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On January 01 2017 11:32 incinerate_ wrote:Show nested quote +On January 01 2017 10:58 -Archangel- wrote:On January 01 2017 06:15 incinerate_ wrote:I am currently planning a full fire conversion dual warchief totem build using Ngamahu's Flame. Before I sink >150c into that can anyone tell me whether the "Attack with Moltenstrike on Hit" will proc from the totems if they attack or from me despite using totems? Re: Infernal Blow vs Earthquake: I think EQ is mechanically superior simply for the fact that you can hit the ground and the explosion will go off. That being said Infernal Blow's explosion is incredibly satisfying. Edit: My question is answered in the negative here: www.pathofexile.com. It is even intended behavior. Good thing I noticed before buying my gear. I am playing a such build with an elementalist and it is super powerful, even without Molten Burst effect. 30k dps per totem with unoptimized character that still needs to do uber lab (which would give me 25% fire penetration) on a 5L. Also I am still not using Xoph's Blood amulet which is part of this build. Add on top of that Ignite damage and this will go crazy. Hmm, that sounds interesting. I am just not sure whether it's better than the following alternative which some people use: Kongor's Undying Rage + Elemental Overload using Call of the Brotherhood, Pyre, Phys to Lightning (and Xoph's or Avatar of Fire). Kongor's has higher dps (and is 3c while Ngamahus is >= 60c in BHC) and EO is the better multiplier (compared to the 10 Fire Pen that Nagamhu's gives you). You can probably make that up with two good rings though. The ignite is a really good point which I hadn't thought about yet. Does Phys Damage that is converted to fire double dip on the ignite? Probably not? I leveled a Marauder (plan to go Chieftain) but I see the appeal of Elementalist with the additional fire penetration. Ngamahu's Flame has 20% fire pen. With that weapon and Xoph's Blood you get full 100% fire penetration so you can skip wasting two ring slots and a support slot (and you can get two 35% elemental damage on rings). Also it has better attack speed. I also use Elemental Overload with OoS+IncreasedAoE+IncCrit+CoH+Flammability setup. For Ngamahu's Flame I did need to invest into accuracy but only 5-6 points. Accuracy is easy to get on rings and other gear (personally I chose to use Shaper's Touch gloves so my high Int also gives me Accuracy, while high Dex also gives me bonus life and bonus melee physical damage).
But for BHC I would also go a more tankier class. Elementalist would probably work better as a CI version but that gear costs A LOT so since I play on BSC I chose to go life. I might try to switch to CI if I can get enough currency to buy awesome gear for it :D
Since you get 100% conversion to fire you don't need to take any physical damage nodes. I only took fire and elemental damage nodes and those all double dip. And Elementalists has lots of elemental bonus damage as well. I also use two golems (fire and stone) for even more bonus damage.
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Anyone in BSC have a perandus coins bank he wanna sell ? I got Perandus Manor again.
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What theeee was chilling around waiting to buy coins. Disable anyone that can go into my hideout, while go to other ppl hideouts to buy coins. (Portals still there) When I got back all portals disappear .... Rip 3ex Perandus Manor x_x
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The sucks.
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Maaaan Im learning a lot of stuff as I'm going. Grew tired of reading up on stuff before doing it, so I tried making a Vaal Haste, and it only became Corrupted. I'm guessing I need to max level the haste before I crack a Vaal Orb on it?
Went and bought a Trypanon, could be because I'm only level 54, and only Ascended once, but leveling is still a struggle. In Act 2 of Cruel atm.
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No, Vaal Orbs are random. The only guarantee is they will give your item the 'corrupted' affix and prevent them from being further modified.
Options for gems are no effect (seemingly what you got), plus or minus quality, plus or minus level, turning into the Vaal version of the skill.
