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Matriarch Slash – Fancy Furysin Turned Cow Runner

Discussion in 'Single Player Forum' started by ffs, Apr 11, 2019.

  1. ffs

    ffs IncGamers Member

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    This is the fourth Mat/Pat of this sept of characters that only use things found by my two untwinked 99er characters. (Though in her case there is a little asterisk – see below.)

    I'm not very experienced with Assassins. I had previously played one standard LS/DS Trapper, one physical Kicker and one Rift-Kicker. So I used this character as a testing ground for all kinds of builds and gear variations.

    And boy she went through a lot of transformations. But starting at the beginning: I started her sometime late last year as a change of scenery from when my untwinked Necro was approaching 99. There were three items I had obtained from my 99ers which I wanted to use with her:

    1) Stormlash
    2) Last Wish
    3) This fantastic circlet:

    Screenshot 2019-04-11 at 09.34.23.png

    Originally she was planned to be a K/T Sin using Stormlash. I floated the idea of such a build as a cow runner, but couldn't test her at the time. That was basically between breaks from diving in the Caribbean. :) But I was itching to play her, and finally got around to it after RFL R1 ended.

    The Questing

    Pretty uneventful. She started with Envy jeweled stuff and switched to Wake of Fire once it was available. This was used all the way through NM, adding better gear such as Stealth, Spirit, SoJs etc. along the way while levelling up. She only respec'ed to a DS-centered build at the beginning of Hell. I equipped Enigma at lvl 65 and didn't even properly quest in Hell, but rather rushed through to A5 to gain more levels to equip her end game gear. Her first death only came after Mat – I may have a Guardian one day after all. ;)

    Then came the long phase of trying different setups and skills. I knew I wanted to play a hybrid and use skills I hadn't used before, but being rather unexperienced with Assassins, I didn't know what exactly to look for. This was what I tried with her:
    • DT/DS Kick/Trap hybrid with Stormlash
    • DT/DS Kick/Trap hybrid with Last Wish
    • BF/DS Furysin with Stormlash
    • BF/DS Furysin with Last Wish
    The respective Stormlash variants were better offensively. The Last Wish setups on the other hand were super tanky – and moreover allowed use of Defiance Merc since it provides Might. Very similar for DT vs BF: The DT variants had higher damage potential but some survivability issues, whereas BF was a little slower but very safe and easy gameplay.

    Generally I came to really like Blade Fury. The fact that it can trigger a huge variety of effects (CtC, leech, CB etc.) makes it super fun to play around with using different weapons. Could even go with things like Rift or Lacerator.

    Here is a video of two casual P7 Pit runs with Blade Fury, one with Stormlash and one with Last Wish:



    She was eventually Mat'ed with this gear and build:
    Code:
    2/20/48 life/[email protected] (46 FR) circlet
    2/9/adds amulet
    Enigma BP
    Last Wish PB
    Spirit
    Magefist
    Raven
    SoJ
    Arachnid Mesh
    Waterwalk
    
    CtA/Spirit switch
    
    Defiance Merc with Infinity/Forti/Andy
    Code:
    20 DS
    20 LS
    18 FB
    20 BF
    1 BoS
    Pre-reqs
    Rest Shadow Warrior
    (The Shadow Warrior died a lot even with higher health...)

    Mat Pic:

    001_Mat Pic.png

    The Finds
    Just D2 giving me the finger while leveling at Pindle:

    001_SA Pindle.png

    The Cow Build

    After killing Hell Baal I got around to Cow runs. I tried all of the above approaches here as well, but in the end respec'ed her to the more powerful FB/DS build. But for a long time I stuck with Last Wish – I really liked the Defiance Merc + Might from Last Wish (despite not making use of its other effects).

    At one point I also included a Phoenix shield from my general stash, removing her "twinked by untwinked characters" status – but only after Mat. :p It then took me some time to get the idea of including Beast to power up the Merc further. This turned her into one hell of a Cow runner. Some more information on her in this post and this one. Runs on P5 are very fast:



    Gear and build:
    Code:
    2/20/48 life/[email protected] (46 FR) circlet
    2/9/adds amulet
    Enigma
    Beast
    Phoenix
    Magefist
    Raven
    SoJ
    Arachnid Mesh
    WT
    
    CtA/Spirit switch for teleporting on 102 FCR BP
    
    Might Merc with Infinity/Forti/Andy
    Code:
    20 DS
    20 FB
    20 LS
    1 BoS
    Pre-reqs
    Everything else into FB synergies
    As mentioned in the R1 thread, from the initial runs already I would say that this is one of the strongest Cow builds I've ever played. Might be the best option even.

    EDIT: GoMule Dump with Beast setup:
    Code:
    Name:       TBU_Slash
    Class:      Assassin
    Experience: 1655999931
    Level:      90
    
                Naked/Gear
    Strength:   61/187
    Dexterity:  20/40
    Vitality:   439/449
    Energy:     25/35
    HP:         1545/1821
    Mana:       158/238
    Stamina:    730/730
    Defense:    5/1426
    AR:         100000064/100000351
    
    Fire:       76/36/-24
    Cold:       49/9/-51
    Lightning:  49/9/-51
    Poison:     49/9/-51
    
    MF:         159       Block:      6
    GF:         124
    FR/W:       70
    FHR:        0
    IAS:        40
    FCR:        69
    
    Fire Blast: 20/36
    Shock Web: 16/31
    Blade Sentinel: 0/0
    Charged Bolt Sentry: 20/35
    Wake of Fire: 0/0
    Blade Fury: 0/0
    Lightning Sentry: 20/35
    Wake of Inferno: 0/0
    Death Sentry: 20/35
    Blade Shield: 0/0
    
    Claw Mastery: 1/9
    Psychic Hammer: 1/9
    Burst of Speed: 1/9
    Weapon Block: 0/0
    Cloak of Shadows: 1/9
    Fade: 0/0
    Shadow Warrior: 0/0
    Mind Blast: 1/9
    Venom: 0/0
    Shadow Master: 0/0
    
    Tiger Strike: 0/0
    Dragon Talon: 0/0
    Fists of Fire: 0/0
    Dragon Claw: 0/0
    Cobra Strike: 0/0
    Claws of Thunder: 0/0
    Dragon Tail: 0/0
    Blades of Ice: 0/0
    Dragon Flight: 0/0
    Phoenix Strike: 0/0
    
    Entrapping Grand Charm
    Grand Charm
    Required Level: 42
    Fingerprint: 0x89576e8a
    Item Level: 84
    Version: Expansion 1.10+
    +1 to Trap Skills (Assassin Only)
    
    Entrapping Grand Charm
    Grand Charm
    Required Level: 42
    Fingerprint: 0xbbbf8459
    Item Level: 95
    Version: Expansion 1.10+
    +1 to Trap Skills (Assassin Only)
    
