Fruit (Apr 7, 2019 at 12:15 AM)
* But yeah, on Whirlwind, I can now confirm after going through the function (rather than just testing) that the "number of attacks" is simply set to however many weapons you have equipped, but other than that, nothing changes. It doesn't swap the weapon or anything. So going dual-wield basically means twice the procs from things like CB, which is a pretty good reason to go that route.
I can't say for sure what does and what does not get included from off-hand, because I know for a fact that there are some bugs going on with dual-wielding. For example I was checking dual-wield skills (Frenzy & Double Swing), and whether you attacked with main- or off-hand, the Eth rune(s) from the main hand were
always applied, whether you attacked with main or with off. The Eth rune from off-hand however was
never applied, even if you attacked with the weapon the rune was in! No clue if there are more stats that are bugged like that. The bug may be with Eth rune specifically for all I know. Anyway, perhaps that there are also stats that you'd expect to get included from off-hand when using Whirlwind, but aren't. Worth checking out, I think!
Edit: I don't think that CB from off-hand is applied while Whirlwinding, though! That's what my notes are saying, at least.
Then again, "Cast on Attack" apparently
is applied. (Or maybe that is meant to say "Cast on Striking".)
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Fruit (Apr 7, 2019 at 3:42 AM)
pharphis said:
Wait.. so I should have equipped lightsabre for immunity to Toorc MSLE conviction rather than the extra (~1k?) life from a second GF?
Not sure if %Absorb is really that significant, since it's calculated after regular resistances and integer reduction. It would never make you immune. Integer Absorb should be way stronger than %Absorb in 1.07, but I think the only item that has integer lightning absorb is Blackhorn's Face, which unfortunately would have to replace Guillames, or whatever other cool helm you got on your head.
Edit: Didn't see you mentioned Conviction, but that does change how effective %Absorb could be. Can't remember how much -% resistance that Conviction is or how much damage those bolts deal. Worth finding out.
It
might actually be better to just stack regular lightning resistance; I wonder how much lightning resistance you could stack on a single weapon. (
Wizardspike Barb!)
I do wonder if that "Ignores Target's Defense" from Lightsabre would work from off-hand, that would be interesting. Though,
if ITD works, then I think any Eth runes will not be applied (because that part will be skipped, I believe). And since Eth sets DR to -25% (or lower if you use more than one rune), ITD is actually weaker. Because if DR gets below 0, then it will be increased to 0, and the difference is added to your AR. So if a monster has 100 DR and is attacked by an Eth-runed attack, his DR will first drop to -25, then increased to 0, and the difference (25) is added to your AR. ITD however just sets DR to 0.
Aaanyway, you may not want to equip Lightsabre at all while whirlwinding:
Beoron said:
Also, for anyone interested, the chance to cast on hit from Lightsabre does seem to be bugged. I can WW around with a Baranar's Star and the meteor cast is not a problem, but the chain lightning on Lightsabre makes my barb stuck in place.
At this point I can only guess what the issue is. Lightsabre and Banana use the same stat. Maybe the problem is that Chain Lightning is a sequence-animation skill. (I wonder if it makes a difference if Lightsare is main- or off-hand.)
pharphis said:
wait but Lo gives DS iirc. Is that even useful if you hve maxed masteries? I can't remember if it's bugged or not
Iirc Barbarian Masteries are indeed bugged, unfortunately not to apply 100%, but 0%. Deadly Strike works independently though, so they wouldn't clash anyway. A melee Amazon with Deadly Strike and Critical Strike can actually hit quadruple-damage hits. The same would be true for a Barbarian had his Masteries not been bugged. The Assassin mastery doesn't give any chance for a critical hit either, but this may not be a bug, since the skill description doesn't mention it.
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Fruit (Apr 7, 2019 at 9:34 AM)
pharphis said:
TBH I'm pretty sure it was you who did the math on MSLE bolt dmg in 1.07 about 1.5 years ago.
Oh.. well, too late.