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On January 01 2017 12:15 -Archangel- wrote:Show nested quote +On January 01 2017 11:32 incinerate_ wrote:On January 01 2017 10:58 -Archangel- wrote:On January 01 2017 06:15 incinerate_ wrote:I am currently planning a full fire conversion dual warchief totem build using Ngamahu's Flame. Before I sink >150c into that can anyone tell me whether the "Attack with Moltenstrike on Hit" will proc from the totems if they attack or from me despite using totems? Re: Infernal Blow vs Earthquake: I think EQ is mechanically superior simply for the fact that you can hit the ground and the explosion will go off. That being said Infernal Blow's explosion is incredibly satisfying. Edit: My question is answered in the negative here: www.pathofexile.com. It is even intended behavior. Good thing I noticed before buying my gear. I am playing a such build with an elementalist and it is super powerful, even without Molten Burst effect. 30k dps per totem with unoptimized character that still needs to do uber lab (which would give me 25% fire penetration) on a 5L. Also I am still not using Xoph's Blood amulet which is part of this build. Add on top of that Ignite damage and this will go crazy. Hmm, that sounds interesting. I am just not sure whether it's better than the following alternative which some people use: Kongor's Undying Rage + Elemental Overload using Call of the Brotherhood, Pyre, Phys to Lightning (and Xoph's or Avatar of Fire). Kongor's has higher dps (and is 3c while Ngamahus is >= 60c in BHC) and EO is the better multiplier (compared to the 10 Fire Pen that Nagamhu's gives you). You can probably make that up with two good rings though. The ignite is a really good point which I hadn't thought about yet. Does Phys Damage that is converted to fire double dip on the ignite? Probably not? I leveled a Marauder (plan to go Chieftain) but I see the appeal of Elementalist with the additional fire penetration. Ngamahu's Flame has 20% fire pen. With that weapon and Xoph's Blood you get full 100% fire penetration so you can skip wasting two ring slots and a support slot (and you can get two 35% elemental damage on rings). Also it has better attack speed. I also use Elemental Overload with OoS+IncreasedAoE+IncCrit+CoH+Flammability setup. For Ngamahu's Flame I did need to invest into accuracy but only 5-6 points. Accuracy is easy to get on rings and other gear (personally I chose to use Shaper's Touch gloves so my high Int also gives me Accuracy, while high Dex also gives me bonus life and bonus melee physical damage). But for BHC I would also go a more tankier class. Elementalist would probably work better as a CI version but that gear costs A LOT so since I play on BSC I chose to go life. I might try to switch to CI if I can get enough currency to buy awesome gear for it :D Since you get 100% conversion to fire you don't need to take any physical damage nodes. I only took fire and elemental damage nodes and those all double dip. And Elementalists has lots of elemental bonus damage as well. I also use two golems (fire and stone) for even more bonus damage.
What auras do you rune with that setup? I guess one advantage of the kongor's approach is that you can use hatred all cold dmg is converted to fire rather than only 50%. Anyway dual curse should be insane with the amount of fire pen you have.
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There's nothing "full" about 100% penetration. Penetration allows you to go below 0% resist. You shouldn't stack it super high though because penetration represents a (much) larger more damage multiplier against high resistances. (Example, against an enemy with 90% fire res, 10% pen represents 100% more damage. Against an enemy with 10% fire res, 10% pen represents 11% more damage.)
Enemies generally don't have super high resists and even when they do they're subject to the same 75% softcap we are, in most cases. This means the values where pen. stops equating to more damage than other gems or affixes or nodes is actually quite low.
Furthermore, pen. doesn't lower enemy resists and as such it only applies to hits, this means it does not double dip for damage over time, so you're not even getting extra bonus value in that way for ignites/burning.
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On January 02 2017 02:13 Lachrymose wrote: There's nothing "full" about 100% penetration. Penetration allows you to go below 0% resist. You shouldn't stack it super high though because penetration represents a (much) larger more damage multiplier against high resistances. (Example, against an enemy with 90% fire res, 10% pen represents 100% more damage. Against an enemy with 10% fire res, 10% pen represents 11% more damage.)
Enemies generally don't have super high resists and even when they do they're subject to the same 75% softcap we are, in most cases. This means the values where pen. stops equating to more damage than other gems or affixes or nodes is actually quite low.
Furthermore, pen. doesn't lower enemy resists and as such it only applies to hits, this means it does not double dip for damage over time, so you're not even getting extra bonus value in that way for ignites/burning. Penetration is always a MORE modifier so it is as good as any other and often better when enemies have high resistance. And while Fire Penetration support (and other penetration) does not double for Ignite, Flammability curse does. If you depend on Ignite to do most of your damage then stacking double dip modifiers IS preferable to overdoing on Penetration. But Penetration will make the initial hit stronger and make base Ignite damage better.
I guess a Elementalist with Mastermind of Discord can ignore using a Fire Penetration support and use some other More damage support that can double dip. Other classes cannot really ignore that support.
