Please like comment and subscribe it really helps me out! Sorry if this seems a bit rushed, I wanted to release something while the new item is still a hot topic. If you have any questions please let me know!
They updated the item since this dropped… Just gonna drop the now-current stats: Stormseeker Item Type: Offensive Item Tier: Tier 3 Cost: 700 Total Cost: 1900 Stats: +25 Physical Power +20% Attack Speed Passive Effect: PASSIVE - When you hit an enemy god with a Basic Attack, gain a permanent stacking Attack Speed buff. Each stack grants 0.25% Attack Speed for a max of 999 stacks.
Honestly I've seen people getting in the low to mid hundreds as the highest stormseeker tallies so far. Haven't tried the item yet myself so i can't speak to it but 250 does seem a little lofty fot 25mins. Regardless. Nice analysis here. Really solid channel man wish you luck
TBH for bruisers 250 its way so low because they can and will box 24/7 with the enemy solo In the case of an ADC its way more different because you will make the enemy ADC retreat before you get a good amount of stacks if you are in advantage due to the diff between HP and DMG output ratio of solo lane vs duo lane. You will have to commit way more as an adc to get the stacks than a bruiser because you will be on disavantage of power for nearly all the game because SS has only 15 power, that its so bad for an adc early, that will get you killed for lack of dmg in an all in exchange vs an standar build unless you are feed and if you are feed the enemy carry if its decent will not box you again until you are on pair of items because without 250 stacks you are one item below the enemy carry most of the time so he will wait to recover that time and negate you stacking it
Yeah you might be right there, I had a game and got really behind and literally could not get stacks on the item. Part of the reason I modelled it at 250 stacks was to try and find a sweet spot where it might be viable, if I could I’d test it at different stacks but the problem is that in its current state the model takes hours to run so I have to really think about how to model stuff before running it
Great information and well presented. Of course cost and time taken to get stacks also factor in, but it's hard to quantify those. I think this item needs a lot of help but the concept is fun, maybe you could get more stacks scaling with how close you are to the opponent or something? That way it works better on melee characters who are almost certainly hitting less autos, and could accelerate stack gain on hunters if you are up close. Or maybe a bonus stack on last hit like most stacking used to be.
Thank you for the comment! Yeah cost is a big factor here, the low price makes it more viable for sure. Honestly I like your suggestions, getting close to enemies for stacks definitely has a fun risk/reward mechanic.
This is amazing. I was wondering if griffonwings earrings could be added to the builds. The item helps me so much landing basics, so I feel I end up doing more damage when I buy it rather than missing more basic attacks with a slightly stronger build, if that makes sense.
Hello and thank you! Griffonwing is fully modelled in my code, the reason you can’t see it is because it doesn’t appear in any of the top builds unfortunately. But you’re right, if griffonwing increases your accuracy it definitely does increase dps, maybe I’ll crunch the numbers for how much GW has to improve your accuracy to be good. When I get Home I’ll find you the best build that includes griffonwing!
Any chance of applying this for other areas of the game, ideas being. Defence for best “effective health” against various Pen values would be a cool one to know for us tank mains, cause all I see here is how to get into more pain Power vs pen for mage’s based off how much scaling an ability has? Or something like that Also can this calculation add objectives into the mix, at least as I understand it objectives and structures are a bit different from player targets
I could definitely expand my code to fit this in, it would sure be interesting to see what items are best for defence, especially with qinns interacting with max health, it would be a lot of work and I can’t even begin to describe how long it would take to match every tank build against every hunter build (if I had to do it that way) but for sure I’ll think about a way to do it and add it to my to do list!
Another great video. I was wondering if you could do another video magnifying unique auto attacks like how you did with Charybdis but with a character like heimdal. His autos give more damage but take longer to throw. So items like o bow don’t synergize with him but the bonus power from his passive would help.
I will definitely look into this when I have the time, I have a lot on my plate atm and it’s difficult to even get one video out, but I have hiem in my to do list! Thank you for the comment!
Thank you! And not yet, I still have lots to cover on hunters and all my code has been established for them. Other classes would also be more difficult to discuss because a lot of their items are utility items (think Soul Gem, Chronos Pendant, Soul Eater etc.), so these will be items you want that aren't optimal for damage. There's also scaling on abilities and cooldowns that have to be considered. For mages and Assassins, it would be infinitely more tricky to come to conclusive results. I am open minded about it and I think there could be something to say for running a similar kind of simulation, but for now I'm going to stick to hunters. Thank you for the kind words!
I personally would give it a glyph, maybe with the following hypothetical branching upgrades: _Golden Stormseeker_ 2500G _GLYPH-After your ability has finished casting, All Basic Attacks will also hit enemies within a 10 unit radius of the target for 15% of the damage for 5 seconds. Hitting enemy gods in this radius grants stacks the same as basic attacks would._ So the above would be like the roundabout return of Golden Bow, and with AOE hits on gods giving attack speed stacks as well, BUT with the catch that you would need to go into an ability focused build to maximize the AOE’s potential. Hydra’s Lament, Bumba’s Hammer, Jotunn's Cunning and more would potentially be useful. _Thunderous Stormseeker_ 2500G _GLYPH-If you receive a kill or assist on an Enemy God, a bolt of divine lightning strikes your current location, striking you and all allied and enemy gods within 30 units of you. For the next 5 seconds, you and all allied gods that were struck gain 10% extra Movement and Attack Speed, while enemy gods that were struck have their attack and movement speed reduced by 10%._ So kinda like a physical spear of desolation, only instead of cooldown reduction if buffs you and your team while debuffing your enemies, all in a way that can make it easier to get MORE stacks.
