Orange Modifiers Practice and Theory

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mortimer_85
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Hey Median Community,

When I read the updated SU docs I just went crazy seeing all those new mechanics and synergies that are introduced with those Orange text modifiers.
From reading other posts I know that some of them are not working as intended, some are mentioned in guides and therefore are very popular now and maybe some of them are unrecognized heros.

If you want, post your experiences and build ideas around those items.

I will start with only one item that seems to be the exp grinding caster item.

Deckard Cain's Heirloom
Deckard Cain's Heirloom
Short Staff (Sacred)

Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
+50% Damage to Undead
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)


1,5% Spell Damage per 1% additional experience gained

with perf exp rolls on your easy charms (
Zakarum's Ear
Zakarum's Ear
Required Level: 90
Keep in Inventory to Gain Bonus
(6 to 10)% to All Attributes
+(6 to 15)% to Experience Gained
,
Laser Focus Crystal
Laser Focus Crystal
Required Level: 90
Keep in Inventory to Gain Bonus
Maximum Life +3%
Maximum Mana +10%
+10% to Experience Gained
Death Projector (Heroic)
Difficulty Level: 121
Transmute in the cube after reaching Level 121
) plus Class Charm Veteran Upgrade you have already 45*1.5 = 67,5% Spell damage in inventory.
Each perfect rolled exp crafted jewel could add 5*1,5=7,5 Spell Damage.
With 23 jewel slots this could be 23*7,5=172,5
According to affix list you can get this modifier on quite some items (15% on belt, some class specific helms and amulet, 8% on gloves boots and regular rings).
With perfect rolls this would be (45+32)*1,5=115,5% Spell Damage

So apart from other Spell damage modifiers this max Spell Damage setup would give you 355% Spell Damage without any other modifiers from crafting and MOing.

A successful lotteried
Myokai's Path
Myokai's Path
Ring

Required Level: 30
Item Level: 40
+5% to Experience Gained
+2 to Light Radius
can shine in this setup with 22.5 Spell Damage and plenty of MO space.

Also, would an exp shrine boost the Spell Damage too? Would be crazy....

If someone can get the Samael charm
Vial of elder Blood
another huge 75% Spell damage could be added, although on lvl 135 the hard exp grind happened already.

I know it is only theory crafting but I like that.

Looking forward to see your experiences and ideas!
mortimer_85
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Sorry for reviving this old thread but I am excited for one specific item change:

DECKARD CAIN'S HEIRLOOM: now gives 3% spell damage per 1% additional experience gain, up from 1.5%

Simply ignore exp nerf on SU/SSU and Sam charm and the items respectively and double all the remaining numbers from above....
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Crosby4HyG
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I’d love to hear some more thoughts on this staff now in 1.5, any ideas on the best way to utilize it? I played around with it on Neutraldin and it matched VoJ damage from adjudicator/collector. And that was without MO or jewels. Neutraldin also seems like a poor fit for it, I just happened to have the Neut gear laying around.

Seems like huge dmg potential if min/maxed properly.