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On January 02 2017 01:25 incinerate_ wrote:Show nested quote +On January 01 2017 12:15 -Archangel- wrote:On January 01 2017 11:32 incinerate_ wrote:On January 01 2017 10:58 -Archangel- wrote:On January 01 2017 06:15 incinerate_ wrote:I am currently planning a full fire conversion dual warchief totem build using Ngamahu's Flame. Before I sink >150c into that can anyone tell me whether the "Attack with Moltenstrike on Hit" will proc from the totems if they attack or from me despite using totems? Re: Infernal Blow vs Earthquake: I think EQ is mechanically superior simply for the fact that you can hit the ground and the explosion will go off. That being said Infernal Blow's explosion is incredibly satisfying. Edit: My question is answered in the negative here: www.pathofexile.com. It is even intended behavior. Good thing I noticed before buying my gear. I am playing a such build with an elementalist and it is super powerful, even without Molten Burst effect. 30k dps per totem with unoptimized character that still needs to do uber lab (which would give me 25% fire penetration) on a 5L. Also I am still not using Xoph's Blood amulet which is part of this build. Add on top of that Ignite damage and this will go crazy. Hmm, that sounds interesting. I am just not sure whether it's better than the following alternative which some people use: Kongor's Undying Rage + Elemental Overload using Call of the Brotherhood, Pyre, Phys to Lightning (and Xoph's or Avatar of Fire). Kongor's has higher dps (and is 3c while Ngamahus is >= 60c in BHC) and EO is the better multiplier (compared to the 10 Fire Pen that Nagamhu's gives you). You can probably make that up with two good rings though. The ignite is a really good point which I hadn't thought about yet. Does Phys Damage that is converted to fire double dip on the ignite? Probably not? I leveled a Marauder (plan to go Chieftain) but I see the appeal of Elementalist with the additional fire penetration. Ngamahu's Flame has 20% fire pen. With that weapon and Xoph's Blood you get full 100% fire penetration so you can skip wasting two ring slots and a support slot (and you can get two 35% elemental damage on rings). Also it has better attack speed. I also use Elemental Overload with OoS+IncreasedAoE+IncCrit+CoH+Flammability setup. For Ngamahu's Flame I did need to invest into accuracy but only 5-6 points. Accuracy is easy to get on rings and other gear (personally I chose to use Shaper's Touch gloves so my high Int also gives me Accuracy, while high Dex also gives me bonus life and bonus melee physical damage). But for BHC I would also go a more tankier class. Elementalist would probably work better as a CI version but that gear costs A LOT so since I play on BSC I chose to go life. I might try to switch to CI if I can get enough currency to buy awesome gear for it :D Since you get 100% conversion to fire you don't need to take any physical damage nodes. I only took fire and elemental damage nodes and those all double dip. And Elementalists has lots of elemental bonus damage as well. I also use two golems (fire and stone) for even more bonus damage. What auras do you rune with that setup? I guess one advantage of the kongor's approach is that you can use hatred all cold dmg is converted to fire rather than only 50%. Anyway dual curse should be insane with the amount of fire pen you have. I use Anger and HoA. For dual curse I would rather use Temporal Chains in addition to Flammability.
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On January 02 2017 02:33 -Archangel- wrote:Show nested quote +On January 02 2017 02:13 Lachrymose wrote: There's nothing "full" about 100% penetration. Penetration allows you to go below 0% resist. You shouldn't stack it super high though because penetration represents a (much) larger more damage multiplier against high resistances. (Example, against an enemy with 90% fire res, 10% pen represents 100% more damage. Against an enemy with 10% fire res, 10% pen represents 11% more damage.)
Enemies generally don't have super high resists and even when they do they're subject to the same 75% softcap we are, in most cases. This means the values where pen. stops equating to more damage than other gems or affixes or nodes is actually quite low.
