![]() And then he's phrasing normal damage boosts as if they double dip. with how the weird math was, but around only 18% lol. But again, you phrase it like you've got a gambling addiction and say "You've got a CHANCE to deal 700 *****ing percent more damage, baby!" while acting like the percentage isn't abysmal. HITS are limper than ever." That's a NEGATIVE. How you should be phrasing it is "unlike most rings, it ONLY boosts the damage of CRITS. Not to mention you're PHRASING it as if it's a good thing. ![]() "what it's actually doing is turning the +100% into +700% because it multiplies your critical hit damage" It LITERALLY - LIT-ER-ALL-Y isn't. ![]() And to the guy below, that is the dumbest phrasing I've seen. which lets you pick OTHER multipliers which actually gets you more damage, plus other benefits, WHICH STILL WORK ON HITS. which is just 11% more over a ring of god damn balance. 7) not only are you relying on the literal random number generator, you are relying on overcoming ALL OF THE ABOVE. 6) If you are IN a boss fight, you can't rely on the ONKILL ring, and even if you are, YOU'RE BACK TO THE ISSUE OF OVERKILL. Technically more since you're also relying on radiant. 5)And when hunter's mark isn't up, instead of losing 20% damage, you lose 25. 4)And with how limited the crit options are, you also need to somehow juggle butchers charm charge attacks - WHILE NOT LOSING RADIANT STACKS. 3.5) compensating for overkill with radiant means you have to rely on ALWAYS CRITTING something, which the LITERAL 2.5 seconds you DO NOT find a new target AND THEN CRIT - not just hit - *****ing CRIT - or have to reload, or, you know - *****ing dodge (but who does that in a game built around it, amirite, chads?) You immediately lose the benefit. 3) OVERKILL IS NOT EXTRA DAMAGE which means the normal crit weapons don't get any real benefit from it outside of boss fights. 2) Everything you're picking items just to TRY to make this work, which you're trading other benefits for. Unless you're going for some sort of one in a million speed run, it's barely worth considering. Jesus christ, Ok I know people don't like to be told how to build their characters, especially not when they base it on their gambler's addiction, but this ring is extremely niche, and I'm almost falling out of my chair reading the complete misconception, and deceptive phrasing of the dude bellow, so here's some***** to keep in mind: 1) The damage potential isn't even that high. TL DR, You can do better damage by avoiding this ring, even in builds designed to take advantage of it specifically. Cons: Reducing crit chance by 5%, to 95% reduces your buff from 18% to 14.2%, so you need 100% crit chance The buff is unpredictable In most builds designed specifically for the 100% crit chance for this ring, it is simply more effecient to use Hunters Band (Boss with Weakspot), Jewel of the Black Sun (Mobbing, or boss with adds), or Burden of the Gambler(Boss with no weakspot) Everything is calculated to take advantage of the fact that devouring loop's buff is multiplicitive. This can be taken advantage of to eek out a few points of total damage over the above rings at high levels, but only if your build is inefficient. Pros: 18% is above your average ring, but is beaten by the Hunters Band (10% RangeDmg, 20% WeakspotDmg, and Jewel of the Black Sun (21% ranged Damage) This buff is multiplicative, not additive. Divide that by the number of shots to get the avg, and you have 177. Math: (assuming base shot damage of 100, the base crit damage of +50%, and assuming 100% crit chance) 100 * 1.50 * (0.06 * 4) = 177 base * crit damage * (devouring_chance * devouring_damage) = average damage per shot This can be demonstrated by calculating a simulation with perfect theoretical probability: Lets say we do 100 shots - 94 will be normal (150 dmg), and 6 will be devouring shots(600 dmg). Assuming you have a 100% crit chance, It increases your average damage per shot by 18%.
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