I personally love ideas like this, I always thought a great way to change up hunter builds would be to use glyphs, especially if you could only buy 1 so your whole build kinda focuses around this one item you’ve decided to build. Devouted deathbringer would be one that you build for crit, while maybe another could enhance your yellow damage or something. I really like this suggestion for buffing the item, thanks for the comment!
@@SmiteMaths I honestly thought it would be cool if we had more glyphs in general… A LOT MORE. So we have 22 total, with physical gods having access to more glyphs that magical ones… I think it would be nice if we had 14 for physical only, magical only and completely neutral items each respectively. I would LOVE glyphs for Chronos Pendant, Spear of Desolation, Shield of Regrowth and/or Mail of Renewal in particular.
I know that it’s quite hard to measure but there’s probably too much emphasis on the full build time to kill aspect and there’s probably other variables that matter more than let’s say a 1 second ttk difference between builds. Your build route and character, the enemy characters and the allies, your decision making, the cost of the build, positioning etc… there are many variables and many correlations in between them that lead you to getting to full build and to the accessibility you have to apply the potential of a specific build which are all too chaotic but important when building. A simple example, you are building the highest ttk build and you’re at 15 mins and farming in lane and the other adc has crit and a better character that compliments his build and keeps outrading you or stealing your purple because at that point in time his build is more effective for the situation he is in, and he gets to full build with a less late game efficient build while you’re still at 5 items with a build that has more potential at a relatively wrong moment.
It definitely has a poor build root too I agree! Not to mention you find yourself weak and needing to hit the enemy which is a dangerous combination! I kind of want this channel to be about hard facts and numbers and let viewers decide for themselves what to build, so my videos just demonstrate the late game viability of items and teaches people if it’s worth it it not. I might change the format at some point to keep people informed of why an item might be bad in certain scenarios etc. thanks for the comment!
I say double the effectiveness of stacks and half the total. The stacks you need for thia to be a purchasable item are just currently unobtainable. Only place i see it having a chance is a full tank build with 1 damage item on like a gilgamesh, but you can just go equinox instead and feel great. Overall, i think its a solo lane item, not really an adc item. Adc builds have great attack speed already, so they dont really want to drop a good item for a fun item.
Let it overcap attack speed like Bauble does with cooldown. That would give it a unique niche and synergize better with Silverbranch. Currently, it feels too weak in the early game as you're stacking, but you can't wait to build it late game because you'll run out of time to stack it. It's also not worth fully stacking because Silverbranch power/2.5 AS are reached long before 999 stacks are relevant due to other hunter items coexisting with them in the build.
@@kriegaone3658 devos gives less AS and only 5+ power i prefer without devos and im diamond 3 rn ... just curious because to me it seems like the most consistant build rn
Interesting! Unfortunately you'll never catch be building this in adc even in optimal circumstances (eg team with 4-5 squishies) in conq simply because you have to build arrow->stormeeker->devos while the enemy likely went cowl/Death's toll-> lifesteal and will massively outtrade me. If they want this item to ever be buildable on anything but cheese solos (Kali/Chary esp) against opponents who are actively letting you stack, they're going to have to let you gain stacks from say buff augments or something 😅 (that way you could build it later in the build some time and just afk for a bit lategame as you wait for fights to start).
I defined agree, it’s far too weak early, which means you don’t want to take trades and so it makes it even harder to stack! Thanks for the comment, I’m glad you found it interesting
Should give it like 10% lifesteal so you can pick it early for sustain and then move directly into rage or dominance, would also make cowl builds more relevant you’d have enough lifesteal
PPL gonna be soo greedy about this item. cuz its like playing dota2 with stack hero (slark , legion , pudge etc) , they will think that they are super power full immortals. Also they will miss power items (thats gives chance to win mid game and let ur team control the map). Sadly max attackspeed is limited and they shall gain power only from green bow. Its interesting mechanic tho if you play for example: organised ranked conquest. Cool that you made build for it. ❤
Hello! Yes I might do a quick one, as it stands, the builds would be the same as in this video when the item has 200 stacks, I’ll maybe run the code this weekend for 250 stacks to see how it holds up! Thanks for the comment!
Hello, can you please share which hunter exactly you tested (is it Charybdis, is it someone else), the physical protection value on the enemy and the health of the enemy (for qins) ?
Hello! I have modelled an “average” hunter with no attack speed stim and no other uniqueness! (Average base attack speed and auto attack damage). Enemies have; Guardians: 3700 health, 300 protections Warriors: 3200 health, 200 protections Squishies: Hunter base protections and base health Thanks for the comment!