    Storm Visage
    Tiara
    Defense: 45
    Durability: 25 of 25
    Required Level: 67
    Fingerprint: 0xb00949e6
    Item Level: 84
    Version: Expansion 1.10+
    +2 to Assassin Skill Levels
    +20% Faster Cast Rate
    5% Life stolen per hit
    +86 to Life
    All Resistances +19
    Fire Resist +27%
    1 Sockets (1 used)
    Socketed: Perfect Ruby
    
    Perfect Ruby
    Required Level: 18
    Version: Expansion 1.10+
    Weapons: Adds 15 - 20 Fire Damage
    Armor: +38 to Life
    Shields: Fire Resist +40%
    
    Enigma
    Breast Plate
    JahIthBer
    Defense: 823
    Durability: 50 of 50
    Required Level: 65
    Required Strength: 30
    Fingerprint: 0x3aad8739
    Item Level: 80
    Version: Expansion 1.10+
    +2 to All Skills
    +45% Faster Run/Walk
    +1 to Teleport
    +757 Defense
    +67 to Strength (Based on Character Level)
    Increase Maximum Life 5%
    Damage Reduced by 8%
    +14 Life after each Kill
    15% Damage Taken Goes To Mana
    90% Better Chance of Getting Magic Items (Based on Character Level)
    3 Sockets (3 used)
    Socketed: Jah Rune
    Socketed: Ith Rune
    Socketed: Ber Rune
    
    Jah Rune
    Required Level: 65
    Version: Expansion 1.10+
    Weapons: Ignore Target's Defense
    Armor: Increase Maximum Life 5%
    Shields: +50 to Life
    
    Ith Rune
    Required Level: 15
    Version: Expansion 1.10+
    Weapons: +9 to Maximum Damage
    Armor: 15% Damage Taken Goes To Mana
    Shields: 15% Damage Taken Goes To Mana
    
    Ber Rune
    Required Level: 63
    Version: Expansion 1.10+
    Weapons: 20% Chance of Crushing Blow
    Armor: Damage Reduced by 8%
    Shields: Damage Reduced by 8%
    
    Arachnid Mesh
    Spiderweb Sash
    Defense: 119
    Durability: 12 of 12
    Required Level: 80
    Required Strength: 50
    Fingerprint: 0x1929bcaa
    Item Level: 87
    Version: Expansion 1.10+
    +1 to All Skills
    +20% Faster Cast Rate
    Slows Target by 10%
    +90% Enhanced Defense
    Increase Maximum Mana 5%
    Level 3 Venom (11/11 Charges)
    
    Raven Frost
    Ring
    Required Level: 45
    Fingerprint: 0xd254e37b
    Item Level: 81
    Version: Expansion 1.10+
    +187 to Attack Rating
    Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
    +20 to Dexterity
    +40 to Mana
    Cold Absorb 20%
    Cannot Be Frozen
    
    War Traveler
    Battle Boots
    Defense: 131
    Durability: 48 of 48
    Required Level: 42
    Required Strength: 95
    Fingerprint: 0x97e53e9b
    Item Level: 95
    Version: Expansion 1.10+
    +25% Faster Run/Walk
    Adds 15 - 25 Damage
    +174% Enhanced Defense
    +10 to Strength
    +10 to Vitality
    40% Slower Stamina Drain
    Attacker Takes Damage of 10
    46% Better Chance of Getting Magic Items
    +30 Maximum Durability
    
    The Stone of Jordan
    Ring
    Required Level: 29
    Fingerprint: 0xa1b64dff
    Item Level: 95
    Version: Expansion 1.10+
    +1 to All Skills
    Adds 1 - 12 Lightning Damage
    +20 to Mana
    Increase Maximum Mana 25%
    
    Stone Heart
    Amulet
    Required Level: 89
    Fingerprint: 0x1304babb
    Item Level: 95
    Version: Expansion 1.10+
    +2 to Assassin Skill Levels
    +9% Faster Cast Rate
    +19 to Strength
    +20 to Mana
    Regenerate Mana 10%
    65% Extra Gold from Monsters
    23% Better Chance of Getting Magic Items
    
    Horadric Cube
    Fingerprint: 0x62927415
    Item Level: 13
    Version: Expansion 1.10+
    
    Magefist
    Light Gauntlets
    Defense: 25
    Durability: 18 of 18
    Required Level: 23
    Required Strength: 45
    Fingerprint: 0xb04447f2
    Item Level: 99
    Version: Expansion 1.10+
    +1 to Fire Skills
    +20% Faster Cast Rate
    Adds 1 - 6 Fire Damage
    +30% Enhanced Defense
    +10 Defense
    Regenerate Mana 25%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Small Charm of Vita
    Small Charm
    Required Level: 39
    Fingerprint: 0x8eafc4d7
    Item Level: 84
    Version: Expansion 1.10+
    +20 to Life
    
    Small Charm of Vita
    Small Charm
    Required Level: 39
    Fingerprint: 0xa61cd51
    Item Level: 81
    Version: Expansion 1.10+
    +20 to Life
    
    Small Charm of Vita
    Small Charm
    Required Level: 39
    Fingerprint: 0xdb0b9287
    Item Level: 85
    Version: Expansion 1.10+
    +20 to Life
    
    Tome of Identify
    Fingerprint: 0xe1f3fefa
    Item Level: 12
    Version: Expansion 1.10+
    
    Entrapping Grand Charm of Greed
    Grand Charm
    Required Level: 42
    Fingerprint: 0xfca58ea4
    Item Level: 84
    Version: Expansion 1.10+
    +1 to Trap Skills (Assassin Only)
    32% Extra Gold from Monsters
    
    Small Charm of Vita
    Small Charm
    Required Level: 39
    Fingerprint: 0xa2feb6ee
    Item Level: 84
    Version: Expansion 1.10+
    +20 to Life
    
    Small Charm of Vita
    Small Charm
    Required Level: 39
    Fingerprint: 0x494a16c3
    Item Level: 81
    Version: Expansion 1.10+
    +20 to Life
    
    Small Charm of Vita
    Small Charm
    Required Level: 39
    Fingerprint: 0x8826285
    Item Level: 80
    Version: Expansion 1.10+
    +20 to Life
    
    Small Charm of Vita
    Small Charm
    Required Level: 39
    Fingerprint: 0xe97fd16f
    Item Level: 81
    Version: Expansion 1.10+
    +20 to Life
    
    Entrapping Grand Charm of Greed
    Grand Charm
    Required Level: 42
    Fingerprint: 0xbdbd894b
    Item Level: 84
    Version: Expansion 1.10+
    +1 to Trap Skills (Assassin Only)
    27% Extra Gold from Monsters
    
    Entrapping Grand Charm of Quality
    Grand Charm
    Required Level: 42
    Fingerprint: 0x47d7a402
    Item Level: 84
    Version: Expansion 1.10+
    +1 to Trap Skills (Assassin Only)
    +2 to Maximum Damage
    
