using Talisman of the Sun and Burden of the Destroyer (since we don't need Timekeeper's Jewel anymore) with all buffs active: Energized Neck Coil: 312 damage per tick on Star Shot burn (x2 from Red Ring of Death), 208 damage per tick on Firestorm's burn, 166 damage per tick on the tornado. DoTs and other over-time stuff ticks twice per second, so we multiply all that by 2 and add to the ENC damage over 5 to get damage per second since Firestorm should proc it off cooldown. ENC damage is 3175, and this gives us 2631 ticking damage per second. Talisman of the Sun: 408 damage per tick on Star Shot burn (x2 from Red Ring of Death), 272 damage per tick on Firestorm's burn, 188 damage per tick on the tornado. Doubling all of that, we get 2552 ticking damage per second, which is less than Energized Neck Coil. Note that this isn't considering the absolutely gigantic ENC proc from the initial Big Bang that starts the fight. If you're ever able to proc ENC off of Big Bang, the damage is huge. Another point in favor of Energized Neck Coil is mod power generation, which depends on base damage dealt. Energized Neck Coil adds an additional source of base damage (and a large one at that), so it will generate significantly more mod power compared to other options. Overall, Energized Neck Coil is a major improvement over Talisman of the Sun on the pure Firestorm setup, and it's about equivalent on the Star Shot and Hellfire setups with the upside of generating more mod power. Personally I'll always be trying to make this item work, and I think it gives the builds a little personal flair over other Firestorm spam setups, but in terms of napkin math DPS you can take your pick. Using Talisman of the Sun does free up a second ring slot since we no longer need Timekeeper's Jewel, which makes it very easy to build for tank as well, and Firestorm doesn't consistently proc ENC off cooldown on some bosses looking back over the fights (might be something to do with the tick timers not matching up?), so Talisman of the Sun may even work out better for you. In my opinion though, the extra mod power from Energized Neck Coil is too good to pass up and makes it the superior choice. Honestly though, we're talking very small percentages here damage-wise, and part of the point of this video was to get the info about ENC out there. It's not a build-defining item anymore, so the fact that another burning-focused amulet is competitive signals that it's in a good spot balance-wise.
Love this build. Chews through bosses even with elemental resist. Another good option for the flex slot if you want to do a little more damage with the coil, your dots, and have more mod power regen, or you just dont like burdens, is the shadow of misery. Love one shotting mobs with the coil+krell axe combo.👌
How does Stone of Malevolence work exactly? All my testing has some weird results where it outperforms Burden of the Follower on mod and skill damage but never on elemental weapon damage. I thought maybe it was actually 15% of damage dealt but if it were then in most of my testing things would be cooling down almost 4 times faster, so I am stumped on what equation that ring is using. Also, on the Firestorm/Starshot build, would Talisman of the Sun with the right setup be competitive with Energized Neck Coil?
Stone of Malevolence works like Burden of the Follower for guns that deal elemental damage; they both boost your mod generation additively. For mods that deal elemental damage though, direct mod damage (like from Sandstorm or Firestorm's tornado) normally do not generate mod power; any mod power you generate through Firestorm is normally through its burn. Stone of Malevolence applies to the direct mod damage and allows it to generate mod power, which is why it's a must-have for elemental damage mod spam. I can't say why it seems better on skills though - mod power generation is kinda hard to test because you can't see any numbers. For the Talisman of the Sun thing, I replied to someone else with some numbers: Talisman of the Sun would be your next best option, since it provides +50% burning damage +25% fire damage (totals to +75% burning because burn deals fire damage), which both apply to Firestorm. The Star Shot build would be affected the most since it's applying a additional strong DoT that would benefit from the new amulet. Comparing the Star Shot build shown to one using Talisman of the Sun and Burden of the Destroyer (since we don't need Timekeeper's Jewel anymore) with all buffs active: Energized Neck Coil: 312 damage per tick on Star Shot burn (x2 from Red Ring of Death), 208 damage per tick on Firestorm's burn, 166 damage per tick on the tornado. DoTs and other over-time stuff ticks twice per second, so we multiply all that by 2 and add to the ENC damage over 5 to get damage per second since Firestorm should proc it off cooldown. ENC damage is 3175, so this gives us 2631 ticking damage per second. Talisman of the Sun: 408 damage per tick on Star Shot burn (x2 from Red Ring of Death), 272 damage per tick on Firestorm's burn, 188 damage per tick on the tornado. Doubling all of that, we get 2552 ticking damage per second, which is less than Energized Neck Coil (although you do slightly boost Star Shot's direct damage too so you may end up slightly ahead). You could also use Band of the Fanatic, which will result in stronger initial ticking damage, although the DoTs will expire after 10s so you will end up with a duplicated Firestorm DoT instead, which makes you do way less damage. And this isn't considering the absolutely gigantic ENC proc from the initial Big Bang that starts the fight. If you're ever able to proc ENC off of Big Bang, the damage is huge.