@@SmiteMaths Hello again, I am not sure why you take the average stats of all hunters, you should be taking the stats of Rama, or the stats of Artemis, or the stats of other specific gods, the average looks strange. I am going to write down the results I see from this th-cam.com/video/LMJ4Ieva3Qw/w-d-xo.html point in the video, the build on the bottom left corner, testing with Rama, hitting an enemy with 75 protections, a.k.a. a squishy (qins not used so health is irrelevant) the enemy doesn't have spectral passive, or guardian aura protections, or anything like that, Rama at lvl 20 literally has 75 protections. ( I have special tests for spectral, aura defs, separately) No attack speed steroid used. Patch 11.4 Here's what I found: God damage dealer is Rama at level 20 Filling build data Adding Oddyseus' Bow Increasing attack speed percentage by 35% for a total of 35% Adding Rage(5 stacks) Increasing physical power by 45 for a total of 45 Increasing crit chance by 45% for a total of 45% Adding Devoted Deathbringer Increasing physical power by 30 for a total of 75 Increasing crit chance by 30% for a total of 75% Adding Bladed Boomerang(3 stacks) Increasing physical power by 30 for a total of 105 Increasing attack speed percentage by 20% for a total of 55% Increasing crit chance by 50% for a total of 125% Increasing movement speed % increase by 6% for a total of 6% Adding The executioner(4 stacks) Increasing physical power by 30 for a total of 135 Increasing attack speed percentage by 20% for a total of 75% Increasing protection % reduction by 28% for a total of 28% Adding Death's Temper (5 stacks) which adds 35% basic attack damage increase for a total of 1.35x basic attack damage increase Increasing physical power by 35 for a total of 170 Increasing attack speed percentage by 30% for a total of 105% Filling item passives 1.7% attack speed increase per level, for level 20 returns 34% attack speed increase, when added to 105% attack speed increase from items, it gives 139% attack speed increase Starting attack speed of 0.95 attacks per second, increased by 139% gives 2.2705 attack speed Devoted Deathbringer increases the % crit chance to 150% There's 50% crit chance overcapping which gives 10 stacks which gives 50 extra physical power Physical power increased to 220 Crit chance reset back to 100% Calculating a single basic attack's damage 35 basic attack damage (+ 2.5 per level) for level 20 returns 85 basic attack damage, before mitigations After taking physical power from items which is 220 and applying the 1x physical power multiplier, the physical power is 220 After adding 220 physical power, the basic attack damage is 305 After adding the 1.35x basic attack damage increase multiplier, the basic attack damage is 411.75 Hitting an enemy with 75 protections with the stats: % proteection reduction: 28 flat protection reduction: 0 % penetration: 0 flat penetration: 0 gives 54 actual protections. 411.75 damage against 54 protections is 267.37 damage daken, 144.38 damage mitigated One basic attack, without crits or yellow numbers is: 267.370130(35.064935% midigated) (or 144.379870 damage mitigated) Crit multiplier is 1.75 With deathbringer used, crit multiplier is 2 100% crit chance with a 2x crit multiplier gives a 2x average damage multiplier After applying crit, one basic attack is: 534.740260(35.064935% midigated) (or 288.759740 damage mitigated) Calculating yellow number damage Oddyseus' Bow's passive will be calculated from 220 power 35 basic attack damage (+ 2.5 per level) for level 20 returns 85 basic attack damage, before mitigations Added god base stats, basic attack damage is now 85 Added physical power, basic attack damage is now 305 Oddyseus Bow uses (15.0 + 305 * 0.6) / 4 on average in a 1v1 which gives 49.5 Yellow numbers damage average for 1 auto for now is 49.5 Hitting an enemy with 75 protections with the stats: % proteection reduction: 28 flat protection reduction: 0 % penetration: 0 flat penetration: 0 gives 54 actual protections. 49.5 damage against 54 protections is 32.1429 damage daken, 17.3571 damage mitigated Yellow numbers average for one basic attack is 32.142857(35.064935% midigated) (or 17.357143 damage mitigated) After adding yellow numbers, one basic deals: 566.883117(35.064935% midigated) (or 306.116883 damage mitigated) After applying the attack speed of 2.2705, the average damage is 1287.108117(35.064935% midigated) (or 695.038383 damage mitigated) After applying the damage multiplier of 1, the average damage is 1287.108117(35.064935% midigated) (or 695.038383 damage mitigated) The result you got is 1093, which means that either you used item stacks differently, calculated Oddyseus bow passive differently, used a different protections value, or you did something else I can't guess. Let me know what you think.
@@SmiteMaths Here's Rama's results I found, at 03:35 The build on the bottom right, vs squishies God damage dealer is Rama at level 20 Filling build data Adding Oddyseus' Bow Increasing attack speed percentage by 35% for a total of 35% Adding Rage(5 stacks) Increasing physical power by 45 for a total of 45 Increasing crit chance by 45% for a total of 45% Adding Devoted Deathbringer Increasing physical power by 30 for a total of 75 Increasing crit chance by 30% for a total of 75% Adding Bladed Boomerang(3 stacks) Increasing physical power by 30 for a total of 105 Increasing attack speed percentage by 20% for a total of 55% Increasing crit chance by 50% for a total of 125% Increasing movement speed % increase by 6% for a total of 6% Adding The executioner(4 stacks) Increasing physical power by 30 for a total of 135 Increasing attack speed percentage by 20% for a total of 75% Increasing protection % reduction by 28% for a total of 28% Adding Death's Temper (5 stacks) which adds 35% basic attack damage increase for a total of 1.35x basic attack damage increase Increasing physical power by 35 for a total of 170 Increasing attack speed percentage by 30% for a total of 105% Filling item passives 1.7% attack speed increase per level, for level 20 returns 34% attack speed increase, when added to 105% attack speed increase from items, it gives 139% attack speed increase Starting attack speed of 0.95 attacks per second, increased by 139% gives 2.2705 attack speed Devoted Deathbringer increases the % crit chance to 150% There's 50% crit chance overcapping which gives 10 stacks which gives 50 extra physical power Physical power increased to 220 Crit chance reset back to 100% Calculating a single basic attack's damage 35 basic attack damage (+ 2.5 per level) for level 20 returns 85 basic attack damage, before mitigations After taking physical power from items which is 220 and applying the 1x physical power multiplier, the physical power is 220 After adding 220 physical power, the basic attack damage is 305 After adding the 1.35x basic attack damage increase multiplier, the basic attack damage is 411.75 Hitting an enemy with 75 protections with the stats: % proteection reduction: 28 flat protection reduction: 0 % penetration: 0 flat penetration: 0 gives 54 actual protections. 