    Entrapping Grand Charm
    Grand Charm
    Required Level: 42
    Fingerprint: 0x139e6c93
    Item Level: 80
    Version: Expansion 1.10+
    +1 to Trap Skills (Assassin Only)
    
    Entrapping Grand Charm of Venom
    Grand Charm
    Required Level: 42
    Fingerprint: 0x6689fa13
    Item Level: 69
    Version: Expansion 1.10+
    +1 to Trap Skills (Assassin Only)
    Adds 15 Poison Damage Over 4 Secs (100 Frames)
    
    Super Mana Potion
    Version: Expansion 1.10+
    Replenishes Mana 250%
    
    Super Mana Potion
    Version: Expansion 1.10+
    Replenishes Mana 250%
    
    Super Mana Potion
    Version: Expansion 1.10+
    Replenishes Mana 250%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Super Mana Potion
    Version: Expansion 1.10+
    Replenishes Mana 250%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Tome of Town Portal
    Fingerprint: 0x2a1cd346
    Item Level: 95
    Version: Expansion 1.10+
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Full Rejuvenation Potion
    Version: Expansion 1.10+
    Replenishes Mana 100%
    Replenishes Health 100%
    
    Tome of Town Portal
    Fingerprint: 0x8ce9b481
    Item Level: 95
    Version: Expansion 1.10+
    
    Tome of Town Portal
    Fingerprint: 0x8ce9b481
    Item Level: 95
    Version: Expansion 1.10+
    
    Tome of Town Portal
    Fingerprint: 0x8ce9b481
    Item Level: 95
    Version: Expansion 1.10+
    
    Tome of Town Portal
    Fingerprint: 0x8ce9b481
    Item Level: 95
    Version: Expansion 1.10+
    
    Tome of Town Portal
    Fingerprint: 0x8ce9b481
    Item Level: 95
    Version: Expansion 1.10+
    
    Tome of Town Portal
    Fingerprint: 0x2a1cd346
    Item Level: 95
    Version: Expansion 1.10+
    
    Tome of Town Portal
    Fingerprint: 0x2a1cd346
    Item Level: 95
    Version: Expansion 1.10+
    
    Call to Arms
    Superior Crystal Sword
    AmnRalMalIstOhm
    One Hand Damage: 26 - 82
    Durability: 12 of 12
    Required Level: 57
    Required Strength: 33
    Fingerprint: 0xb0023ca7
    Item Level: 84
    Version: Expansion 1.10+
    +1 to All Skills
    +40% Increased Attack Speed
    274% Enhanced Damage
    Adds 5 - 30 Fire Damage
    7% Life stolen per hit
    Prevent Monster Heal
    +2 to Battle Command
    +4 to Battle Orders
    +4 to Battle Cry
    Replenish Life +12
    30% Better Chance of Getting Magic Items
    Increase Maximum Durability 14%
    Ethereal
    5 Sockets (5 used)
    Socketed: Amn Rune
    Socketed: Ral Rune
    Socketed: Mal Rune
    Socketed: Ist Rune
    Socketed: Ohm Rune
    
    Amn Rune
    Required Level: 25
    Version: Expansion 1.10+
    Weapons: 7% Life stolen per hit
    Armor: Attacker Takes Damage of 14
    Shields: Attacker Takes Damage of 14
    
    Ral Rune
    Required Level: 19
    Version: Expansion 1.10+
    Weapons: Adds 5 - 30 Fire Damage
    Armor: Fire Resist +30%
    Shields: Fire Resist +35%
    
    Mal Rune
    Required Level: 49
    Version: Expansion 1.10+
    Weapons: Prevent Monster Heal
    Armor: Magic Damage Reduced by 7
    Shields: Magic Damage Reduced by 7
    
    Ist Rune
    Required Level: 51
    Version: Expansion 1.10+
    Weapons: 30% Better Chance of Getting Magic Items
    Armor: 25% Better Chance of Getting Magic Items
    Shields: 25% Better Chance of Getting Magic Items
    
    Ohm Rune
    Required Level: 57
    Version: Expansion 1.10+
    Weapons: Enhanced Maximum Damage
    Armor: +5% to Maximum Cold Resist
    Shields: +5% to Maximum Cold Resist
    
    Spirit
    Monarch
    TalThulOrtAmn
    Defense: 138
    Chance to Block: 0
    Durability: 86 of 86
    Required Level: 54
    Required Strength: 156
    Fingerprint: 0xd284b43b
    Item Level: 82
    Version: Expansion 1.10+
    +2 to All Skills
    +35% Faster Cast Rate
    +55% Faster Hit Recovery
    +250 Defense vs. Missile
    +22 to Vitality
    +98 to Mana
    Cold Resist +35%
    Lightning Resist +35%
    Poison Resist +35%
    +6 Magic Absorb
    Attacker Takes Damage of 14
    4 Sockets (4 used)
    Socketed: Tal Rune
    Socketed: Thul Rune
    Socketed: Ort Rune
    Socketed: Amn Rune
    
    Tal Rune
    Required Level: 17
    Version: Expansion 1.10+
    Weapons: Adds 75 Poison Damage Over 5 Secs (125 Frames)
    Armor: Poison Resist +30%
    Shields: Poison Resist +35%
    
    Thul Rune
    Required Level: 23
    Version: Expansion 1.10+
    Weapons: Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
    Armor: Cold Resist +30%
    Shields: Cold Resist +35%
    
    Ort Rune
    Required Level: 21
    Version: Expansion 1.10+
    Weapons: Adds 1 - 50 Lightning Damage
    Armor: Lightning Resist +30%
    Shields: Lightning Resist +35%
    
    Amn Rune
    Required Level: 25
    Version: Expansion 1.10+
    Weapons: 7% Life stolen per hit
    Armor: Attacker Takes Damage of 14
    Shields: Attacker Takes Damage of 14
    
    Beast
    Double Axe
    BerTirUmMalLum
    One Hand Damage: 18 - 47
    Durability: 24 of 24
    Required Level: 63
    Required Strength: 43
    Fingerprint: 0xcbcdd5db
    Item Level: **
    Version: Expansion 1.10+
    Level 9 Fanaticism Aura When Equipped
    +40% Increased Attack Speed
    268% Enhanced Damage
    20% Chance of Crushing Blow
    25% Chance of Open Wounds
    Prevent Monster Heal
    +3 to Werebear
    +3 to Lycanthropy
    +30 to Strength
    +10 to Energy
    +2 to Mana after each Kill
    Level 13 Summon Grizzly (5/5 Charges)
    5 Sockets (5 used)
    Socketed: Ber Rune
    Socketed: Tir Rune
    Socketed: Um Rune
    Socketed: Mal Rune
    Socketed: Lum Rune
    
    Ber Rune
    Required Level: 63
    Version: Expansion 1.10+
    Weapons: 20% Chance of Crushing Blow
    Armor: Damage Reduced by 8%
    Shields: Damage Reduced by 8%
    
