Dual Crescent Moon - Viable for Frenzybarb?
The thread title basically says it all. A few minutes ago, I came to think about this... A Frenzybarb dual-wielding a pair of Crescent Moons, packing a whole bunch of Lightning damage small charms. Would this be viable or even useful?
(If you can't be bothered with all the numbers, skip the first part and read the part after the ----- line.)
First, let's take a look at the stats:
Crescent Moon
10% Chance To Cast Level 17 Chain Lightning On Striking
7% Chance To Cast Level 13 Static Field On Striking
+20% Increased Attack Speed
+180-220% Enhanced Damage (varies)
Ignore Target's Defense
-35% To Enemy Lightning Resistance
25% Chance of Open Wounds
+9-11 Magic Absorb (varies)
+2 To Mana After Each Kill
Level 18 Summon Spirit Wolf (30 Charges)
1) This gives for some interesting combinations. With the high attack speed of a Frenzybarb, coupled with the 40% IAS from CM x2, the Static Field (and puny Chain Lightning) will trigger quite often. What we're actually looking at is 20% ctc CL, and 14% ctc SF per Frenzy double-swing.
2) As long as there are enemies within range we'll basically hit almost always, (95%?) seeing as both our swords Ignore Target's Defense. This also means we won't have to worry about AR.
3) The %ED isn't too high on CM, but in a Berzerker Axe, we're looking at (68-80) - (199-228). Let's assume we got an average 200% ED. This is 72-213. Not too much, but it's not too shabby either. We could also go crazy and put CM in a pair of Phase Blades. This'll do wonders for your attack speed, but decrease your physical damage to ~100 average damage.
4) We've got 25% OW x2. If I'm not completely mistaken, this equals 50% OW per Frenzy double-swing. This'll add some nice bleeding on our enemies. With Dracul's Grasp (25% OW) and Gore Riders (10% OW) we're at 85% OW...?
5) We've got 18-22 Magic Absorb. In PvM this won't come into play very often, but it's nice to have. There's also the +4 to Mana After Each Kill, and 60 charges of Spirit Wolf. Not really necessary, but nice to have too.
Now, here comes the fun part:
6) -70% To Enemy Lightning Resist. Each sword's got -35% to ELR, and if we add this up we've got a total of -70%. This is our main strength. This will nicely negate as good as all of the Lightning Resist on every monster in the game, save Lightning Immunes. (What this does to LI's, I'm not sure but perhaps some of the gurus have an answer.)
With a stash filled with Lightning damage Small Charms, we can really start to have some fun. Let's take a look at some numbers again:
Let's assume we have 16 Shocking Small Charms at an average of 1-60 Lightning damage each. This gives us 16-960 Lightning damage per hit. But wait! We've got -70% to ELR, which means that against a monster with no Lightning Resist, we'll do 28-1632 LDamage per hit, which means double that per Frenzy Double-swing.
Oh, and don't forget the Static Field that ~always will do it's full damage, and the CL that will hit up to 8 enemies at 1-400 LDamage per hit. Not game-ending, but it'll help.
If we're a rich RWM player, we could wield a Dream helm (yeah right). With another 1-648 Lightning Damage added per attack we're up to 29-2734 Lightning against monsters with no LightRes.
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So, what conclusion should we draw regarding this setup? Coupled with perhaps a Treachery armor we've got a potential fun character at our hands. Perhaps not the most efficient, but not completely lost behind a wagon neither. Certainly different than the average Frenzybarb too!
Let's add the 16 SC's, Treachery, Drac's Grasp and Gore Riders and sum it up.
Per double swing:
95% IAS
85% OW
Ignore Target's Defense
-70% to Enemy Lightning Resist
20% ctc lvl 17 CL on striking
14% ctc lvl 13 SF on striking
610-650 Poison damage over 0.4 seconds
56-3264 Lightning Damage
(Yeah, I know it's kinda unusual to measure it in double swings, but that's what you get for pressing that mouse button once.)
And then there's the CB and DS from Drac's and Gores. With perhaps Guillaume's Face and max mastery we've got about 50% CB and 50% DS per hit. Also with Treachery, when Fade triggers you'll have an additional 60% res all and 15% phys res. Also with Guillaume's we've got a total of 50% FHR.
Now, lemme get some feedback on this. Would it be a different approach on the Frenzy/Double Swing barb? Definately. Would it be fun to play? I should think so. Would it work well in Hell? I don't know. What do you think?