411.75 damage against 54 protections is 267.37 damage daken, 144.38 damage mitigated One basic attack, without crits or yellow numbers is: 267.370130(35.064935% midigated) (or 144.379870 damage mitigated) Crit multiplier is 1.75 With deathbringer used, crit multiplier is 2 100% crit chance with a 2x crit multiplier gives a 2x average damage multiplier After applying crit, one basic attack is: 534.740260(35.064935% midigated) (or 288.759740 damage mitigated) Calculating yellow number damage Oddyseus' Bow's passive will be calculated from 220 power 35 basic attack damage (+ 2.5 per level) for level 20 returns 85 basic attack damage, before mitigations Added god base stats, basic attack damage is now 85 Added physical power, basic attack damage is now 305 Oddyseus Bow uses (15.0 + 305 * 0.6) / 4 on average in a 1v1 which gives 49.5 Yellow numbers damage average for 1 auto for now is 49.5 Hitting an enemy with 75 protections with the stats: % proteection reduction: 28 flat protection reduction: 0 % penetration: 0 flat penetration: 0 gives 54 actual protections. 49.5 damage against 54 protections is 32.1429 damage daken, 17.3571 damage mitigated Yellow numbers average for one basic attack is 32.142857(35.064935% midigated) (or 17.357143 damage mitigated) After adding yellow numbers, one basic deals: 566.883117(35.064935% midigated) (or 306.116883 damage mitigated) After applying the attack speed of 2.2705, the average damage is 1287.108117(35.064935% midigated) (or 695.038383 damage mitigated) After applying the damage multiplier of 1, the average damage is 1287.108117(35.064935% midigated) (or 695.038383 damage mitigated) You can see that this doesn't match the result you got, please let me know what you think.
Yes very good point!! I should have at least mentioned this, at 250 stacks it probably is the most gold efficient item in the game (I have no way to actually measure or verify this).
I have an old data about how much cost every stat in the game, was calculated using item gold/stat i.imgur.com/kQOQiOw.png is not updated since worlds, so need some work. (ignoring passives)
Yeah, if they buff how many stacks you can get a lot it will make crit extremely broken and people will complain so I wouldn't go there, maybe adding (a little!) stacking pen would be okay, or stacking lifesteal so it can replace your lifesteal item, or making it a solid early game item with high power (but it's so cheap it'd make it a must buy). Honestly not sure where they should go with it
@@SmiteMaths yes you right. Actually if you are that dedicated with this item you can reach 2.5 AS with it alone while building Crits only. I call it BS from Hi-rez. Also the nee katana is broken and should have been replaced by Shadow Drinker not Golden Blade.
What do you mean? Some auto attack hunters should be built differently (Like Heim and Charybdis and stim hunters) but for the most part all hunters should be built pretty much the same, let me know if I can help or explain anything!
@@SmiteMaths no he is correct actually. Not all hunter have the same attack speed scaling and base stat. Some hunter start at 0.9 for example while others 1.1. Attack speed items multiply the base stat after scaling from levels are gained
@@attack36972 hello! yes, this is how I had to model how attack speed items change the hunters attackspeed, I just wasn’t too sure what he was getting at. The base attackspeed and scaling for the “god” I modelled was the average, which is about 0.97 + 2.6% per level (if I remember correctly). But yeah this number will slightly change DPS output depending on the specific god, but that shouldn’t change the outcome of the builds listed too much (or at all) I also want to say when I do a god specific video (I’ve already done Charybdis, Heimdel is next) I do change the base stats to match that of the specific god
@@SmiteMaths yeah I was just clarifying. Your videos are really good keep making them. Best analytical smite content. The variance between hunters shouldn’t play that much of a role considering it’s a small amount. However passives abilities and auras could play a much larger role. (Shoguns, talisman, war banner buffs like amc hives or any AA stim which could give silver branch a lot more stacks or free up an item slot for something else. This would be super hard to include all in a video and impractical to have your whole team build around you as a carry unless the items are in the meta
@@attack36972 thank you! yeah these things would definitely make a big difference on the builds! I have a video about the best builds for stim hunters which might does include builds for when hunters get free attack speed (60% to be specific) so that might tell you a bit more about what you want to know, sorry the video quality is a bit lower😬
Hello! Yes they do, if you’re against a standard enemy team comp qinns is a must buy item, although qinns and crit don’t scale well with each other, the average damage of having both is greater than optimising for just one!
The math doesn't like, and times have changed. Both the base stats of gods, and every stat on every relevant item has changed. This felt like a true statement back in like season 2 perhaps
Please like comment and subscribe it really helps me out! Sorry if this seems a bit rushed, I wanted to release something while the new item is still a hot topic. If you have any questions please let me know!
I love the videos, no one else in the community is out here doing the numbers like you, keep up the great work!
Thank you!!
Great video! Hope to get another visual board with this like you did the others!
Do you mean the Reddit posts? It’s up now if you want to check it out :) and thank you!❤
Great videos, very high effort. Please keep posting.
Thank you!
They updated the item since this dropped…
Just gonna drop the now-current stats:
Stormseeker
Item Type: Offensive
Item Tier: Tier 3
Cost: 700
Total Cost: 1900
Stats: +25 Physical Power
+20% Attack Speed
Passive Effect: PASSIVE - When you hit an enemy god with a Basic Attack, gain a permanent stacking Attack Speed buff. Each stack grants 0.25% Attack Speed for a max of 999 stacks.
Was looking for a video like this with actual statistical analysis, good stuff :)
Just found your channel! Amazing videos, keep up the great work man! I know this is a ton of work!