    Tir Rune
    Required Level: 13
    Version: Expansion 1.10+
    Weapons: +2 to Mana after each Kill
    Armor: +2 to Mana after each Kill
    Shields: +2 to Mana after each Kill
    
    Um Rune
    Required Level: 47
    Version: Expansion 1.10+
    Weapons: 25% Chance of Open Wounds
    Armor: Cold Resist +15%
    Lightning Resist +15%
    Fire Resist +15%
    Poison Resist +15%
    Shields: Cold Resist +22%
    Lightning Resist +22%
    Fire Resist +22%
    Poison Resist +22%
    
    Mal Rune
    Required Level: 49
    Version: Expansion 1.10+
    Weapons: Prevent Monster Heal
    Armor: Magic Damage Reduced by 7
    Shields: Magic Damage Reduced by 7
    
    Lum Rune
    Required Level: 37
    Version: Expansion 1.10+
    Weapons: +10 to Energy
    Armor: +10 to Energy
    Shields: +10 to Energy
    
    Phoenix
    Monarch
    VexVexLoJah
    Defense: 135
    Chance to Block: 0
    Durability: 86 of 86
    Required Level: 65
    Required Strength: 156
    Fingerprint: 0xa5d0e331
    Item Level: 81
    Version: Expansion 1.10+
    100% Chance to cast level 40 Blaze when you Level-Up
    40% Chance to cast level 22 Firestorm on striking
    Level 12 Redemption Aura When Equipped
    371% Enhanced Damage
    -28% to Enemy Fire Resistance
    +391 Defense vs. Missile
    +50 to Life
    +5% to Maximum Lightning Resist
    +10% to Maximum Fire Resist
    +16 Fire Absorb
    4 Sockets (4 used)
    Socketed: Vex Rune
    Socketed: Vex Rune
    Socketed: Lo Rune
    Socketed: Jah Rune
    
    Vex Rune
    Required Level: 55
    Version: Expansion 1.10+
    Weapons: 7% Mana stolen per hit
    Armor: +5% to Maximum Fire Resist
    Shields: +5% to Maximum Fire Resist
    
    Vex Rune
    Required Level: 55
    Version: Expansion 1.10+
    Weapons: 7% Mana stolen per hit
    Armor: +5% to Maximum Fire Resist
    Shields: +5% to Maximum Fire Resist
    
    Lo Rune
    Required Level: 59
    Version: Expansion 1.10+
    Weapons: 20% Deadly Strike
    Armor: +5% to Maximum Lightning Resist
    Shields: +5% to Maximum Lightning Resist
    
    Jah Rune
    Required Level: 65
    Version: Expansion 1.10+
    Weapons: Ignore Target's Defense
    Armor: Increase Maximum Life 5%
    Shields: +50 to Life
    
    Mercenary:
    
    Name:       Vikhyat
    Race:       Desert Mercenary
    Type:       Off-Nightmare
    Experience: 88459248
    Level:      90
    Dead?:      false
    
                Naked/Gear
    Strength:   195/222
    Dexterity:  157/157
    HP:         1967/2057
    Defense:    1444/5163
    AR:         1970/1970
    
    Fire:       152/112/52
    Cold:       182/142/82
    Lightning:  182/142/82
    Poison:    252/212/152
    
    Andariel's Visage
    Demonhead
    Defense: 356
    Durability: 20 of 20
    Required Level: 83
    Required Strength: 102
    Fingerprint: 0xe5f9c31
    Item Level: 87
    Version: Expansion 1.10+
    15% Chance to cast level 15 Poison Nova when struck
    +2 to All Skills
    +35% Increased Attack Speed
    28% Enhanced Damage
    10% Life stolen per hit
    +130% Enhanced Defense
    +27 to Strength
    +10% to Maximum Poison Resist
    Fire Resist -30%
    Poison Resist +70%
    Level 3 Venom (20/20 Charges)
    1 Sockets (1 used)
    Socketed: Realgar Jewel of Fervor
    
    Realgar Jewel of Fervor
    Jewel
    Required Level: 37
    Fingerprint: 0x56b44962
    Item Level: 81
    Version: Expansion 1.10+
    +15% Increased Attack Speed
    28% Enhanced Damage
    
    
    Fortitude
    Great Hauberk
    ElSolDolLo
    Defense: 3363
    Durability: 26 of 26
    Required Level: 59
    Required Strength: 108
    Fingerprint: 0x3e08afe8
    Item Level: 85
    Version: Expansion 1.10+
    20% Chance to cast level 15 Chilling Armor when struck
    +25% Faster Cast Rate
    300% Enhanced Damage
    +200% Enhanced Defense
    +15 Defense
    +90 to Life (Based on Character Level)
    Replenish Life +7
    +5% to Maximum Lightning Resist
    All Resistances +28
    Damage Reduced by 7
    12% Damage Taken Goes To Mana
    +1 to Light Radius
    Ethereal
    4 Sockets (4 used)
    Socketed: El Rune
    Socketed: Sol Rune
    Socketed: Dol Rune
    Socketed: Lo Rune
    
    El Rune
    Required Level: 11
    Version: Expansion 1.10+
    Weapons: +50 to Attack Rating
    +1 to Light Radius
    Armor: +15 Defense
    +1 to Light Radius
    Shields: +15 Defense
    +1 to Light Radius
    
    Sol Rune
    Required Level: 27
    Version: Expansion 1.10+
    Weapons: +9 to Minimum Damage
    Armor: Damage Reduced by 7
    Shields: Damage Reduced by 7
    
    Dol Rune
    Required Level: 31
    Version: Expansion 1.10+
    Weapons: Hit Causes Monster to Flee 25%
    Armor: Replenish Life +7
    Shields: Replenish Life +7
    
    Lo Rune
    Required Level: 59
    Version: Expansion 1.10+
    Weapons: 20% Deadly Strike
    Armor: +5% to Maximum Lightning Resist
    Shields: +5% to Maximum Lightning Resist
    
    
    Infinity
    Cryptic Axe
    BerMalBerIst
    Two Hand Damage: 192 - 884
    Durability: 33 of 33
    Required Level: 63
    Required Strength: 155
    Required Dexterity: 93
    Fingerprint: 0xab150a5b
    Item Level: 81
    Version: Expansion 1.10+
    50% Chance to cast level 20 Chain Lightning when you Kill an Enemy
    Level 12 Conviction Aura When Equipped
    +35% Faster Run/Walk
    293% Enhanced Damage
    -48% to Enemy Lightning Resistance
    40% Chance of Crushing Blow
    Prevent Monster Heal
    +45 to Vitality (Based on Character Level)
    30% Better Chance of Getting Magic Items
    Level 21 Cyclone Armor (30/30 Charges)
    Ethereal
    4 Sockets (4 used)
    Socketed: Ber Rune
    Socketed: Mal Rune
    Socketed: Ber Rune
    Socketed: Ist Rune
    
