If you have an equipped Teleport or Slow Time skill with a rune on, does the Archon version of those spells also benefit from it? Like Safe Passage from Teleport for reduced damage while teleporting around as an archon?
If you have an equipped Teleport or Slow Time skill with a rune on, does the Archon version of those spells also benefit from it? Like Safe Passage from Teleport for reduced damage while teleporting around as an archon?
Slow time works, and it even stacks with the non-archon verson. Aka you can get 2x 10% attack speed. For teleport I'm not sure but you need the damage rune to proc arcane tal-rasha anyway so I can't really imagine a build using safe passage.
If Calamity on Teleport would work with Archon Teleport then you'd have 2 stacks of Tal Rasha when in Archon form, which I've not noticed so I don't think standard Teleport runes effect Archon Teleport. Slow time, I don't know about.
it doesn't, but archon snapshots your stats when entering, so any damage reduce you have when activating archon will stay for the whole duration of it. It's why you see a lot of wizards on the leaderboard with aether walker and ancient parthan defenders, you can teleport into a group of enemies, force a lot of stunds (and thus damage reduction of the bracers) and keep that damage reduction for the archon.
it doesn't, but archon snapshots your stats when entering, so any damage reduce you have when activating archon will stay for the whole duration of it. It's why you see a lot of wizards on the leaderboard with aether walker and ancient parthan defenders, you can teleport into a group of enemies, force a lot of stunds (and thus damage reduction of the bracers) and keep that damage reduction for the archon.
Which also mean the 10% AS increase form Slow Time will be active the whole Archon duration, yeah? Very useful info either way!
pretty sure it won't work like that. At least not for orb of infinite depths. I'm kinda invinsible the first 6-7 seconds in archon and afterwards I just lose the 60% dmg reduction buff (not only on charscreen but also noticable when fighting mobs)
Have no idea though, if it works with Vyr Stacks, Tal 4 Piece and Parthan Defenders,... it could be.
Id be really interested to know whether archon snapshots the Tal Stacks, ive only had the time to try tal/vyrs spec out for about an hour or two - judging from that, Tal Stacks are not snapshot but "dynamic", amirite?
They are for sure yes. You notice a very significant damage drop after the initial first seconds.
Archon form can benefit from slow time rune as applied to your normal non-archon skill bar. I've tested the AS buff from Stretch time and the damage debuff rune from Time warp and these effects both stack when you cast the non-archon ST, then go into archon and use that ST as well, meaning up to 20% extra attack speed or 30% additive damage debuff on target.
Archon however does not benefit from Teleport selected runes at current. You can use an Aether Walker or In-Geom to reduce the cooldown of your archon teleport down to it's base global cooldown, which is .5s if I remember correctly. Your CDR on sheet will also decrease the cooldown of your archon teleport at a proportional amount. I think the base is 2s for that one, so you can do your math. Attack speed however is what reduces the cast animation I believe (makes it cast faster), so in a setup that includes Vyr4, you'll see it cast faster at higher stack counts.
Tal stacks are dynamic when it comes to MH proc damage.
Archon does not snapshot your stats when entering. For example, if you gain more archon stacks with Vyr4 equipped you will become more defensive, and attack faster (dynamically). Same thing with entering or exiting slow time:stretch time while in archon form.
Hydra MH is a bit different though, and Hydra does have some finicky snapshot mechanics to keep aware of.
Did some testing and Tal 4 Piece doesnt seem to snapshot your defensive stats as well.
I would wonder if it works with APDs. I mean after all the Aether Walker build is kinda ok (but fishy... ) but that would be completely broken in some cases to be honest. If you enter Archon wiht 8 mobs stunned you're immune to dmg for your entire Archon duration? I doubt that (APDs %reduction stacks like that, so you need 8-9 mobs stunned for complete immunity to damage with a perfect 12% affix)
Did some testing and Tal 4 Piece doesnt seem to snapshot your defensive stats as well.
I would wonder if it works with APDs. I mean after all the Aether Walker build is kinda ok (but fishy... ) but that would be completely broken in some cases to be honest. If you enter Archon wiht 8 mobs stunned you're immune to dmg for your entire Archon duration? I doubt that (APDs %reduction stacks like that, so you need 8-9 mobs stunned for complete immunity to damage with a perfect 12% affix)
You can't get to a point where you are completely immune to damage from parthan defenders. Not sure exactly how the math works there, but it's not a "hit 8 and you're invincible" kinda thing - there's a lot of dimishing returns involved
My understanding is that all forms of damage reduction including stacks from APDs and Legacy of Nightmares work multiplicatively - so your total damage reduction formula is 1 - (1-reduce1) * (1-reduce2) * (1-reduce3) * ...
For example 2 separate 50% damage reduction modifiers will not make you immune, it will make you take 75% less damage.
So every stack of APD means you take 12% less damage then the previous stack. 8 stacks would be 1 - (1-.12)^8 = 1 - 0.88^8 ~ 64.04% damage reduction. This is turn is multiplied by any damage reduction from armor, resistances, unity etc. Full immunity is never possible by stacking reduce damage % buffs.
obviously 50% dmg reduction just doubles your toughness (cuts hits in half 100 is 50 with 50% dmg reduction, 100 is 25 with 2x 50% dmg reduction, etc)
And when will people understand that this is NOT diminishing returns. It's a flat "double your toughness" for every item/set of 50% reduction that you'll equip. diminishing returns would be if the 2nd piece of 50% dmg reduction would actually give less than the previous one, which is not the case.
