Hi everyone,
So it's been a while and with season 1 now being concluded, I decided
to come out with a few things that I have learned about DH in 2.1.2
recently. Because I got a little unlucky with pylons pre-patch, I still
had to up my rank a bit before the end of the season, so I decided to
try out various things. As always, there was so much misinformation
floating around on the forums that I decided it would be best to not
trust any of it, and after some initial testing, I went with Cluster
Arrow. Following some disappointing attempts with the grenade-heavy
runes of the skill I realized that in solo play, the accuracy and
utility of rockets is pretty much unbeatable, so I was left with two
choices: Physical and Cold. Since the mainstream was focusing on Cold so
much, I decided to start with the other one first, and cleared a tier
50 rift after two tries on patchday, and my tier 52 rift quickly
thereafter, lifting me up to the second highest DH solo clear after
patch 2.1.2 (only to be beaten by my clan mate Kampfkoloss) and a top 10
spot overall. I have also used this build on my hardcore character to
get two then-rank 1 spots (tier 44 + 45, beating my own previous rank 1
twice) shortly after the patch, even with suboptimal items, and also
took it to even higher tiers with great success.
Since I didn't want to rely on my gut feeling alone, I needed some
math to back it up. I wanted to be as exact as possible in order to
produce the best possible combination of items, skills and stats; some
basic napkin math just didn't catch it, so I crafted a spreadsheet to
include everything. I calculated the damage versus various amounts of
enemies, factoring in accuracy loss (because you can't hit everything
all the time) and area damage, different weapons (generic 2h Xbow,
generic 2h Bow, Etrayu, Kridershot, Calamity), various combinations of
runes for Kridershot, follower, sentry deployment and multiplier for
sentry effectiveness, health globes, CD use, buff uptime, time spent on
RG / elites / trash packs, legendary gems, generator:spender ratios,
just everything, and weighed the numbers to my best knowledge. Even
though I had ceased testing with Hexing Pants pretty quickly back on the ptr, I was encouraged by oogieboogie to continue to do so on live, and I have also plotted this item against the very common Pride's Fall, with interesting results. (FYI: You can keep the bonus of Hexing Pants when constantly stutter stepping).
Here is a screenshot of a part of the spreadsheet to give you an idea
how I calculated things in there. Disclaimer: The purpose is not to
calculate actual damage values, but to provide a comparison for
different builds. Link1
There is also a second page where I basically calculated the
effectiveness of the different runes based at its heart on "rift
composition", which looks like this. Link2
There's also some more, like a whole page devoted to Kridershot and
the results of all the different weapon types. Still, the most
interesting part of this whole thing is this, where "Element = 0 is
cold, = 1 is physical" Link3
Note that physical pulls ahead for every weapon type. Cold vs.
physical is pretty close for Kridershot, because I included the Spitfire
Turrets for cold, but not for physical (since you will slow with
Elemental Arrow), causing the gap to narrow by ~8%. For every other
weapon, physical wins out by approximately 10%, even considering that
you will spent a lot less time on the RG and elite packs because the
rockets are considerably stronger in those situations. Hexing Pants lose
effectiveness if you get a power pylon and gain some more if you get a
channeling. If you lose Pride's Fall buff more than once per minute, you
should use Hexing Pants in any case. If you get a plagued elite pack
during your rift, Hexing Pants is almost guaranteed to be better.
The numbers uses in this spreadsheet are the values I have on my
items; I used the same numbers for all bows (because I have neither an
Etrayu nor a Kridershot), my Xbow and Bow rolls are within ~2-3% of the
maximum, while my Calamity is lacking behind by ~6-7%.
Some further information about itemization:
- Resource cost reduction is king
- Hatred reg vs RCR on quiver is about ~1% worse for Xbow, increasing up
to ~3% for Calamity. Hatred reg + RCR is also an option (another 1-4%
worse than CA)
- Area Damage is very strong, close to RCR on quiver and weapon (~-2-3%
worse), depending on rift layout this might even shift into a net gain
- CDR is not really important (e.g. dropping 12,5% gem is a ~3% loss),
the best combination for shoulders is RCR, Sentry, Area Damage
- CA wins out by far vs Sentry on quiver
- Taeguk is the best third legendary gem to use in conjunction with
Zei's and Bane of the Trapped, by far. Enforcer is an option in group
play (requires ~150% external damage increased by skills at about rank
60 of both gems). BotP is a ~3-10% loss.
- Ancient Saffron Wrap is an option compared to nonancient Witching Hour
(2-5% worse)
- Hellfire Amulet is probably unbeatable
- Using a generic 1h Xbow is not worth it, Calamity is a ~8-12% boost
- Always get % damage on your weapon, and add RCR to it (not for
Etrayu). IAS is okay for Kridershot as well (~2-4% worse)
- Kridershot 3 Hatred vs 4 Hatred is a ~3-4% dps increase
- Dropping Reaper’s Wraps for IAS bracers is an option, possibly a gain
with high attack speeds
- Elite dmg is not included in the calculations, but it should be safe
to assume that you will be fighting elites about 1/2 to 2/3 of the time,
thus every point of elite damage should boost your overall dps by ~0.5%
- Zei’s is not included for now, it’s safe to assume that your sentries
benefit a little less than you do, and Kridershot with Spitfire Turrets
will benefit a bit more from Zei’s.
The exact skills used are these: Build (Proper Diablofans Build to be added.
Use Steady Aim, Single Out or Night Stalker (with Calamity) as your
5th passive, and Frost Arrow + Spitfire Turrets or Nether Tentacles as
your generator with Kridershot.
Some closing remarks: Please note that by choosing to run physical,
you won't suddenly clear tier 50 easily. It's still difficult, you are
still going to get oneshot, you will still have to dodge everything.
It's a ~10% increase over cold, plain and simple, if you have a
well-rolled Etrayu, it's even less. For lower tiers, you can still stack
toughness and Unity if you like, the gearing priorities don’t change at
all. I hope this information helps and encourages you to try out the
physical element of the Demon Hunter and make your character stronger as
a whole. The spreadsheet will be improved upon in the future, and I
have many ideas that I need to include and test ingame, but this will
take some weeks or months. I will share what I know when I find out new
things.
I will return to streaming very soon, I just had a busy time at
university during the last weeks/months, but this will be over in a few
days. Feel free to check out my Twitch channel if you want to watch me play and interact with me, or look for me on Youtube. If you are interested in more of my recent work, you should check out this thread
and the links there for some information on the lightning DH in 2.1.2.
(As of now, I’m not sure if lightning will take the top spots in the
end, since you essentially need to stack layer upon layer of good RNG
(in terms of drops and rift) in order to complete a tier ~55+ rift,
which makes it a lot easier for versatile builds like this to achieve.)
Here is the video of the tier 52 run, note that with enough time,
tries and ancient items 54-55 is very well possible, and I expect to see
them cleared within 2 months. I used about 20 keys to complete this
rift - Tier 52 sc
Bonus clip: My tier 48 run on hardcore (I suggest you read the description until the "spoiler" before watching) - Tier 48 hc
Cheers,
wudijo
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