    Ber Rune
    Required Level: 63
    Version: Expansion 1.10+
    Weapons: 20% Chance of Crushing Blow
    Armor: Damage Reduced by 8%
    Shields: Damage Reduced by 8%
    
    Mal Rune
    Required Level: 49
    Version: Expansion 1.10+
    Weapons: Prevent Monster Heal
    Armor: Magic Damage Reduced by 7
    Shields: Magic Damage Reduced by 7
    
    Ber Rune
    Required Level: 63
    Version: Expansion 1.10+
    Weapons: 20% Chance of Crushing Blow
    Armor: Damage Reduced by 8%
    Shields: Damage Reduced by 8%
    
    Ist Rune
    Required Level: 51
    Version: Expansion 1.10+
    Weapons: 30% Better Chance of Getting Magic Items
    Armor: 25% Better Chance of Getting Magic Items
    Shields: 25% Better Chance of Getting Magic Items

    ***

    Thanks for reading! And thanks @maxicek for the Assassin FAQ, fantastic resource for Assassin noobs like me. It was consulted very often and I learned a great deal about the class.
     
    Last edited: Apr 12, 2019
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  2. art_vandelay

    art_vandelay IncGamers Member

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    Congrats on #4 ;) Kinda brilliant to put Beast on her for Cows, but if it works for Necs then why not for her?

    Now we can add Last Wish and Beast to the long list of weapons that are better on an Assassin than the claws specifically designed for her :D

    Good luck on the the next one!
     
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  3. T72on1

    T72on1 IncGamers Member

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    Congrats !! Very cool approach. I like how you always test out a variety of things, and almost always make it work in the end. Very well even, in the case of the Cow runs. Holy crap !!!

    Looking forward to the next ones.
     
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  4. jonnyphive

    jonnyphive IncGamers Member

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    Congrats on the Mat. The more I see threads like this (especially with all the different variants you tried out), the more convinced I become that assassins are one of if not the most versatile class in the game overall.

    Any other plans for the Last Wish? Anything with that many HRs in it (esp. Jah/Ber) deserves to get some good mileage before retirement.
     
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  5. jjscud

    jjscud IncGamers Member

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    Thanks for putting together all the progression, gear, videos and such. This is only one of 2-3 build that I've immediately wanted to try when I saw it.
     
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  6. PhineasB

    PhineasB IncGamers Member

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    Really cool build and playthrough. Last Wish kick/BF build (Warrior Monk) is very much on my to-do list (given that I have the runeword available), and this was very helpful to get the creative juices flowing. The Cows build was eye opening for sure -- I enjoyed my 2017 RFL runs with Mercy, so I think this may be in play for next year :)
     
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  7. ffs

    ffs IncGamers Member

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    Thanks all!

    @T72on1 Heh, guess I don’t like failed time investments, so I’ll keep trying things until it works. ;)

    @art_vandelay Depends on the build I’d say. If I had two +5/6 LS claws I’d use them for LS Trapper instead of a standard Hoto/Spirit setup. But for Blade Fury and DS-centered builds, the effects of some runewords or uniques indeed have a lot of potential.

    @jonnyphive I may also try LW with the Barb in the sept, we’ll see how it goes...

    In order to not get rusty before RFL R2 starts, I played her for another ~2 hours yesterday. I'm going to spare you yet another gameplay video :p but some tweaks and thoughts on running with the Beast variant:

    • Number of sentries: As rule of thumb, I now lay down 3-4 DS before spamming FB. It seems to be the sweet spot, enough to clear a group quickly in pretty much the same amount of time needed to check drops from bottom right position. (This is generally an advantage of the "domino effect" clearing behaviour of DS – you can reposition to check drops from huge groups while it happens, instead of losing time doing so afterwards.)
    • FB targeting: Should be apparent from the video demonstration, but I'm always trying to target FB to the location of the Merc, or monsters around or attacked by him. The idea at least with the Beast approach is to concentrate all damage output (including both Merc and FB) in one place to get those corpses faster.
    • Avoiding teleports after herding: Same as for Necro, since she works together with the Merc to get the first corpse, she shouldn’t be teleporting once the Merc is starting to dish out damage. If he switches targets it slows things down. Sometimes it’s necessary but I try to avoid it.
    • Mind Blast: In the beginning I used it to push away monsters near me or when the Merc got swarmed, in particular before Might triggered and his leech was lower. Turns out it’s not really necessary in most cases though. By now I almost never use it, basically only to rescue Merc when he is swarmed and Amp'ed.

    Run times were consistently between 2m10s and 2m20s (and we're still at the beginning of pushing her). She doesn’t have more leftovers than other builds, and by now I just don’t see how this isn't the best Cow running option yet to be honest. Don’t think Java can beat this, would require ~2m32s P7 runs. And IIRC not even @Gripphon ever had such times with P5 Necro. Which probably means it’s not possible. ;) On top of it I really like her gameplay, very smooth and consistent. Shame I only got around to playing around with her after RFL R1 – but next year will be interesting for sure. :)
     
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  8. T72on1

    T72on1 IncGamers Member

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    Those run times are crazy. Well, I have all the gear needed for this. And leveling at least one Assassin is on the planning anyway. I actually had a pure lightning trapper in mind, but either I'll try this out, or level 2 :).

    Thanks again. It's really incredible how people like you and @NanoMist (at least I think it was him) managed to find new, very efficient Cow runners after all these years, using some out of the box thinking.
     
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  9. ffs

    ffs IncGamers Member

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    Agreed. @NanoMist's discovery that Phoenix can be used on main switch for DS builds was quite something. It helps this build a lot.
     
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  10. Gripphon

    Gripphon IncGamers Member

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    That is a creative approach to assassin for cows, well done. I'll be happy to test her as well as regular trapper on next RFL to see how they perform in a tournament environment. I did have necro performance near 210 p5 cows a minute, however that's only on 30 minute interval and has no significance for anything so I didn't mention it since it's a different story doing it across 20 hours. Still, this build shows promise that she can truly challenge necro and javazon on cows.

    EDIT
    Plus I don't know how to reliably test characters on a short term. Only way is xp method and it has a big flaw. I noticed with necro it's a different story if fullish clears are done or if one tries to actually do best performance because in second case less minions will be killed and less cows overall, however impossible to tell how many cows to substract. Only way I know to do it is by counting runes across hundreds of runs. Or picking jewels/whatever and do estimation from that.
     
    Last edited: Apr 12, 2019
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  11. ffs

    ffs IncGamers Member

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    @Gripphon Cool, I'd love to see what you can do with her.

    Re measuering efficiency, I think XP method can be quite reliable if runs are properly analyzed. That means recording a substantial amount of gameplay and reviewing it, a lot of stop and pause to see how many bosses/minions/champions spawned on a screen, and how many are left when moving on. The whole thing is of course super annoying to do, and in the end the result is merely an average. But one that I'd trust after a rather low number of runs already.