-Mordach-
The thread title basically says it all. A few minutes ago, I came to think about this... A Frenzybarb dual-wielding a pair of Crescent Moons, packing a whole bunch of Lightning damage small charms. Would this be viable or even useful?
(If you can't be bothered with all the numbers, skip the first part and read the part after the ----- line.)
First, let's take a look at the stats:
Crescent Moon
10% Chance To Cast Level 17 Chain Lightning On Striking
7% Chance To Cast Level 13 Static Field On Striking
+20% Increased Attack Speed
+180-220% Enhanced Damage (varies)
Ignore Target's Defense
-35% To Enemy Lightning Resistance
25% Chance of Open Wounds
+9-11 Magic Absorb (varies)
+2 To Mana After Each Kill
Level 18 Summon Spirit Wolf (30 Charges)
1) This gives for some interesting combinations. With the high attack speed of a Frenzybarb, coupled with the 40% IAS from CM x2, the Static Field (and puny Chain Lightning) will trigger quite often. What we're actually looking at is 20% ctc CL, and 14% ctc SF per Frenzy double-swing.
2) As long as there are enemies within range we'll basically hit almost always, (95%?) seeing as both our swords Ignore Target's Defense. This also means we won't have to worry about AR.
3) The %ED isn't too high on CM, but in a Berzerker Axe, we're looking at (68-80) - (199-228). Let's assume we got an average 200% ED. This is 72-213. Not too much, but it's not too shabby either. We could also go crazy and put CM in a pair of Phase Blades. This'll do wonders for your attack speed, but decrease your physical damage to ~100 average damage.
4) We've got 25% OW x2. If I'm not completely mistaken, this equals 50% OW per Frenzy double-swing. This'll add some nice bleeding on our enemies. With Dracul's Grasp (25% OW) and Gore Riders (10% OW) we're at 85% OW...?
5) We've got 18-22 Magic Absorb. In PvM this won't come into play very often, but it's nice to have. There's also the +4 to Mana After Each Kill, and 60 charges of Spirit Wolf. Not really necessary, but nice to have too.
Now, here comes the fun part:
6) -70% To Enemy Lightning Resist. Each sword's got -35% to ELR, and if we add this up we've got a total of -70%. This is our main strength. This will nicely negate as good as all of the Lightning Resist on every monster in the game, save Lightning Immunes. (What this does to LI's, I'm not sure but perhaps some of the gurus have an answer.)
With a stash filled with Lightning damage Small Charms, we can really start to have some fun. Let's take a look at some numbers again:
Let's assume we have 16 Shocking Small Charms at an average of 1-60 Lightning damage each. This gives us 16-960 Lightning damage per hit. But wait! We've got -70% to ELR, which means that against a monster with no Lightning Resist, we'll do 28-1632 LDamage per hit, which means double that per Frenzy Double-swing.
Oh, and don't forget the Static Field that ~always will do it's full damage, and the CL that will hit up to 8 enemies at 1-400 LDamage per hit. Not game-ending, but it'll help.
If we're a rich RWM player, we could wield a Dream helm (yeah right). With another 1-648 Lightning Damage added per attack we're up to 29-2734 Lightning against monsters with no LightRes.
----------------------------------------------------------------------------------
So, what conclusion should we draw regarding this setup? Coupled with perhaps a Treachery armor we've got a potential fun character at our hands. Perhaps not the most efficient, but not completely lost behind a wagon neither. Certainly different than the average Frenzybarb too!
Let's add the 16 SC's, Treachery, Drac's Grasp and Gore Riders and sum it up.
Per double swing:
95% IAS
85% OW
Ignore Target's Defense
-70% to Enemy Lightning Resist
20% ctc lvl 17 CL on striking
14% ctc lvl 13 SF on striking
610-650 Poison damage over 0.4 seconds
56-3264 Lightning Damage
(Yeah, I know it's kinda unusual to measure it in double swings, but that's what you get for pressing that mouse button once.)
And then there's the CB and DS from Drac's and Gores. With perhaps Guillaume's Face and max mastery we've got about 50% CB and 50% DS per hit. Also with Treachery, when Fade triggers you'll have an additional 60% res all and 15% phys res. Also with Guillaume's we've got a total of 50% FHR.
Now, lemme get some feedback on this. Would it be a different approach on the Frenzy/Double Swing barb? Definately. Would it be fun to play? I should think so. Would it work well in Hell? I don't know. What do you think?
-Mordach-