APDs however working completely different from that and YES you are completely immune to dmg when 9 mobs are stunned around you (12% apds). you could argue that you get "reverse diminishing returns" for every mob stunned. as awkward as it sounds but each enemy stunned decreases the same amount of dmg as the previous one, that's not how the usual dmg mitigation in diablo works. but for APDs this applies.
same example (with 10% apds):
100 is 90 with 1 mob stunned, 100 is 80 with 2 mobs stunned, etc, ... 100 is 0 with 10 mobs stunned
So actually you get MORE value out of APDs for each enemy stunned, right up to being immune to dmg.
it's strange that it's like that in the game since years and still regarding your replies it seems like it's not well known...
If you have an equipped Teleport or Slow Time skill with a rune on, does the Archon version of those spells also benefit from it? Like Safe Passage from Teleport for reduced damage while teleporting around as an archon?
AFAIK, no.
My D3 armory
My Youtube Channel
If Calamity on Teleport would work with Archon Teleport then you'd have 2 stacks of Tal Rasha when in Archon form, which I've not noticed so I don't think standard Teleport runes effect Archon Teleport. Slow time, I don't know about.
it doesn't, but archon snapshots your stats when entering, so any damage reduce you have when activating archon will stay for the whole duration of it. It's why you see a lot of wizards on the leaderboard with aether walker and ancient parthan defenders, you can teleport into a group of enemies, force a lot of stunds (and thus damage reduction of the bracers) and keep that damage reduction for the archon.
pretty sure it won't work like that. At least not for orb of infinite depths. I'm kinda invinsible the first 6-7 seconds in archon and afterwards I just lose the 60% dmg reduction buff (not only on charscreen but also noticable when fighting mobs)
Have no idea though, if it works with Vyr Stacks, Tal 4 Piece and Parthan Defenders,... it could be.
Archon form can benefit from slow time rune as applied to your normal non-archon skill bar. I've tested the AS buff from Stretch time and the damage debuff rune from Time warp and these effects both stack when you cast the non-archon ST, then go into archon and use that ST as well, meaning up to 20% extra attack speed or 30% additive damage debuff on target.
Archon however does not benefit from Teleport selected runes at current. You can use an Aether Walker or In-Geom to reduce the cooldown of your archon teleport down to it's base global cooldown, which is .5s if I remember correctly. Your CDR on sheet will also decrease the cooldown of your archon teleport at a proportional amount. I think the base is 2s for that one, so you can do your math. Attack speed however is what reduces the cast animation I believe (makes it cast faster), so in a setup that includes Vyr4, you'll see it cast faster at higher stack counts.
Tal stacks are dynamic when it comes to MH proc damage.
Archon does not snapshot your stats when entering. For example, if you gain more archon stacks with Vyr4 equipped you will become more defensive, and attack faster (dynamically). Same thing with entering or exiting slow time:stretch time while in archon form.
Hydra MH is a bit different though, and Hydra does have some finicky snapshot mechanics to keep aware of.
so, guys... We're talking defense here...
Did some testing and Tal 4 Piece doesnt seem to snapshot your defensive stats as well.
I would wonder if it works with APDs. I mean after all the Aether Walker build is kinda ok (but fishy... ) but that would be completely broken in some cases to be honest. If you enter Archon wiht 8 mobs stunned you're immune to dmg for your entire Archon duration? I doubt that (APDs %reduction stacks like that, so you need 8-9 mobs stunned for complete immunity to damage with a perfect 12% affix)
My understanding is that all forms of damage reduction including stacks from APDs and Legacy of Nightmares work multiplicatively - so your total damage reduction formula is 1 - (1-reduce1) * (1-reduce2) * (1-reduce3) * ...
For example 2 separate 50% damage reduction modifiers will not make you immune, it will make you take 75% less damage.
So every stack of APD means you take 12% less damage then the previous stack. 8 stacks would be 1 - (1-.12)^8 = 1 - 0.88^8 ~ 64.04% damage reduction. This is turn is multiplied by any damage reduction from armor, resistances, unity etc. Full immunity is never possible by stacking reduce damage % buffs.
obviously 50% dmg reduction just doubles your toughness (cuts hits in half 100 is 50 with 50% dmg reduction, 100 is 25 with 2x 50% dmg reduction, etc)
And when will people understand that this is NOT diminishing returns. It's a flat "double your toughness" for every item/set of 50% reduction that you'll equip. diminishing returns would be if the 2nd piece of 50% dmg reduction would actually give less than the previous one, which is not the case.
APDs however working completely different from that and YES you are completely immune to dmg when 9 mobs are stunned around you (12% apds). you could argue that you get "reverse diminishing returns" for every mob stunned. as awkward as it sounds but each enemy stunned decreases the same amount of dmg as the previous one, that's not how the usual dmg mitigation in diablo works. but for APDs this applies.
same example (with 10% apds):
100 is 90 with 1 mob stunned, 100 is 80 with 2 mobs stunned, etc, ... 100 is 0 with 10 mobs stunned
So actually you get MORE value out of APDs for each enemy stunned, right up to being immune to dmg.
it's strange that it's like that in the game since years and still regarding your replies it seems like it's not well known...