Got my like and sub!
Thank you! I really appreciate the comment!
Honestly I've seen people getting in the low to mid hundreds as the highest stormseeker tallies so far. Haven't tried the item yet myself so i can't speak to it but 250 does seem a little lofty fot 25mins. Regardless. Nice analysis here. Really solid channel man wish you luck
TBH for bruisers 250 its way so low because they can and will box 24/7 with the enemy solo
In the case of an ADC its way more different because you will make the enemy ADC retreat before you get a good amount of stacks if you are in advantage due to the diff between HP and DMG output ratio of solo lane vs duo lane.
You will have to commit way more as an adc to get the stacks than a bruiser because you will be on disavantage of power for nearly all the game because SS has only 15 power, that its so bad for an adc early, that will get you killed for lack of dmg in an all in exchange vs an standar build unless you are feed and if you are feed the enemy carry if its decent will not box you again until you are on pair of items because without 250 stacks you are one item below the enemy carry most of the time so he will wait to recover that time and negate you stacking it
Yeah you might be right there, I had a game and got really behind and literally could not get stacks on the item. Part of the reason I modelled it at 250 stacks was to try and find a sweet spot where it might be viable, if I could I’d test it at different stacks but the problem is that in its current state the model takes hours to run so I have to really think about how to model stuff before running it
Great information and well presented. Of course cost and time taken to get stacks also factor in, but it's hard to quantify those.
I think this item needs a lot of help but the concept is fun, maybe you could get more stacks scaling with how close you are to the opponent or something? That way it works better on melee characters who are almost certainly hitting less autos, and could accelerate stack gain on hunters if you are up close. Or maybe a bonus stack on last hit like most stacking used to be.
Thank you for the comment! Yeah cost is a big factor here, the low price makes it more viable for sure. Honestly I like your suggestions, getting close to enemies for stacks definitely has a fun risk/reward mechanic.
This is amazing. I was wondering if griffonwings earrings could be added to the builds. The item helps me so much landing basics, so I feel I end up doing more damage when I buy it rather than missing more basic attacks with a slightly stronger build, if that makes sense.
Hello and thank you! Griffonwing is fully modelled in my code, the reason you can’t see it is because it doesn’t appear in any of the top builds unfortunately.
But you’re right, if griffonwing increases your accuracy it definitely does increase dps, maybe I’ll crunch the numbers for how much GW has to improve your accuracy to be good. When I get Home I’ll find you the best build that includes griffonwing!
@@SmiteMaths You are a blessing 😇
the issue with the item is if u wanna go it you have to commit a late game crit build that leaves you incredibly weak for the early and mid game
Not if you use a good character.
Yes, @SmiteMaths You're the fuckin man bro!
Any chance of applying this for other areas of the game, ideas being. Defence for best “effective health” against various Pen values would be a cool one to know for us tank mains, cause all I see here is how to get into more pain
Power vs pen for mage’s based off how much scaling an ability has? Or something like that
Also can this calculation add objectives into the mix, at least as I understand it objectives and structures are a bit different from player targets
I could definitely expand my code to fit this in, it would sure be interesting to see what items are best for defence, especially with qinns interacting with max health, it would be a lot of work and I can’t even begin to describe how long it would take to match every tank build against every hunter build (if I had to do it that way) but for sure I’ll think about a way to do it and add it to my to do list!
Another great video. I was wondering if you could do another video magnifying unique auto attacks like how you did with Charybdis but with a character like heimdal. His autos give more damage but take longer to throw. So items like o bow don’t synergize with him but the bonus power from his passive would help.
I will definitely look into this when I have the time, I have a lot on my plate atm and it’s difficult to even get one video out, but I have hiem in my to do list! Thank you for the comment!
Videos are awesome, do you have plans for other classes in the future?
Thank you! And not yet, I still have lots to cover on hunters and all my code has been established for them. Other classes would also be more difficult to discuss because a lot of their items are utility items (think Soul Gem, Chronos Pendant, Soul Eater etc.), so these will be items you want that aren't optimal for damage. There's also scaling on abilities and cooldowns that have to be considered. For mages and Assassins, it would be infinitely more tricky to come to conclusive results. I am open minded about it and I think there could be something to say for running a similar kind of simulation, but for now I'm going to stick to hunters. Thank you for the kind words!
I personally would give it a glyph, maybe with the following hypothetical branching upgrades:
_Golden Stormseeker_
2500G
_GLYPH-After your ability has finished casting, All Basic Attacks will also hit enemies within a 10 unit radius of the target for 15% of the damage for 5 seconds. Hitting enemy gods in this radius grants stacks the same as basic attacks would._
So the above would be like the roundabout return of Golden Bow, and with AOE hits on gods giving attack speed stacks as well, BUT with the catch that you would need to go into an ability focused build to maximize the AOE’s potential. Hydra’s Lament, Bumba’s Hammer, Jotunn's Cunning and more would potentially be useful.
_Thunderous Stormseeker_
2500G
_GLYPH-If you receive a kill or assist on an Enemy God, a bolt of divine lightning strikes your current location, striking you and all allied and enemy gods within 30 units of you. For the next 5 seconds, you and all allied gods that were struck gain 10% extra Movement and Attack Speed, while enemy gods that were struck have their attack and movement speed reduced by 10%._
So kinda like a physical spear of desolation, only instead of cooldown reduction if buffs you and your team while debuffing your enemies, all in a way that can make it easier to get MORE stacks.