Furthermore, pen. doesn't lower enemy resists and as such it only applies to hits, this means it does not double dip for damage over time, so you're not even getting extra bonus value in that way for ignites/burning. Penetration is always a MORE modifier so it is as good as any other and often better when enemies have high resistance. And while Fire Penetration support (and other penetration) does not double for Ignite, Flammability curse does. If you depend on Ignite to do most of your damage then stacking double dip modifiers IS preferable to overdoing on Penetration. But Penetration will make the initial hit stronger and make base Ignite damage better. I guess a Elementalist with Mastermind of Discord can ignore using a Fire Penetration support and use some other More damage support that can double dip. Other classes cannot really ignore that support. Yeah, but everything has an opportunity cost. 100% penetration is more damage than 50% penetration, but the opportunity cost is likely extremely high and extremely inefficient compared to getting the cheapest, easiest 50% penetration possible and then getting the cheapest, easiest more and increased damage sources with the rest of your points/gems/gear.
When enemies have low or negative resists penetration is utterly pathetic in terms of it's effective more multiplier compared to every other thing you could be doing to increase your damage in the game.
And yes, flammability of course double dips because it actually lowers resists, unlike penetration. The downside to lowering resists is, unlike penetration, it's applied before the resist cap.
If you're using Ngamahu's Flame, Xoph's Blood and Mastermind of Discord you have 55% pen. You absolutely should not use a pen. gem under those circumstances. Literally any other damage gem will be better. You shouldn't really use Flammability, either, with 55% pen, unless you're specifically hard-scaling ignites, but I can't imagine that's the right way to go if you're slapping clowns with Ngamahu's.
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Of course you are scaling ignite, that is whole point of using elementalist. Ignite vs bosses basically doubles your dps (or at least it is worth at least another totem). Pen support is still better than things like added fire damage and comparable to phys damage support. It is not better than WED or Concentrated area as those double dip.
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With 55% pen. and Flammability then a pen. gem is significantly less damage than added fire in any reasonable situation and there's no way it's even remotely close for melee phys.
Like, the resist fire monsters have an 'allies resist elemental damage' rave party under a resistance shrine and melee phys is still better kind of not close.
Also, the ignite would take a lot of scaling to get to that point without an Emberwake. Let's say you have the Slowest Totems On Earth (this is the best case scenario for ignite as a DPS boost) and they hit twice a second each. So together they hit 16 times during the duration of an ignite, which, before scaling, is .8 extra attacks in that time frame. To be an extra totem your double dipping has to increase that 0.8 attacks to 8.0 attacks worth of damage, that's 900% increased damage. To be double damage you have to double that again.
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On January 02 2017 04:04 Lachrymose wrote: With 55% pen. and Flammability then a pen. gem is significantly less damage than added fire in any reasonable situation and there's no way it's even remotely close for melee phys.
Like, the resist fire monsters have an 'allies resist elemental damage' rave party under a resistance shrine and melee phys is still better kind of not close.
Also, the ignite would take a lot of scaling to get to that point without an Emberwake. Let's say you have the Slowest Totems On Earth (this is the best case scenario for ignite as a DPS boost) and they hit twice a second each. So together they hit 16 times during the duration of an ignite, which, before scaling, is .8 extra attacks in that time frame. To be an extra totem your double dipping has to increase that 0.8 attacks to 8.0 attacks worth of damage, that's 900% increased damage. To be double damage you have to double that again. Melee phy gives 49% more damage but only for physical. It gives nothing for Anger or other sources of added fire damage. Fire Penetration gives 37% more damage based on total damage you do after all other calculations are done. Added Fire Damage gives 44% more fire damage based on your physical damage. Again, it does nothing for any sources of fire damage you will have which Fire penetration will give. All 3 supports will not double dip. Also Added Fire Damage and Melee physical will give way way less vs those crazy mobs with huge resists (elemental resist mobs on maps with fire resist mods and you can also get rares with elemental resist auras) which as you said, Fire Pen will give a lot more than just 37% more damage vs those enemies. Using Flammability just means their max resists will get reduced and then your penetration will do even more.
Ok, I fracked up with double damage, but your ignite is based on damage of one totem and then again increased by all your fire, elemental, area, totem and other modifiers. It will be A LOT based on how much double dip you stacked (which I have, almost all my bonus damage is double dip) and increased burn modifiers which I also have. Only super high resist or curse immune will take lot less from ignite. It is easily worth extra totem especially since it keeps doing damage even if the original target moves away from range and you have to summon new totems so they keep hitting it.
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You are wrong. Fire Penetration Support does not give 37% more damage unless your target has exactly 0% fire res and you convert the other 50% of your phys to fire, which I understand you are doing but you have to understand you can't just consider that as free.