    The drop method works on the basis of average as well, so the core problem is the same. Disadvantage of the XP method is it takes a lot of work to get the average "kind of right", and the disadvantage of the rune drop method is it takes a lot of time to get it "kind of right".

    Having used both in RFL R1, I do prefer the rune drop method as well, just because it's so much easier to do and it seems reliable enough when counting a large number of runs. But outside of a tournament situation when you don't do so many runs, the XP method works fine when putting forth the effort IMO.
     
  12. Luhkoh

    Luhkoh IncGamers Member

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    @Gripphon @ffs I was briefly trying to work toward a confidence interval calculation of how many runes you need to find for the rune counting method to work reliably. But the math got really complex. I hope to come back to it though. If we knew +-5 cows with 95% confidence I think that would be more than good enough (and better than the exp method I would guess). And I do not know this at all without having done the math yet so I could be way off base, but I have a feeling the number would be decent after 50ish runs and very good after 100ish.

    And this is a sidenote to the the how many are needed question, but I still would like to see "p5 or p7 cows per minute" just presented as runes per minute (or minutes per rune), as that seems much more useful to me and easier to compare to other areas, but of course that's up to you efficient runners to decide.
     
  13. Gripphon

    Gripphon IncGamers Member

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    What I did with xp method is take all jewels/small charms into account, check how many of those dropped from minions and then got the number with which I need to divide initial cows killed estimate directly from experience. Number I got is 1.14 which is comparable by numbers NanoMist has put in his post-RFL analysis. Of course this changes if running method changes. In short we talk about only 14% extra xp due to killing minions. This number can vary, but in general I observed it is between 1.13 and 1.16 for necro, I assume similar or even lower value for other characters.

    This works great on a long run analysis, but might have unpredictable spikes on too few runs done.

    As for runes per minute, since we need 244.5 p5 cows for 1 rune at average, then number of cows per minute killed is divided by 244.5 to get the runes per minute figure which can be compared to other areas.
     
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  14. ffs

    ffs IncGamers Member

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    That would be interesting to see!

    As @Gripphon said it can easily be calculated from (estimated) kills per minute. Don't see any issue in sticking with that, also in consideration of the fact that it is how traditionally cow runners have been compared around here.

    Personally I don't pick up all jewels. If they drop inconveniently I don't want to spend time going through clutter. If I did, it would add a lot of time to runs, and the connection between (reasonable) run times and estimated kills goes out the window. Plus as you said you need even more runs for this, since the statistical variance of "jewel dropped by minion" is even higher since you kill fewer of those. Meaning the (potential) advantage of XP method – that it requires fewer runs – is gone. So far it seems to me that for the XP method, the "record and review" approach is what makes the most sense, even though it is annoying to do.

    Anyway, difficult topic, impossible to solve it seems... :D
     
  15. Gripphon

    Gripphon IncGamers Member

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    You don't need to pick up every jewel/charm/whatever, we can assume of those you did pick up, they are picked up evenly from all parts of the map. Observation I did is based on hundreds of jewels and charms found and compared with hundreds more from earlier tournaments and also compared to hundreds of my sorc's data and NanoMist's data for his sorc which si why I say numbers vary between 1.13 and 1.16 based on all of those.
     
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  16. ffs

    ffs IncGamers Member

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    I guess if you have that kind of data and trust the sample size is large enough, why not. Though long term you could just use drop method for more convenience anyway.

    I had another idea on how to get better results with short-term XP method. Generally boss/champion packs are easily identified when reviewing recorded runs, with the option to pause and rewind. So you can see how many they are, and in case you attack them, you can see how many are killed when you move on.

    The problem is they can of course spawn mixed up with normal cows. This is the main obstacle to knowing the number of kills per run: You cannot be sure there are no boss/champ packs in big clusters of cows and killed without you noticing they were even there. Or rather often you notice there was a boss after clearing, but you don't know how many minions there were.

    However, you could just quickly hover over groups of cows with the mouse and check whether any display "minion" etc. – I used that to determine average number of boss packs on my map. Hasn't occurred to me yet that you can also use it to get the exact number of kills in an individual run.

    You will need to start a new run if there are any minions in a big group, because you have no way of knowing how many there are. But it won't take many tries to get runs where it doesn't happen, and for those runs you can determine the precise number of kills with XP method.

    You can do that while doing purely efficiency-oriented running. These checks only add maybe a few seconds of run time overall, which isn't a big deal. With builds like Necro (having a few split-seconds of "nothing to do" until first corpse is there) you may even not lose any time.
     
  17. ffs

    ffs IncGamers Member

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    Just going to use this thread for some more considerations regarding cow running. :p In the meantime I included a 5/5 facet in the circlet and wondered about including more facets overall. @Gripphon mentioned the same idea in the RFL R2 thread. I had a 6-facet CS and a 4-facet Monarch that I used on a Fissure Druid available to do some number crunching with. Also I never tried Hoto + Phoenix on main switch. (I think @NanoMist ran with Phoenix main switch on his K/T build, but during RFL R1 only used it on CtA switch for the FB build right?)

    So with the help of the Merc damage calc I compared several setups to find out what is the combined DPS of both Assassin and Merc. Details for those interested:
    Merc DPS with/without Beast (Infinity eth CA, Forti, Andy IAS/28 ED)
    with lvl 9 Fanaticism from Beast: 14768 avg
    without Beast: 11703 avg

    (I took the setup of my Merc but pretended he was lvl 95 for max aura (triggered))

    Phoenix & Beast setup:
    FB: 4309 average
    Cow FR: -68
    4309 * 1.68 = 7239.12 avg per FB
    DPS with last BP: 20052.3624
    Merc DPS: 14768
    Together: 34820.3624

    (5/5 facet in circlet)

    Phoenix & +25/-27 Phase Blade
    (Tested with +25/-22 Crystal Sword but assuming the above in PB)
    :
    FB 5335 average
    Cow FR: -95
    5335 * 1.95 = 10403.25 per FB
    DPS with last BP: 28817.0025
    Merc DPS: 11703
    Together: 40520.0025

    +25/-27 Facet Crystal Sword (20 IAS needed for last BP):
    -1 skill (dropping to 65 FCR):
    5019 average, *1.95 = 9787.05, DPS = 27110.1285, + Merc = 38813.1285 combined DPS

    -2 skills (to stay at 102 FCR):
    4703.5 average, *1.95 = 9171.825, DPS = 25405.95525, + Merc = 37108.95525 combined DPS

    Beast + 4-facet +20/-18 Monarch:
    FB avg 5129.5
    Cow FR: -59 => 8155.905
    DPS: 22591.85685
    +Merc: 37261.85685 combined DPS