I personally love ideas like this, I always thought a great way to change up hunter builds would be to use glyphs, especially if you could only buy 1 so your whole build kinda focuses around this one item you’ve decided to build. Devouted deathbringer would be one that you build for crit, while maybe another could enhance your yellow damage or something. I really like this suggestion for buffing the item, thanks for the comment!
@@SmiteMaths
I honestly thought it would be cool if we had more glyphs in general… A LOT MORE.
So we have 22 total, with physical gods having access to more glyphs that magical ones…
I think it would be nice if we had 14 for physical only, magical only and completely neutral items each respectively. I would LOVE glyphs for Chronos Pendant, Spear of Desolation, Shield of Regrowth and/or Mail of Renewal in particular.
Thank you!
the math is mathing. glad yt recommended this vid to me.
Love your content, keep it up!
Thank you!
I know that it’s quite hard to measure but there’s probably too much emphasis on the full build time to kill aspect and there’s probably other variables that matter more than let’s say a 1 second ttk difference between builds.
Your build route and character, the enemy characters and the allies, your decision making, the cost of the build, positioning etc… there are many variables and many correlations in between them that lead you to getting to full build and to the accessibility you have to apply the potential of a specific build which are all too chaotic but important when building.
A simple example, you are building the highest ttk build and you’re at 15 mins and farming in lane and the other adc has crit and a better character that compliments his build and keeps outrading you or stealing your purple because at that point in time his build is more effective for the situation he is in, and he gets to full build with a less late game efficient build while you’re still at 5 items with a build that has more potential at a relatively wrong moment.
It definitely has a poor build root too I agree! Not to mention you find yourself weak and needing to hit the enemy which is a dangerous combination! I kind of want this channel to be about hard facts and numbers and let viewers decide for themselves what to build, so my videos just demonstrate the late game viability of items and teaches people if it’s worth it it not. I might change the format at some point to keep people informed of why an item might be bad in certain scenarios etc. thanks for the comment!
Great video!
Thank you!!
I say double the effectiveness of stacks and half the total. The stacks you need for thia to be a purchasable item are just currently unobtainable. Only place i see it having a chance is a full tank build with 1 damage item on like a gilgamesh, but you can just go equinox instead and feel great. Overall, i think its a solo lane item, not really an adc item. Adc builds have great attack speed already, so they dont really want to drop a good item for a fun item.
Very interesting.
Let it overcap attack speed like Bauble does with cooldown. That would give it a unique niche and synergize better with Silverbranch. Currently, it feels too weak in the early game as you're stacking, but you can't wait to build it late game because you'll run out of time to stack it. It's also not worth fully stacking because Silverbranch power/2.5 AS are reached long before 999 stacks are relevant due to other hunter items coexisting with them in the build.
can you test the dmg output of this build and compare it to others ?
Ornate Arrow(20 stacks) + asi + demon blade + exe + devoted deathbringer + quins
Isn't Ornate Devos Exe Qins Dom Deathbringer just a better version of that build
@@kriegaone3658 devos gives less AS and only 5+ power i prefer without devos and im diamond 3 rn ... just curious because to me it seems like the most consistant build rn
Interesting! Unfortunately you'll never catch be building this in adc even in optimal circumstances (eg team with 4-5 squishies) in conq simply because you have to build arrow->stormeeker->devos while the enemy likely went cowl/Death's toll-> lifesteal and will massively outtrade me.
If they want this item to ever be buildable on anything but cheese solos (Kali/Chary esp) against opponents who are actively letting you stack, they're going to have to let you gain stacks from say buff augments or something 😅 (that way you could build it later in the build some time and just afk for a bit lategame as you wait for fights to start).
I defined agree, it’s far too weak early, which means you don’t want to take trades and so it makes it even harder to stack! Thanks for the comment, I’m glad you found it interesting
Should give it like 10% lifesteal so you can pick it early for sustain and then move directly into rage or dominance, would also make cowl builds more relevant you’d have enough lifesteal
INSTANT SUB, please make more of these videos
Thank you!
PPL gonna be soo greedy about this item. cuz its like playing dota2 with stack hero (slark , legion , pudge etc) , they will think that they are super power full immortals. Also they will miss power items (thats gives chance to win mid game and let ur team control the map). Sadly max attackspeed is limited and they shall gain power only from green bow. Its interesting mechanic tho if you play for example: organised ranked conquest. Cool that you made build for it. ❤
Haven’t had a chance to play PTS, does anyone know if you hit multiple gods with your 1 as Nut does it give multiple stacks?
Item got buffed today. Care to update this video?
Hello! Yes I might do a quick one, as it stands, the builds would be the same as in this video when the item has 200 stacks, I’ll maybe run the code this weekend for 250 stacks to see how it holds up! Thanks for the comment!
Hello, can you please share which hunter exactly you tested (is it Charybdis, is it someone else), the physical protection value on the enemy and the health of the enemy (for qins) ?
Hello! I have modelled an “average” hunter with no attack speed stim and no other uniqueness! (Average base attack speed and auto attack damage).
Enemies have;
Guardians: 3700 health, 300 protections
Warriors: 3200 health, 200 protections
Squishies: Hunter base protections and base health
Thanks for the comment!
@@SmiteMaths
Hello again,
I am not sure why you take the average stats of all hunters, you should be taking the stats of Rama, or the stats of Artemis, or the stats of other specific gods, the average looks strange.
I am going to write down the results I see from this th-cam.com/video/LMJ4Ieva3Qw/w-d-xo.html point in the video, the build on the bottom left corner,
testing with Rama, hitting an enemy with 75 protections, a.k.a. a squishy (qins not used so health is irrelevant)
the enemy doesn't have spectral passive, or guardian aura protections, or anything like that, Rama at lvl 20 literally has 75 protections. ( I have special tests for spectral, aura defs, separately)
No attack speed steroid used.
