Ever_A_Noob wrote:ASaluteTo wrote:My build: http://skillplan.median-xl.com/planner?id=1pz63Q3i
Is there a reason you aren't using Dragonfire Oil? Pre-2017 I put a bunch of points in that and less into Talon's Hold and the leech one. I presume all the WDM missiles carry that extra fire damage, no?
Not enough additional dmg for the point investment.
With like 25 point investment it's around 550 avg fire dmg (with +14 skills, so 25 hard pts and 39 total), 357 but that damage is subject to the 35 (for normal mobs) to 50% (for bosses) dmg reduction, compared to 0 to 35% for phys, so it's actually 357.5 for 25 pts on normal mobs, or 275 on bosses. Famine gives 10% EWD and 1% LL per point, which for me is about 34 avg. phys dmg per point (excluding buffs from burning veil, which effects both equally) which means a return of (34*25 pts) 850 damage, for a ratio of 14.3:34 for normal mobs, or 11:22.1 for bosses.
None of this is even including that it's actually 27 pts to get 25 pts into dragonfire oil, because of the pre-reqs, or that famine pts also give 1% LL and not just straight dmg.
The phys numbers also scale faster and harder, since the better your weapon the better the modifier. Basically, once you've got a decent crafted weapon or SU/great runeword necro scythe, dragonfire oil is just nowhere near worth the investment.
Note: Because hard pts in dragonfire scale it by 20% per pt, there could be some later point where it is better for pure dps than famine, but I don't have the respec pots atm to do those calculations.
For Deathlord calculations, think it's simply (str + dex) * modifier, where modifier is variable depending on Deathlord's skill lvl (note that this changes dynamically, meaning if you cast it at level 39 for (str + dex) * 42 (4200%) defense, then swap to a different setup where you have 40 skill levels, it'll update to (str + dex) * 43 defense. So the benefit for having a weapon swap just to cast Deathlord in is just in the extra 10 str/dex per level bonus. Not sure exactly how TCD and Bonus Defense modifiers (from Death Ward) play with this number, but I suspect there's a smoothing function where after you get past a certain point, each additional point is harder to get.
Talon's Hold only slows attack speed/cast rate, not movement. The reason I put points into it (and I've got 25 invested atm for 49.5% slow) is the summons and slow are insanely good for survivability, since with enough Parasite pts you hit everything on the screen, so it's effectively a 49% damage reduction (even better, it helps smooth damage -- assuming we don't get 1 shot by something -- letting our sustain and other avoidance stats keep us alive even better).
Basically, my melee necro is a juggernaut. It puts out very nice damage on a lot of targets (shit dmg vs. st, though, as parasite only hits each individual target once, and carnage just seems to do utter shit damage even though it's 5 hits per swing -- maybe with a lot of fire pierce it'd be more effective. Dunno.) and is very, very tanky. All of my skill choices play into that.