(Maybe I should've done a search first.)
pharphis said:
Also, I suspect conviction doesn't take away a flat percentage, which is why stacking like 50% more res doesn't help (much?). I believe it takes a percentage of your total away. It'd be worth looking at exactly what it does.
Nein, the resistance debuff is flat in 1.07.
The slvl of Conviction is (mlvl/4), so at mlvl 93 that's slvl 23. From then on it uses the Paladin skill, which is 30+(slvl-1)*5 for the resistance part. There's no cap to the resistance debuff in 1.07, but no monster in the game can reach a slvl high enough to exceed 145.
Conviction from a unique Council Member on Hell ends up being a -140 resistance debuff, so if you want to stay at 75 lightning resistance, you'll have to stack it up all the way to 215.
Those LE bolts deal (mlvl/2*2-1) lightning damage each, which at mlvl 93 is 91 damage per bolt, with a 5% chance to crit as usual. Each MSLE stack is 8 bolts, so you can easily get hit by 16+ bolts per hit as a melee character.
So let's say you have 15 MDR and exactly 75 lightning resistance, 16 bolts will deal
124 damage total (assuming none crit). But if you were affected by the -140 debuff, then 16 bolts will suddenly deal at least
2,162.375 damage total.
It's likely of course that you'll have a bit over 75 lightning resistance (pre-debuff), as well as some leech to counter the damage, but if you rapidly hit with a skill like Zeal or Whirlwind, the incoming DPS will just destroy you. You can potentially get hit by 18+ bolts for each of your attacks that hits (if you also catch a few bolts from the "normal" retaliation ring), and you can expect 1 in 20 bolts to be a crit.
So Wizardspike with +95 is not even such a bad idea.
Though even that will not be enough to counter a 140 debuff. I think I'm just gonna hang on to charms with lightning resistance from now on.
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Fruit (Apr 23, 2019 at 5:20 PM)
For Whirlwind attack speed, you only have to worry about the weapon that's used to attack with, which should be slot I in your inventory. The inherent weapon speed, as well as any IAS from off-hand are
not included (so there is
no averaging of weapon speeds). The
weapon speed bug also does
not apply to 1.07 Whirlwind, so lifting the weapon from slot I and putting it back will not mess with the attack speed.
So yeah, slot II is basically just a stat stick. The only exception that I can think of (I think
@Helvete mentioned this a good while back) is when slot I needs the +dex or +str provided by the weapon in slot II, then slot II will in fact be the weapon you'll use to attack with. (You can see that the weapon from slot II remains in the right hand of your character, while normally it'll be put in the left hand.)
As for which stats are (not) applied from off-hand, I don't have a complete list yet. The general idea is if the stat is attack-related, then it is excluded. But as we know there are some exceptions, so we/I will have to look closer.
zemaj said:
Elemental damage from offhand is at least graphically applied (little flash of fire/spark of lightening/turns green on hit).
That's interesting! And certainly proves that it's not so straight-forward as "no attack-related stats", assuming it's not just graphical.
I'll take a look for sure, but can't make a promise on when. Most likely before the weekend has ended.
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Fruit (Apr 25, 2019 at 5:26 PM)
zemaj said:
Elemental damage from offhand is at least graphically applied (little flash of fire/spark of lightening/turns green on hit).
I don't see this happening in the code nor in the game visually. What was your gear setup at the time?
In case you were doing tests with runes/gems, there's a bug when you first put something in a socket. For a while all the stats of the weapon will be included in your attacks. So if you have an off-hand with +300%ED and you put some gem or rune in it, then for this +300%ED (and all other stats on the weapon) will also apply to Whirlwind. The same's true for main hand, so any +%ED that was already applied to the base damage, will then be applied again later.
This bug fixes itself soon enough though, it's not persistent/permanent. But just be aware of it when you test stuff.