Patch 11.4
Here's what I found:
God damage dealer is Rama at level 20
Filling build data
Adding Oddyseus' Bow
Increasing attack speed percentage by 35% for a total of 35%
Adding Rage(5 stacks)
Increasing physical power by 45 for a total of 45
Increasing crit chance by 45% for a total of 45%
Adding Devoted Deathbringer
Increasing physical power by 30 for a total of 75
Increasing crit chance by 30% for a total of 75%
Adding Bladed Boomerang(3 stacks)
Increasing physical power by 30 for a total of 105
Increasing attack speed percentage by 20% for a total of 55%
Increasing crit chance by 50% for a total of 125%
Increasing movement speed % increase by 6% for a total of 6%
Adding The executioner(4 stacks)
Increasing physical power by 30 for a total of 135
Increasing attack speed percentage by 20% for a total of 75%
Increasing protection % reduction by 28% for a total of 28%
Adding Death's Temper (5 stacks) which adds 35% basic attack damage increase for a total of 1.35x basic attack damage increase
Increasing physical power by 35 for a total of 170
Increasing attack speed percentage by 30% for a total of 105%
Filling item passives
1.7% attack speed increase per level, for level 20 returns 34% attack speed increase, when added to 105% attack speed increase from items, it gives 139% attack speed increase
Starting attack speed of 0.95 attacks per second, increased by 139% gives 2.2705 attack speed
Devoted Deathbringer increases the % crit chance to 150%
There's 50% crit chance overcapping which gives 10 stacks which gives 50 extra physical power
Physical power increased to 220
Crit chance reset back to 100%
Calculating a single basic attack's damage
35 basic attack damage (+ 2.5 per level) for level 20 returns 85 basic attack damage, before mitigations
After taking physical power from items which is 220 and applying the 1x physical power multiplier, the physical power is 220
After adding 220 physical power, the basic attack damage is 305
After adding the 1.35x basic attack damage increase multiplier, the basic attack damage is 411.75
Hitting an enemy with 75 protections with the stats:
% proteection reduction: 28
flat protection reduction: 0
% penetration: 0
flat penetration: 0
gives 54 actual protections.
411.75 damage against 54 protections is 267.37 damage daken, 144.38 damage mitigated
One basic attack, without crits or yellow numbers is: 267.370130(35.064935% midigated) (or 144.379870 damage mitigated)
Crit multiplier is 1.75
With deathbringer used, crit multiplier is 2
100% crit chance with a 2x crit multiplier gives a 2x average damage multiplier
After applying crit, one basic attack is: 534.740260(35.064935% midigated) (or 288.759740 damage mitigated)
Calculating yellow number damage
Oddyseus' Bow's passive will be calculated from 220 power
35 basic attack damage (+ 2.5 per level) for level 20 returns 85 basic attack damage, before mitigations
Added god base stats, basic attack damage is now 85
Added physical power, basic attack damage is now 305
Oddyseus Bow uses (15.0 + 305 * 0.6) / 4 on average in a 1v1 which gives 49.5
Yellow numbers damage average for 1 auto for now is 49.5
Hitting an enemy with 75 protections with the stats:
% proteection reduction: 28
flat protection reduction: 0
% penetration: 0
flat penetration: 0
gives 54 actual protections.
49.5 damage against 54 protections is 32.1429 damage daken, 17.3571 damage mitigated
Yellow numbers average for one basic attack is 32.142857(35.064935% midigated) (or 17.357143 damage mitigated)
After adding yellow numbers, one basic deals: 566.883117(35.064935% midigated) (or 306.116883 damage mitigated)
After applying the attack speed of 2.2705, the average damage is 1287.108117(35.064935% midigated) (or 695.038383 damage mitigated)
After applying the damage multiplier of 1, the average damage is 1287.108117(35.064935% midigated) (or 695.038383 damage mitigated)
The result you got is 1093, which means that either you used item stacks differently, calculated Oddyseus bow passive differently, used a different protections value, or you did something else I can't guess.
Let me know what you think.
@@SmiteMaths
Here's Rama's results I found, at 03:35
The build on the bottom right, vs squishies
God damage dealer is Rama at level 20
Filling build data
Adding Oddyseus' Bow
Increasing attack speed percentage by 35% for a total of 35%
Adding Rage(5 stacks)
Increasing physical power by 45 for a total of 45
Increasing crit chance by 45% for a total of 45%
Adding Devoted Deathbringer
Increasing physical power by 30 for a total of 75
Increasing crit chance by 30% for a total of 75%
Adding Bladed Boomerang(3 stacks)
Increasing physical power by 30 for a total of 105
Increasing attack speed percentage by 20% for a total of 55%
Increasing crit chance by 50% for a total of 125%
Increasing movement speed % increase by 6% for a total of 6%
Adding The executioner(4 stacks)
Increasing physical power by 30 for a total of 135
Increasing attack speed percentage by 20% for a total of 75%
Increasing protection % reduction by 28% for a total of 28%
Adding Death's Temper (5 stacks) which adds 35% basic attack damage increase for a total of 1.35x basic attack damage increase
Increasing physical power by 35 for a total of 170
Increasing attack speed percentage by 30% for a total of 105%
Filling item passives
1.7% attack speed increase per level, for level 20 returns 34% attack speed increase, when added to 105% attack speed increase from items, it gives 139% attack speed increase
Starting attack speed of 0.95 attacks per second, increased by 139% gives 2.2705 attack speed
Devoted Deathbringer increases the % crit chance to 150%
There's 50% crit chance overcapping which gives 10 stacks which gives 50 extra physical power
Physical power increased to 220
Crit chance reset back to 100%
Calculating a single basic attack's damage
35 basic attack damage (+ 2.5 per level) for level 20 returns 85 basic attack damage, before mitigations
After taking physical power from items which is 220 and applying the 1x physical power multiplier, the physical power is 220
After adding 220 physical power, the basic attack damage is 305
After adding the 1.35x basic attack damage increase multiplier, the basic attack damage is 411.75
Hitting an enemy with 75 protections with the stats:
% proteection reduction: 28
flat protection reduction: 0
% penetration: 0
flat penetration: 0
gives 54 actual protections.