    6-facet PB + 4-facet +20/-18 Monarch:
    FB avg 6155.5
    Cow FR: -85 => 11387.675
    DPS: 31543.85975
    + Merc: 43246.85975 combined DPS

    6-facet PB + Spirit:
    FB avg 5967
    Cow FR: -67 => 9964.89
    DPS: 27602.7453
    + Merc: 39305.7453 combined DPS

    Hoto & Phoenix:
    FB: 5074.5 average
    Cow FR: -68
    5074.5 * 1.68 = 8525.16 avg per FB
    DPS: 23614.6932
    + Merc: 35317.6932

    Hoto & +20/-18 Monarch:
    FB: 6041 average
    Cow FR: -58
    6041 * 1.58 = 9544.78 avg per FB
    DPS: 26439.0406
    + Merc: 38142.0406

    ...and Hoto/Spirit:
    FB: 5585 average
    Cow FR: -40
    5585 * 1.4 = 7819 avg per FB
    DPS: 21658.63
    + Merc: 33361.63

    Short version – combined DPS (Merc + FB) for the duration of spamming FB:
    • Hoto/Spirit: 33361
    • Hoto/Phoenix: 35317
    • Hoto/4 facet shield: 38142
    • Beast/Phoenix: 34820
    • Beast/4 facet shield: 37261
    • 6 facet PB/Phoenix: 40520
    • 6 facet PB/4 facet shield: 43246
    • 6 facet PB/Spirit: 39305
    These are just numbers, haven't tested yet how the setups actually compare in-game. Also I trust that the Merc damage calc delivers correct numbers, I relied on that. But I was very surprised. If this is correct, then apparently the run times above are not so much down to the setup – but rather to mad skills :p – because almost all other options are better than Beast/Phoenix. That is if those numbers are correct and I didn't make any major mistakes in getting them.

    Some things to note: DS (corpse explosion) damage is not affected by fire facets/Phoenix, and in general this is just for the time span between laying DS traps and starting to spam FB until corpses start to drop. So the impact of the different setups on overall clear speed is likely not very big. I used (or simulated) facets with above average, but not perfect rolls. I figured this is realistic anyway, and the + fire damage part was the only option for me to get FB damage numbers, as my faceted sword/shield had these stats.

    The Phoenix + 6-facet PB variant seems to be the best option overall to me, with Spirit on CtA switch. (Could also use shields the other way around, but I really like Phoenix on main switch a lot by now.) It provides near-highest damage and allows the inclusion of both Redemption and 102 FCR teleport. Another improvement would be a trap 3/20 circlet, ideally with 2 facets. I have one but it only got one socket from Larzuk...

    Well, my 6-facet sword is a CS, but I need it in a PB. Otherwise I'd have to drop some + skills in order to stay at last trap laying BP.... Let's hope Trav delivers 2-3 good facets and then do some in-game testing. :D
     
    Last edited: Apr 14, 2019 at 11:25 PM
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  18. art_vandelay

    art_vandelay IncGamers Member

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    This is very interesting! Questioning the Beast didn't occur to me yet, so I just did a little bit of number crunching to see what effect it actually has on your damage output irregardless of any actual damage numbers. I particularly wanted to know why it yields those disappointing numbers you brought up, but is pretty much the best thing ever on a Summoner. It's more of a qualitative analysis and partly experience based (not necessarily my own). So here goes:

    Beast delivers +80% AR, +93% Off-Weapon ED and a faster attack to the mercenary. Since all of those just change certain factors of DPS they can be analyzed independently.
    1. I assumed your Merc was level 90 and Cows are level 81 with 1264 Def (that's what the basin wiki says) which is reduced to 214 by Infinity's Conviction Aura. Your GoMule readout gives 1970 AR for your Merc but librarian's/the AB's merc tables say that he should have 2478 base AR at level 90. In any case using the lower value I get a CtH of 94,9% and with the higher it's above 95% and hence rounded to 95%. So no matter which value is the correct one the AR bonus from Fanaticism doesn't change anything.
    2. Your Mercenary has 589%=(300+28+210+51)% Off-Weapon ED from Fortitude + Jewel + lvl 18 Might + lvl 23 Jab and with Fana that's +682%. Hence the Fana Off-Weapon ED multiplies his DPS by 7,82/6,89~1,134.
    3. Without Fana you hav 12 Frames per Jab and with it 10. Hence the Fana Attack Speed bonus multiplies his DPS by (25/5)/(25/6)=1,2.
    So in total equipping Beast multiplies the non-CB part of your Mercenary's physical damage by 1,36.

    Your Merc Setup is pretty much that of a Summoner/Nova Necro so it makes sense to compare it a little bit with them:
    • Summoner has to rely on minions and hence only a Bonus to Merc/Minions will increase his killing speed. He is probably the character for which Beast is the very best option and nothing else will do.
    • Nova Nec has his own direct-damage skill and using DWeb actually improves Damage drastically, so he is inbetween your Sin and Summoner (However besides TO gloves there don't seem to be any viable non-facet items to boost his damage further; TO Partial Set Bonus on Shrunken Head is certainly not worth it if you have to equip a third item from the set). Has anyone ever tested Beast on a Novamancer?
    • You have a very straightforward way of dealing damage (FB) which you can boost immensly with Facet items (see below...) and all you have to sacrifice is Beast, i.e. something which improves the merc's DPS by a factor of about 1,36 (not factoring any CB damage, no idea what ballpark that is in)
    The fact that Fana potentially affects more than one Ally for the Summoner Necro and his lack of direct-damage skills is probably what tips the scales in favor of Beast for him. It is also noteworthy that Skeletons don't have Fortitude, Jab or ED Jewels and so the Off-Weapon ED from Fana will more than likely have more of an effect on them than on the merc.

    There is a very interesting german analysis on Summoner Necros with endgame gear (Infinity, Enigma, Beast,...) and the conclusion was that all Skeletons together do roughly the damage as the mercenary.

    ---

    I admit that got a little murky towards the end, but here's something more relevant with actual numbers concerning only your fire damage which according to your calculations carries a lot of weight, so comparing two non-Beast setups by fire damage alone is a reasonable approach:

    Your Beast/Phoenix/HelmFacet setup has +5/-68 (+% FSD/Final Cow Fire Res; -68=50-85-28-5) i.e. you multiply the damage of Synergized FB with 1,05*1,68 whereas your Dual Facet Item Setup with no Helm facet has +45/-80 (-80=50-85-27-18) i.e. you multiply by 1,45*1,8. Assuming your skill level and #synergies didn't change that means the second variant is 1,47 times as strong as the first.

    Your proposed Phoenix+Facet Sword with a perfect Helm Facet would be +30/-95 and hence 1,43 better than the Beast/Phoenix variant, but still weaker than a two facet item solution.

