I was just thinking about this the other day, now that there's actually more than one build per class that's endgame viable (and in fact there's often numerous now) it would be nice to have this feature.
- Nahela
- Registered User
-
Member for 11 years, 10 months, and 21 days
Last active Tue, Jun, 19 2018 12:27:39
- 0 Followers
- 23 Total Posts
- 3 Thanks
-
Feb 5, 2016Nahela posted a message on Monstrous' Armor Rack, Quin's GR 100 Support MonkPosted in: News
-
Jan 31, 2016Nahela posted a message on Top 100 Class Representation on S5, Support DH GuidePosted in: News
Wait what, how is that balanced? The chart looks like that because it's literally the same 4-player party in every case. That's not remotely balanced at all, there's near-zero representation of Crusaders and Demon Hunters. That is the complete opposite of balance and shows just how dire of a situation balance at that level really is. Just because people aren't single-class-stacking doesn't mean it's balanced.
-
Apr 22, 2014Nahela posted a message on Skills To Get Their Elemental Type Shifted, Legendary Sources and Mojos To Be Buffed, BoP Working As Intended, Condemn BuildThis is basically the same build rehashed again for the nth time. Every Crusader build right now revolves around 6pc Akkhan, Rally, and one of a couple gimmick abilities (Resolved, Charged Up, etc.).Posted in: News
I mean it works, but Crusader build discussions are basically dead until we get a patch that allows for any variety at all. -
Apr 16, 2014Nahela posted a message on Safe T6 Farming Guide, LastZoul's Maximus Holy Crusader Build, Show Off Your TransmogsHonestly you can see just from the video that a) the pet does pretty much everything and it's not efficient, the video is massively sped up. The build isn't anything that most Crusaders aren't already doing anyway.Posted in: News
- To post a comment, please login or register a new account.
2
That being said, in D2 ladder resets were nothing more than resets. The idea that people are looking for more and more 'incentives' beyond what it is just baffles me. New generation I guess.
0
0
0
0
0
Effectively, the % damage increases from a baseline depending on how fast your attack speed is. By default, it's 18% damage at 1.00 speed. With my setup at 1.68 speed, it's 29% damage. There's some oddities in the rounding, but since it's using your attack speed to calculate the damage ticks, you're actually getting in 1.68 DoT ticks per second. 18x1.68 comes out to 30.24, but like I said, there's some odd rounding going on behind the scenes here.
There's actually a fair number of abilities that work this way, with increased damage via attack speed because it causes them to tick faster than once per second.
Of course the downside here is that, to my knowledge, DoTs don't stack with each other, so if you're shooting the same target in succession you're not getting any additional damage, but you're not losing any either.
EDIT: Also if you're going to use Cull The Weak, I would highly recommend still using Caltrops, but with Jagged Spikes.
0