411.75 damage against 54 protections is 267.37 damage daken, 144.38 damage mitigated
One basic attack, without crits or yellow numbers is: 267.370130(35.064935% midigated) (or 144.379870 damage mitigated)
Crit multiplier is 1.75
With deathbringer used, crit multiplier is 2
100% crit chance with a 2x crit multiplier gives a 2x average damage multiplier
After applying crit, one basic attack is: 534.740260(35.064935% midigated) (or 288.759740 damage mitigated)
Calculating yellow number damage
Oddyseus' Bow's passive will be calculated from 220 power
35 basic attack damage (+ 2.5 per level) for level 20 returns 85 basic attack damage, before mitigations
Added god base stats, basic attack damage is now 85
Added physical power, basic attack damage is now 305
Oddyseus Bow uses (15.0 + 305 * 0.6) / 4 on average in a 1v1 which gives 49.5
Yellow numbers damage average for 1 auto for now is 49.5
Hitting an enemy with 75 protections with the stats:
% proteection reduction: 28
flat protection reduction: 0
% penetration: 0
flat penetration: 0
gives 54 actual protections.
49.5 damage against 54 protections is 32.1429 damage daken, 17.3571 damage mitigated
Yellow numbers average for one basic attack is 32.142857(35.064935% midigated) (or 17.357143 damage mitigated)
After adding yellow numbers, one basic deals: 566.883117(35.064935% midigated) (or 306.116883 damage mitigated)
After applying the attack speed of 2.2705, the average damage is 1287.108117(35.064935% midigated) (or 695.038383 damage mitigated)
After applying the damage multiplier of 1, the average damage is 1287.108117(35.064935% midigated) (or 695.038383 damage mitigated)
You can see that this doesn't match the result you got, please let me know what you think.
are you going to update this?
Can you share the link for the Excel sheet?
Feel like hirez should hire you buddy
What about the gold effency factor? =o
Yes very good point!! I should have at least mentioned this, at 250 stacks it probably is the most gold efficient item in the game (I have no way to actually measure or verify this).
I have an old data about how much cost every stat in the game, was calculated using item gold/stat i.imgur.com/kQOQiOw.png is not updated since worlds, so need some work. (ignoring passives)
Unless they change they stacks numbers gain or buffing Silver branch bow, its pointless item.
Yeah, if they buff how many stacks you can get a lot it will make crit extremely broken and people will complain so I wouldn't go there, maybe adding (a little!) stacking pen would be okay, or stacking lifesteal so it can replace your lifesteal item, or making it a solid early game item with high power (but it's so cheap it'd make it a must buy). Honestly not sure where they should go with it
@@SmiteMaths yes you right. Actually if you are that dedicated with this item you can reach 2.5 AS with it alone while building Crits only. I call it BS from Hi-rez.
Also the nee katana is broken and should have been replaced by Shadow Drinker not Golden Blade.
See the problem here is it's different for different gods
What do you mean? Some auto attack hunters should be built differently (Like Heim and Charybdis and stim hunters) but for the most part all hunters should be built pretty much the same, let me know if I can help or explain anything!
@@SmiteMaths no he is correct actually. Not all hunter have the same attack speed scaling and base stat. Some hunter start at 0.9 for example while others 1.1. Attack speed items multiply the base stat after scaling from levels are gained
@@attack36972 hello! yes, this is how I had to model how attack speed items change the hunters attackspeed, I just wasn’t too sure what he was getting at. The base attackspeed and scaling for the “god” I modelled was the average, which is about 0.97 + 2.6% per level (if I remember correctly). But yeah this number will slightly change DPS output depending on the specific god, but that shouldn’t change the outcome of the builds listed too much (or at all)
I also want to say when I do a god specific video (I’ve already done Charybdis, Heimdel is next) I do change the base stats to match that of the specific god
@@SmiteMaths yeah I was just clarifying. Your videos are really good keep making them. Best analytical smite content. The variance between hunters shouldn’t play that much of a role considering it’s a small amount. However passives abilities and auras could play a much larger role. (Shoguns, talisman, war banner buffs like amc hives or any AA stim which could give silver branch a lot more stacks or free up an item slot for something else. This would be super hard to include all in a video and impractical to have your whole team build around you as a carry unless the items are in the meta
@@attack36972 thank you! yeah these things would definitely make a big difference on the builds! I have a video about the best builds for stim hunters which might does include builds for when hunters get free attack speed (60% to be specific) so that might tell you a bit more about what you want to know, sorry the video quality is a bit lower😬
Crit and quins dont go together
Hello! Yes they do, if you’re against a standard enemy team comp qinns is a must buy item, although qinns and crit don’t scale well with each other, the average damage of having both is greater than optimising for just one!
That's an old smite wives tale
The math doesn't like, and times have changed. Both the base stats of gods, and every stat on every relevant item has changed. This felt like a true statement back in like season 2 perhaps