    * More interestingly: If - in the Dual Facet Item Setup all your facets kept their +% FSD and had -3% EFR instead and you added a +5/-3 to your helm that would be +50/-68 and the bold factor like in the previous paragraph would be 1,42. So ultimately adding more +% CSD is the most important thing by a long shot;
    If you then assume the same thing, but all facets are +5/-5, you are at +55/-90 and hence the factor becomes 1,67 !!!

    In short for a non-Beast build with your type of helm:

    Phoenix+your specifc facet sword = first setup in * section < your specific Facet item setup (Sword+Shield) without helm facet <<< Full Facet Item Approach with perfect facets (1 in Helm)

    I think this would leave you here: Go full perfect facet item and replace your current Headgear by a 2os 2/20 Assa Circlet or 2os 3/20 Trap Circlet (like you suggested) to get one more facet (and hence more FSD) in while not losing skills and FCR (you lose Res but whatever: it's Cows...).

    Even crazier: It might even be worth considering a 3os/20fcr Helm (on top of the perfect facet items) with 3 perfect facets to raise +% CSD by 5 again, however as that changes the number of skill points I must assume that it would be compensated by a 9 skiller inventory at the cost of basically not being able to pick up anything besides runes (You also would have to do a fast cube/skiller switch once you are in town to open the portal). Then you are at +60/-100 (No point of -% EFR wasted!), i.e. 1,81. I think that is the highest one can reasonably go, but it's also the one with he highest stress associated to it.

    I'll leave it to you to compare how the other setups would do if you added such a helm, since it's already getting very late here. ;) (That Helm + Phoenix + Perf Facet sword seems appealing...)

    ---

    Quite frankly with the crazy amount of time and dedication you've already invested in her you should really take the highest damage approach into consideration and maybe add potting on the fly to your runs like Fabian's Pit Zerker does in order to make up for losing Phoenix.

    If your numbers are correct you have achieved some of the most efficent cow runs with a setup that could easily be improved by quite a large margin. The way I see it you can only improve with this!

    And if you can snatch away Griffon's Cow efficiency WR it will all be worth it, even if you're an emotional trainwreck afterwards :D
     
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  19. NanoMist

    NanoMist IncGamers Member

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    I used Phoenix on main switch for all my assassin variants. Especially on the Dragon Tail version, Phoenix is best in slot due to the massive ED and -EFR working well with the damage mechanics of Dragon Tail. I definitely took advantage of the -28 EFR on my FB Trapper as well. Even putting DPS analysis aside, I didn't want to deal with constant weapon switching for 20 hours.

    Another reason to favor the FB damage setups is that the DPS is higher against a group of cows, due to the splash damage, while Merc DPS only affects 1 cow at a time. Multiple corpses are needed to start the CE chain, and FB delivers it faster due to AoE. I do agree with 3-4 DS being the sweet spot before laying down FB.

    I don't remember if I posted this in the running thread but these are my general thoughts after running 20 hours with Trapper:

    The way I approached DPS was simpler: How many FBs does it take to kill a group of Cows. With my FB damage (I used Hoto/Phoenix setup), it was always 5 FBs to take down a full life P5 Cow. At 9 frame trap laying speed, that's 45 frames or about 2 seconds. Increasing FB damage to the 'next step' where only 4 FBs are needed is probably within reach using the 6 Facet weapon (Nice idea btw, I did not think of this option). Focusing Merc damage and lightning damage from the Death Sentries will speed this up a bit faster. It doesn't always happen, but if the lightning damage from DS is also targeting the same cows, less FB may be needed.

    That is the practical application of raw DPS numbers while taking into account enemy max health. A more extreme example would be the Fire Sorc. Let's say after Static Field the Sorc can always 1-shot a regular cow with a single Fire Ball. This means the minimum Fire Ball damage is greater than half of the highest health a cow can roll. In this scenario, any increase in Fire Ball damage would do nothing against a regular Cow. The next 'step' would be to reliably 1-shot minion cows, but those are a small percentage. On the other hand, a less equiped Fire Sorc may need to use 2 Fire Balls to kill a Static weakened cow. Her biggest improvement is getting over to the 1-shot damage range. This discrete method of damage analysis is better suited for skills with tight damage ranges, such as the fire skills discussed above. Most lightning skills would only be based on the raw DPS numbers due to the wide damage range.

    Another important factor in FB "DPS" doesn't even have anything to do with it's damage at all- it's the FB throwing distance. It looks like it takes about 1 second for FB to reach halfway between Sin and top edge of screen. Now it takes 3 seconds vs 2 seconds if FB is thrown at feet of Assassin. I went with defensive Merc so I can try to position Sin right next to Cows and get the jump on them first. Once the first FB lands, Cows will be stunlocked in hit recovery animation until death.

    Anyways, that's my perspective..
     
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  20. ffs

    ffs IncGamers Member

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    @art_vandelay
    Nice work – always question everything. :D Well I only have the gear I mentioned, and I do think I prefer Phoenix over the 4-facet Monarch, but will play around with different options for sure. :)

    @NanoMist interesting points!

    To me it made sense to look at combined average DPS. I'm actually glad I ran the above numbers, because I now have a pretty good idea of how damage output is in fact distributed accross Merc and Sin: Of the damage required for the first corpse, Might Merc delivers ~25-30% (or ~40% with Beast) depending on setup. It's a significant portion in any case. So for example if min FB damage vs. max regular cow HP results in X shots for a guaranteed kill, Merc damage will change that considerably. (Then the damage range of the Infinity is pretty big, so I'd rather worked with overall average.)

    Re splash damage: Indeed generally it's a big part of why this works well. But from what I observed CEs always started chaining after the first corpse even when running with Beast setup, which has the lowest FB damage of the above setups. At least I didn't notice delays between first and second CE that weren't attributable to DS shot frequency. Reviewing the runs I recorded, it seems FBs pretty consistently lowered HP of surrounding cows enough by the time of the first CE to chain them.

    That being said, Hoto/Phoenix seems better than Beast/Phoenix, i.a. allowing 102 FCR on main switch. Again probably the overall impact on run times of the different setups is not super big. Remains to be tested whether the higher damage from 6-facet sword is worth it in practical terms. (Though from the looks of it, I'd assume that ~20% faster first corpse is worth incorporating.) Generally none of the above setups are "bad" of course. :)

    The FB throw distance thing is another noteworthy point. I checked your vids also and saw that you often teleported to get Merc close. My thinking was it's better to just throw at the Merc, even if distance is a little longer. After all, the extra teleport costs time as well, and brings you closer to the action than necessary. (And if using Defiance because of this, it's a considerable DPS loss again.) But main reason is the extra teleport takes the Merc away from the cow he already attacked, sort of "wasting" the damage he already dished out while you laid down DS traps. This adds up over the course of a run. I remember for Necro running during RFL 2017, @Gripphon recommended paying attention to not interrupting the Merc with extra teleports, as it delays the first corpse. This greatly improved my Necro times back then, and it's important for this build as well.
     

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