Your average target isn't going to have 0% fire resist. They're going to be significantly into the negatives and fire pen. support is going to be significantly less than 37% more.
And again, you are wrong. As I stated, those crazy 105%+/85% resist/max resist mobs (that are extreme best case scenario/don't really exist/don't really matter) will still take more damage from Melee Phys than Fire Pen. Support. Seriously, do the math. Or don't. Look, the fun part of PoE is making builds and I don't want to stand in your way, but I also don't want other people reading this to be convinced that what you're saying is true based off your intuition and feelings when the math is very clear that it doesn't work out that way.
Using Flammability doesn't reduce max resist. It reduces resists. This means whenever a monster is overcap the portion of Flammability that brings them down to cap is completely wasted.
Using Flammability doesn't make your penetration do "even more". It makes it do less. Less. Every point of penetration or reduced resistance makes the next point less valuable. Not more. You are wrong.
And the last thing is, going down that route just opens you up to curse immune and burning immune enemies. The Ngamahu character scaling phys and fire wherever it's most efficient and socketing Ele. Focus instead is still going to truck those monsters just hard as everything else and they're going to truck that everything else way harder than you.
A small amount of lowered resists/pen. against a high resist enemy is by far the most efficient, biggest damage boost you can get in the game. But that's not what is happening here.
A large amount of lowered resists/pen. against low/no resist enemies is really terribly god-awful compared to every other way to scale your damage. This is the category that you're going to be in almost every time you hit anything.
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Pen is best vs bosses who have implicit resists and a hefty less curse effectiveness modifier to mitigate your flammability a huge amount. Most builds don't really need help with trash clear.
Treat this post as a general comment on the gem not advice on your specific setup
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The truth is boss resistances just aren't that high, they just have tons of HP. Out of the box they tend to have 30% which is lower than basically any resistant rare.
They can hit 75% in a ele. resist, Elemental Equilibrium map, but in the same map the rares will also hit 75%. And unless they hit it right on the button they're going to overcap and your Flammability is going to become shitty.
Pen. is "best" in regular maps against super-powered rares, like Essence and Breach rares with stacked resistance buffs. If you identify that as not a situation worth building around then you also identify stacking pen. to the heavens as not worth building around because they are the same thing.
Once your target gets below like 40% resist (ie. more than default) pen. gem starts to lose out to super premium damage supports like conc. Once your target gets below like 20% resist (Just 10% pen vs a random boss without map mod help! Just 55% below resistance cap!(!!)) pen. gem starts to lose out pretty significantly to regular good damage gems like melee phys and others of that calibre. If you're getting your target -70% resist then pen. gem is about as worthwhile as Chance to Flee for DPS.
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On January 02 2017 06:48 Lachrymose wrote: You are wrong. Fire Penetration Support does not give 37% more damage unless your target has exactly 0% fire res and you convert the other 50% of your phys to fire, which I understand you are doing but you have to understand you can't just consider that as free.
Your average target isn't going to have 0% fire resist. They're going to be significantly into the negatives and fire pen. support is going to be significantly less than 37% more.
And again, you are wrong. As I stated, those crazy 105%+/85% resist/max resist mobs (that are extreme best case scenario/don't really exist/don't really matter) will still take more damage from Melee Phys than Fire Pen. Support. Seriously, do the math. Or don't. Look, the fun part of PoE is making builds and I don't want to stand in your way, but I also don't want other people reading this to be convinced that what you're saying is true based off your intuition and feelings when the math is very clear that it doesn't work out that way.
Using Flammability doesn't reduce max resist. It reduces resists. This means whenever a monster is overcap the portion of Flammability that brings them down to cap is completely wasted.
Using Flammability doesn't make your penetration do "even more". It makes it do less. Less. Every point of penetration or reduced resistance makes the next point less valuable. Not more. You are wrong.
And the last thing is, going down that route just opens you up to curse immune and burning immune enemies. The Ngamahu character scaling phys and fire wherever it's most efficient and socketing Ele. Focus instead is still going to truck those monsters just hard as everything else and they're going to truck that everything else way harder than you.
A small amount of lowered resists/pen. against a high resist enemy is by far the most efficient, biggest damage boost you can get in the game. But that's not what is happening here.
A large amount of lowered resists/pen. against low/no resist enemies is really terribly god-awful compared to every other way to scale your damage. This is the category that you're going to be in almost every time you hit anything.