Armor doesn't matter because this isn't a tank build, I just picked this (Knotted Helm, Disciple Mantle, Knotted Greaves, Dendroid Grips) and put 2 points in Strong Back for the fashion. You can use Hardcore Metal Band and heavier armor (trade out either Amplitude or Chakra for Fortify too) if you want more bulk. Just make sure you burn yourself to maintain 5 Bulwark stacks.
Talisman of the Sun would be your next best option, since it provides +50% burning damage +25% fire damage (totals to +75% burning because burn deals fire damage), which both apply to Firestorm. The Star Shot build would be affected the most since it's applying a additional strong DoT that would benefit from the new amulet. Comparing the Star Shot build shown to one using Talisman of the Sun and Burden of the Destroyer (since we don't need Timekeeper's Jewel anymore) with all buffs active: Energized Neck Coil: 312 damage per tick on Star Shot burn (x2 from Red Ring of Death), 208 damage per tick on Firestorm's burn, 166 damage per tick on the tornado. DoTs and other over-time stuff ticks twice per second, so we multiply all that by 2 and add to the ENC damage over 5 to get damage per second since Firestorm should proc it off cooldown. ENC damage is 3175, and this gives us 2631 ticking damage per second. Talisman of the Sun: 408 damage per tick on Star Shot burn (x2 from Red Ring of Death), 272 damage per tick on Firestorm's burn, 188 damage per tick on the tornado. Doubling all of that, we get 2552 ticking damage per second, which is less than Energized Neck Coil (although you do slightly boost Star Shot's direct damage too so you may end up slightly ahead). You could also use Band of the Fanatic, which will result in stronger initial ticking damage, although the DoTs will expire after 10s so you will end up with a duplicated Firestorm DoT instead, which makes you do way less damage. And this isn't considering the absolutely gigantic ENC proc from the initial Big Bang that starts the fight. If you're ever able to proc ENC off of Big Bang, the damage is huge.
I hope mods like Firestorm and Sandstorm get changed to be duration based mods. It's kind of stupid to be able to stack them right now. Also Sandstorm just having insane numbers on it + Exposed. I didn't realise All Damage and Explosive Damage were calculated separately from Status and Elemental Damage; I wonder why it doesn't just use the universal dot calculation + Explosive damage*mod damage where applicable. Excellent video, I love how you don't waste time and deliver the info first. Looking for a Starshot build myself. What do you use against enemies that can't be hit by Firestorm or are Fire Immune? I assume Monolith/Nebula for the former, but what's the strongest non burning DOT? Is that still Nanoswarm?
I think the reason it isn't using the normal DoT calculation then slapping explosive into the additive increases is because the damage calculation is still happening in 2 steps. Part 1 is getting the total damage of the DoT (where All Damage was removed), and part 2 is using that value from part 1 as the base damage of the explosion. So you end up with another multiplying term regardless of how you do it. If we put All Damage with status and elemental, explosive damage becomes a separate multiplier. Most bosses can still be hit by Firestorm as long as you stick them with it, even if they're floating over pits or something (ex. Annihilation). For bosses immune to fire though, you're kinda screwed like I mentioned at the end. Nano-swarm is still doing way too much tick damage and is the strongest non-fire DoT DPS-wise, but this is clearly a bug and Energized Neck Coil's explosion seems to be using the value stated on the mod. I really hope Corrupted Nebula gets fixed and gets mod damage scaling on the DoT; then it could work like a Corrosive version of Star Shot.
Sha'hala is the most annoying example, but Kaeula's Shadow and Abomination both have a good amount of water in their arenas, which also makes them at least partially immune to burn depending on where they're standing/rolling. It's not a long list, but just in general I wish there were more high-DPS DoTs that were damage types other than fire because everything else either can't scale with mod damage, is bugged (the Nebulas), or just has low base damage (Corrosive Rounds, Overload in general).