Anyway, the only attack-related stat I've found to be applied from off-hand is Cast on Attack (which displays as "on Striking" in-game). Other than that, I don't see anything getting included. Things related to death should all get included though, so Gold Find, Magic Find, Mana per Kill, etc. But things like Deadly Strike, Crushing Blow, Hit Blinds Target, Prevent Monster Heal, none of it gets applied as far as I can tell. But +skills are, even specifically +Whirlwind.
I guess it might still be worth it to make a proper list for easy reference, but there are quite a few stats that can be present on melee weapons.
zemaj said:
I have a kicker somewhere in late Norm/early NM and a BF build in mid NM that got backburnered...
Is that Blade Fury you're talking about? I think it's fair to say that this skill is not worth it in 1.07, as it doesn't include any weapon damage, or any stats from gear. A kicker might be fun though, as I believe an Eth Rune applies to kicks, and Crushing Blow works as well. One thing to keep in mind is that monsters still have the 4x AR like in pre-LoD patches, so prepare to get hit often.
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Fruit (Apr 26, 2019 at 12:21 AM)
maxicek said:
Currently I'm running 2x Grandfather. I'm assuming the AR & Stats all benefit? At least the LCS says they do.
The %Bonus to Attack Rating from the off-hand weapon is not applied to Whirlwind unfortunately. But the Strength, Dexterity, +%Max Mana, +%Max Life and +Life all work. So you do gain a tiny bit of defense, damage and AR from the str and dex.
There don't seem to be a lot of interesting options for an off-hand. :/ GF is probably one of the better ones, and I honestly think Wizardspike may not even be so bad if a Council Memba spawns with Conviction. There also are not a lot of interesting options for socketing the off-hand weapon, I think. But perhaps I'm just not thinking of some cool items. Hopefully.
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Fruit (Apr 26, 2019 at 10:44 PM)
helvete said:
Why not just forego the off hand, and use a shield instead? That certainly solves a lot of resistance issues, leaving room for improvement to other gear?
Well if you use a shield, you'll attack only once per "breakpoint". That's pretty much the trade-off. Whether a shield provides more survivability, I'm not even sure. For decent block chance, you'd have to pump Dexterity
very hard. The formula* for blocking is nasty in 1.07, you need even more dex than you do in 1.14. On top of that, all the dex you pump = vit you can't pump. Also, two attacks means more life leech, possibly making up for the loss of blocking. Or if you meant using a shield more so for the resistances and not so much for blocking, why not Wizardspike?
As for offense, I'm not much of a theory crafter so I don't really know what ultimately is better. My
hunch is that dual-wield is the best, mainly because Crushing Blow is so good, which will potentially be applied twice when dual-wielding. It's also much harder for most two-handed weapons to reach the higher Whirlwind attack speed breakpoints. Maybe if you have some insane craft like WoRG does then you don't have as much a need for all the Crushing Blow, and you can just stack some Shae runes in it to reach a nice breakpoint. I can imagine that with a weapon like that, the physical DPS outshines CB.
Maybe I should also bring up the fact that the +%Damage to Demons from the BK set is not considered an off-hand stat, thus works with Whirlwind. An amazing stat in 1.07 as it is applied separately from other sources. (I'll add that this stat can theoreticlly cause a damage overflow, but I've never investigated what kind of numbers would actually cause one, so I'm not sure if this is something we'd actually need to worry about.)
Anyway, the BK set is basically the "1.07 budget/starter set" for awesome Whirlwind damage because of the relative ease of racking set items. Whether it's actually
the best possible DPS, I don't know. (I hope it isn't, I hate knockback.
)
* : base_block_chance*(dexterity-15)*2 / (clvl*5)
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Fruit (Apr 27, 2019 at 12:04 AM)
helvete said:
So that's why my BK swords work so well....
How about LoH, does that demon damage work? Or should I just swap them out?
Si, LoH works just fine, an absolute godlike item for a melee/Whirlwind character. I kind of wish it was a bit harder to obtain. Like, a Unique item in stead of Set at the least.
(+%DtD doesn't work with missiles, though! So for Lightning Fury you may want to use something crafted, or rare, or whatever.)