Ok, I get it. Once you start reducing resists into negative each additional penetration % works as increased damage instead of more damage. So OK, with Elementalist I don't need Fire Pen gem in any setup, better to use Melee Physical support as it will boost both weapon and Herald of Ash.
And if I am not wrong, Ignite immune enemies are very rare (except map mod that gives everyone a chance to avoid ignite but those are not immune and tougher enemies getting hit by 2 totems will get ignited anyways)
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On January 02 2017 09:10 -Archangel- wrote:Show nested quote +On January 02 2017 06:48 Lachrymose wrote: You are wrong. Fire Penetration Support does not give 37% more damage unless your target has exactly 0% fire res and you convert the other 50% of your phys to fire, which I understand you are doing but you have to understand you can't just consider that as free.
Your average target isn't going to have 0% fire resist. They're going to be significantly into the negatives and fire pen. support is going to be significantly less than 37% more.
And again, you are wrong. As I stated, those crazy 105%+/85% resist/max resist mobs (that are extreme best case scenario/don't really exist/don't really matter) will still take more damage from Melee Phys than Fire Pen. Support. Seriously, do the math. Or don't. Look, the fun part of PoE is making builds and I don't want to stand in your way, but I also don't want other people reading this to be convinced that what you're saying is true based off your intuition and feelings when the math is very clear that it doesn't work out that way.
Using Flammability doesn't reduce max resist. It reduces resists. This means whenever a monster is overcap the portion of Flammability that brings them down to cap is completely wasted.
Using Flammability doesn't make your penetration do "even more". It makes it do less. Less. Every point of penetration or reduced resistance makes the next point less valuable. Not more. You are wrong.
And the last thing is, going down that route just opens you up to curse immune and burning immune enemies. The Ngamahu character scaling phys and fire wherever it's most efficient and socketing Ele. Focus instead is still going to truck those monsters just hard as everything else and they're going to truck that everything else way harder than you.
A small amount of lowered resists/pen. against a high resist enemy is by far the most efficient, biggest damage boost you can get in the game. But that's not what is happening here.
A large amount of lowered resists/pen. against low/no resist enemies is really terribly god-awful compared to every other way to scale your damage. This is the category that you're going to be in almost every time you hit anything.
Ok, I get it. Once you start reducing resists into negative each additional penetration % works as increased damage instead of more damage. So OK, with Elementalist I don't need Fire Pen gem in any setup, better to use Melee Physical support as it will boost both weapon and Herald of Ash. Not exactly, it will always be a "more" multiplier, it will just become a smaller and smaller more multiplier. This is true for all values, 75->74 is a bigger damage increase than 74->73. There is no special breakpoint at 0% or negatives, the trend will just hold forever.
At some point it will become so small it's less "more" than most "more" damage gems. This actually happens surprisingly quickly if you're not familiar with how effective penetration is and how strong some damage gems are. At the levels of pen. you're talking about in your build you're already way past that point even before the penetration gem.
Here is a graph to help you visualise exactly how much it falls off. The steeper the line the more effective penetration is. The further left the lower the resistance you're penetrating.
![[image loading]](https://hydra-media.cursecdn.com/pathofexile.gamepedia.com/d/db/Resistance_penetration_efficacy.png) When the graph is really steep on the far right it's better than conc. effect. When it's a little steep in the mid right it's better than melee phys. In the middle it's worse. On the left it's worse than everything.
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That graph is not what I am talking about. I am not comparing the worth of 10% penetration vs 49% more damage of melee phy or 59% more damage of Concentrated Effect. I am comparing worth of full bonus of fire penetration gem which is 37% vs other supports you can fit into a build like this. I do agree that 10% penetration worth drops off fast compared to 49 or 59. 37% does not drop off that fast, well it does vs Area Damage boost as that one double dips and multiplies total damage like Fire Pen does. Melee Physical is "only" 49% and multiplies only physical damage and does not double dip. It is better if you are stacking physical added damage, using Hatred and Ash but less effective you are stacking added fire damage from gear and using Anger.
And well the special breakpoint at 0% is that it is easy to envision it. reducing someone resistances by 37% when they are at 0 resistance end us as straight 37% more damage to your total damage output.
But anyways, I get it now why focusing too much of resistance reduction will not give me best DPS. It would be best choice if it also double dipped for Ignite.. oh well.
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