Anytime I show footage, it's on Apocalypse (you can tell by the skull icon under the map). I used to specify Apocalypse Difficulty in the titles, but I figured that would get redundant since I'm only showing stuff on Apoc anyway.
if you don't shoot your elemental gun that has status effect often, and rely mostly the use Archon and Ritualist, you don't get the benefit of regular energised explosions. The Monolith has updated to give elemental damage but no status effect which does not apply explosion with the energised coil. The primary fire of that gun is weak. Since you are already using the Archon, Burden of the destroyer is better than Stone of Malevolence if you are using mods and DOTs. If shooting the gun, Offering ring gives 15% all damage easily with any fast firing gun. Anything that gives All Damage is best when using mods and Dot. So if you equip Burden of the Destoryer, Offering, Stone of Balance. that is total of 37% extra all damage that boosts your elemental and dots !
All of this is incorrect and will give you worse results. Feel free to try it out, but it will not work as well. 1. Firestorm applies burn constantly for ENC procs. It isn't 100% consistent at proccing it off cooldown like you can see in some fights, but you also generate enough mod power to just shoot another Firestorm every 5s anyway. 2. Monolith never applied any status effect that would proc ENC or anything except Exposed, so I don't know what update you're talking about. Its purpose is just to deal damage, apply the debuff, and generate mod power. The primary fire is also far from weak, especially after receiving the elemental tag; it's just completely overshadowed by the mod because Sandstorm is simply too strong and needs a nerf. 3. Stone of Malevolence is irreplaceable. Mod damage normally does not generate mod power, but Stone of Malevolence enables elemental mod damage to do so. You will still use this with Archon prime or your mod power generation plummets, and you don't need Archon prime to spam anyway as demonstrated. 4. All Damage is NOT the only stat you should care about when using mods and DoTs. I've specifically chosen mod scaling DoTs here, making mod damage very valuable. Please refer to the DoT guide in the description for more information. 5. Offering Stone is just a terrible item. We have enough choices for additive damage increases, especially All Damage, and builds that can consistently keep it stacked (aka builds using automatic weapons) should just build crit instead, even after the nerfs. Stone of Balance is also just a bad item and gives almost nothing for a ring slot; 7% all damage is insignificant when we already have +110% All Damage between Deathwish, Chaos Gate, and Ritualist's damage perk, while adding mod damage works multiplicatively (again, see the DoT guide). No optimized build will ever use Stone of Balance because it does almost nothing.
@@Dainurian you are not understanding. monolith did patched, with elemental, but has no status, which is strange, all other elemental gun has status. Did I say use stone of balance alone? Of course not. Sorry, saying others incorrect is not correct. I seen players use DOT does not use your rings.
@@wonghow other players using things isn't validation for them not being worse options and unoptimal. Other stuff works, but when we're talking optimal math gonna math
A lot of extra notes and info here. Most of it is answers to good questions from the comments, so if you have one, I'd encourage you to quickly scroll through the topics and check if I've addressed your question already.
=== Hellfire Weirdness ===
The DoT from Hellfire's Explosive Shot basically works like Energized Neck Coil did before its math got changed. I should have put it up on screen, but here are the calculations.
The damage of Explosive Shot's DoT is:
Base Damage * (1 + All + Status + Elemental) * (1 + All)
The damage of ENC procs from Explosive Shot's DoT is :
Base Damage * (1 + Status + Elemental) * (1 + All) * (1 + All + Explosive)
Note that the damage of the ENC proc does not matter much because Firestorm is usually proccing ENC. The damage of Big Bang ENC procs is also gigantic, increasing the up-front damage of Big Bang by about 69% (nice), but again, we're using Firestorm so we only get that damage on the first Big Bang of the fight. Firestorm's damage more than makes up for this since it has 900 base damage and mod damage scaling on its burn anyway.
I'd love to make a build focused on spamming Star Shot with ENC, but currently the only way to get enough mod power to use a 5x charge Big Bang every 5 seconds is to use Corrupted Aphelion with Feedback + Stone of Malevolence because blowing up the orbs counts as dealing mod damage. This is incredibly jank to play with and usually ends up with you detonating the orbs in your face and dying because you got knocked on your ass.
=== The Flex Slot ===
The flex slot here is a true flex slot that you can trade out for some defense or other utility since it doesn't represent enough damage to have swapping it be a dealbreaker, except on the Hellfire build where it always goes to Burden of the Destroyer because of the double-dip. It also doesn't serve an essential purpose to make the build function like Stone of Malevolence, so you're pretty free to swap it to taste.
In terms of damage, the main other option to consider if you aren't using Burden of the Sciolist or replacing it with a defensive option like Hardcore Metal Band (since we damage ourselves pretty consistently to always have max stacks) is Burden of the Gambler. While DoTs can't crit, everything else including the direct damage of Firestorm/Sandstorm and the ENC procs can. This is especially relevant for the tornadoes because they hit twice per second, making crits very consistent. I just didn't bring it up because I didn't want to get into discussing crits in a video focused on DoTs and ENC.
=== Is ENC actually better than other options? ===
Since people have asked, here's a comparison of ENC and Talisman of the Sun. Talisman of the Sun would be your next best option, since it provides +50% burning damage +25% fire damage (totals to +75% burning because burn deals fire damage), which both apply to Firestorm. The Star Shot build would be affected the most since it's applying a additional strong DoT that would benefit from the new amulet. Comparing the Star Shot build shown to one using Talisman of the Sun and Burden of the Destroyer (since we don't need Timekeeper's Jewel anymore) with all buffs active:
Energized Neck Coil: 312 damage per tick on Star Shot burn (x2 from Red Ring of Death), 208 damage per tick on Firestorm's burn, 166 damage per tick on the tornado. DoTs and other over-time stuff ticks twice per second, so we multiply all that by 2 and add to the ENC damage over 5 to get damage per second since Firestorm should proc it off cooldown. ENC damage is 3175, and this gives us 2631 ticking damage per second.
Talisman of the Sun: 408 damage per tick on Star Shot burn (x2 from Red Ring of Death), 272 damage per tick on Firestorm's burn, 188 damage per tick on the tornado. Doubling all of that, we get 2552 ticking damage per second, which is less than Energized Neck Coil.
Note that this isn't considering the absolutely gigantic ENC proc from the initial Big Bang that starts the fight. If you're ever able to proc ENC off of Big Bang, the damage is huge. Another point in favor of Energized Neck Coil is mod power generation, which depends on base damage dealt. Energized Neck Coil adds an additional source of base damage (and a large one at that), so it will generate significantly more mod power compared to other options.
Overall, Energized Neck Coil is a major improvement over Talisman of the Sun on the pure Firestorm setup, and it's about equivalent on the Star Shot and Hellfire setups with the upside of generating more mod power. Personally I'll always be trying to make this item work, and I think it gives the builds a little personal flair over other Firestorm spam setups, but in terms of napkin math DPS you can take your pick. Using Talisman of the Sun does free up a second ring slot since we no longer need Timekeeper's Jewel, which makes it very easy to build for tank as well, and Firestorm doesn't consistently proc ENC off cooldown on some bosses looking back over the fights (might be something to do with the tick timers not matching up?), so Talisman of the Sun may even work out better for you. In my opinion though, the extra mod power from Energized Neck Coil is too good to pass up and makes it the superior choice.
Honestly though, we're talking very small percentages here damage-wise, and part of the point of this video was to get the info about ENC out there. It's not a build-defining item anymore, so the fact that another burning-focused amulet is competitive signals that it's in a good spot balance-wise.
Love this build. Chews through bosses even with elemental resist. Another good option for the flex slot if you want to do a little more damage with the coil, your dots, and have more mod power regen, or you just dont like burdens, is the shadow of misery. Love one shotting mobs with the coil+krell axe combo.👌
Great builds buddy. Thanks. 👍
Keep up the good work, you’re one of the best in the business
How does Stone of Malevolence work exactly? All my testing has some weird results where it outperforms Burden of the Follower on mod and skill damage but never on elemental weapon damage. I thought maybe it was actually 15% of damage dealt but if it were then in most of my testing things would be cooling down almost 4 times faster, so I am stumped on what equation that ring is using.
Also, on the Firestorm/Starshot build, would Talisman of the Sun with the right setup be competitive with Energized Neck Coil?
Stone of Malevolence works like Burden of the Follower for guns that deal elemental damage; they both boost your mod generation additively. For mods that deal elemental damage though, direct mod damage (like from Sandstorm or Firestorm's tornado) normally do not generate mod power; any mod power you generate through Firestorm is normally through its burn. Stone of Malevolence applies to the direct mod damage and allows it to generate mod power, which is why it's a must-have for elemental damage mod spam. I can't say why it seems better on skills though - mod power generation is kinda hard to test because you can't see any numbers.
For the Talisman of the Sun thing, I replied to someone else with some numbers:
Talisman of the Sun would be your next best option, since it provides +50% burning damage +25% fire damage (totals to +75% burning because burn deals fire damage), which both apply to Firestorm. The Star Shot build would be affected the most since it's applying a additional strong DoT that would benefit from the new amulet. Comparing the Star Shot build shown to one using Talisman of the Sun and Burden of the Destroyer (since we don't need Timekeeper's Jewel anymore) with all buffs active:
Energized Neck Coil: 312 damage per tick on Star Shot burn (x2 from Red Ring of Death), 208 damage per tick on Firestorm's burn, 166 damage per tick on the tornado. DoTs and other over-time stuff ticks twice per second, so we multiply all that by 2 and add to the ENC damage over 5 to get damage per second since Firestorm should proc it off cooldown. ENC damage is 3175, so this gives us 2631 ticking damage per second.
Talisman of the Sun: 408 damage per tick on Star Shot burn (x2 from Red Ring of Death), 272 damage per tick on Firestorm's burn, 188 damage per tick on the tornado. Doubling all of that, we get 2552 ticking damage per second, which is less than Energized Neck Coil (although you do slightly boost Star Shot's direct damage too so you may end up slightly ahead). You could also use Band of the Fanatic, which will result in stronger initial ticking damage, although the DoTs will expire after 10s so you will end up with a duplicated Firestorm DoT instead, which makes you do way less damage.
And this isn't considering the absolutely gigantic ENC proc from the initial Big Bang that starts the fight. If you're ever able to proc ENC off of Big Bang, the damage is huge.
What armor is that and is it important to the build? Thank you in advance. The build is awesome it seems ,can't wait to try it.
Armor doesn't matter because this isn't a tank build, I just picked this (Knotted Helm, Disciple Mantle, Knotted Greaves, Dendroid Grips) and put 2 points in Strong Back for the fashion. You can use Hardcore Metal Band and heavier armor (trade out either Amplitude or Chakra for Fortify too) if you want more bulk. Just make sure you burn yourself to maintain 5 Bulwark stacks.
Is 'shadow of misery ring' good for Any of these builds?
How is this better numerically than the standard version of these builds without Energized Neck Coil?
Talisman of the Sun would be your next best option, since it provides +50% burning damage +25% fire damage (totals to +75% burning because burn deals fire damage), which both apply to Firestorm. The Star Shot build would be affected the most since it's applying a additional strong DoT that would benefit from the new amulet. Comparing the Star Shot build shown to one using Talisman of the Sun and Burden of the Destroyer (since we don't need Timekeeper's Jewel anymore) with all buffs active:
Energized Neck Coil: 312 damage per tick on Star Shot burn (x2 from Red Ring of Death), 208 damage per tick on Firestorm's burn, 166 damage per tick on the tornado. DoTs and other over-time stuff ticks twice per second, so we multiply all that by 2 and add to the ENC damage over 5 to get damage per second since Firestorm should proc it off cooldown. ENC damage is 3175, and this gives us 2631 ticking damage per second.
Talisman of the Sun: 408 damage per tick on Star Shot burn (x2 from Red Ring of Death), 272 damage per tick on Firestorm's burn, 188 damage per tick on the tornado. Doubling all of that, we get 2552 ticking damage per second, which is less than Energized Neck Coil (although you do slightly boost Star Shot's direct damage too so you may end up slightly ahead). You could also use Band of the Fanatic, which will result in stronger initial ticking damage, although the DoTs will expire after 10s so you will end up with a duplicated Firestorm DoT instead, which makes you do way less damage.
And this isn't considering the absolutely gigantic ENC proc from the initial Big Bang that starts the fight. If you're ever able to proc ENC off of Big Bang, the damage is huge.
I hope mods like Firestorm and Sandstorm get changed to be duration based mods. It's kind of stupid to be able to stack them right now. Also Sandstorm just having insane numbers on it + Exposed. I didn't realise All Damage and Explosive Damage were calculated separately from Status and Elemental Damage; I wonder why it doesn't just use the universal dot calculation + Explosive damage*mod damage where applicable.
Excellent video, I love how you don't waste time and deliver the info first. Looking for a Starshot build myself.
What do you use against enemies that can't be hit by Firestorm or are Fire Immune? I assume Monolith/Nebula for the former, but what's the strongest non burning DOT? Is that still Nanoswarm?
I think the reason it isn't using the normal DoT calculation then slapping explosive into the additive increases is because the damage calculation is still happening in 2 steps. Part 1 is getting the total damage of the DoT (where All Damage was removed), and part 2 is using that value from part 1 as the base damage of the explosion. So you end up with another multiplying term regardless of how you do it. If we put All Damage with status and elemental, explosive damage becomes a separate multiplier.
Most bosses can still be hit by Firestorm as long as you stick them with it, even if they're floating over pits or something (ex. Annihilation). For bosses immune to fire though, you're kinda screwed like I mentioned at the end. Nano-swarm is still doing way too much tick damage and is the strongest non-fire DoT DPS-wise, but this is clearly a bug and Energized Neck Coil's explosion seems to be using the value stated on the mod. I really hope Corrupted Nebula gets fixed and gets mod damage scaling on the DoT; then it could work like a Corrosive version of Star Shot.
By bosses that are immune to fire you mean bosses that just can't fire DoT'd right? (Sha Halla) I think every boss can take raw fire dmg.
Sha'hala is the most annoying example, but Kaeula's Shadow and Abomination both have a good amount of water in their arenas, which also makes them at least partially immune to burn depending on where they're standing/rolling. It's not a long list, but just in general I wish there were more high-DPS DoTs that were damage types other than fire because everything else either can't scale with mod damage, is bugged (the Nebulas), or just has low base damage (Corrosive Rounds, Overload in general).
Maybe I didn't catch it, but what difficulty are you playing?
Anytime I show footage, it's on Apocalypse (you can tell by the skull icon under the map). I used to specify Apocalypse Difficulty in the titles, but I figured that would get redundant since I'm only showing stuff on Apoc anyway.
if you don't shoot your elemental gun that has status effect often, and rely mostly the use Archon and Ritualist, you don't get the benefit of regular energised explosions. The Monolith has updated to give elemental damage but no status effect which does not apply explosion with the energised coil. The primary fire of that gun is weak.
Since you are already using the Archon, Burden of the destroyer is better than Stone of Malevolence if you are using mods and DOTs. If shooting the gun, Offering ring gives 15% all damage easily with any fast firing gun. Anything that gives All Damage is best when using mods and Dot. So if you equip Burden of the Destoryer, Offering, Stone of Balance. that is total of 37% extra all damage that boosts your elemental and dots !
All of this is incorrect and will give you worse results. Feel free to try it out, but it will not work as well.
1. Firestorm applies burn constantly for ENC procs. It isn't 100% consistent at proccing it off cooldown like you can see in some fights, but you also generate enough mod power to just shoot another Firestorm every 5s anyway.
2. Monolith never applied any status effect that would proc ENC or anything except Exposed, so I don't know what update you're talking about. Its purpose is just to deal damage, apply the debuff, and generate mod power. The primary fire is also far from weak, especially after receiving the elemental tag; it's just completely overshadowed by the mod because Sandstorm is simply too strong and needs a nerf.
3. Stone of Malevolence is irreplaceable. Mod damage normally does not generate mod power, but Stone of Malevolence enables elemental mod damage to do so. You will still use this with Archon prime or your mod power generation plummets, and you don't need Archon prime to spam anyway as demonstrated.
4. All Damage is NOT the only stat you should care about when using mods and DoTs. I've specifically chosen mod scaling DoTs here, making mod damage very valuable. Please refer to the DoT guide in the description for more information.
5. Offering Stone is just a terrible item. We have enough choices for additive damage increases, especially All Damage, and builds that can consistently keep it stacked (aka builds using automatic weapons) should just build crit instead, even after the nerfs. Stone of Balance is also just a bad item and gives almost nothing for a ring slot; 7% all damage is insignificant when we already have +110% All Damage between Deathwish, Chaos Gate, and Ritualist's damage perk, while adding mod damage works multiplicatively (again, see the DoT guide). No optimized build will ever use Stone of Balance because it does almost nothing.
@@Dainurian you are not understanding. monolith did patched, with elemental, but has no status, which is strange, all other elemental gun has status. Did I say use stone of balance alone? Of course not. Sorry, saying others incorrect is not correct. I seen players use DOT does not use your rings.
@@wonghow other players using things isn't validation for them not being worse options and unoptimal.
Other stuff works, but when we're talking optimal math gonna math
what kind of keyboard layout is that? WTF?^^
Lol I'm left-handed so I used IJKL instead of WASD and have my skills on left and right bracket.
Ahhh ok thx