a day ago

Ascendancy ThumbnailLevel 100 CI Crit Detonate Dead of Chain Reaction Occultist3.28

Life: 1
ES: 10,440
Mana: 0
eHP:
188,889
Resistances: 81%/81%/81%/-17%
Armour: 12,971
DPS: 43,973,684
Speed: 13.39
Hit Chance: 100%
Crit Chance: 100.00%
Crit Multi: 575%
Config:
15% Shock, Frenzy, Power, 15x Wither, Custom Mods
Bandit: Kill All
Pantheon: Soul of Lunaris, Soul of Tukohama

Loadout

Gear

Void BatteryMosaic Kite ShieldDivine CrownTwilight RegaliaSoul AscensionRalakesh's ImpatienceWhispers of InfinityUnset RingAnathemaGraven's Secret
Diamond FlaskGranite FlaskRuby FlaskSapphire FlaskTopaz Flask
Natural AffinityLarge Cluster JewelSmall Cluster JewelForbidden FleshNadir ModeForbidden FlameThe Red NightmareThread of HopeWatcher's EyeElegant Hubris

Gems

Detonate Dead of Chain Reaction
Detonate Dead of Chain Reaction
Greater Spell Echo
Intensify
Overloaded Intensity
Increased Critical Damage
Power Charge On Critical
Arcanist Brand
Desecrate
Greater Spell Cascade
Empower
Cast when Damage Taken
Temporal Chains
Enfeeble
Hexpass
Cast when Damage Taken
Assassin's Mark
Despair
Tempest Shield
Cast when Damage Taken
Purifying Flame of Revelations
Punishment
Determination
Vaal Arctic Armour
Discipline
Frostblink of Wintry Blast

Tree Preview

Runegraft of the Bound
20% reduced bonuses gained from Equipped Boots 20% increased bonuses gained from Equipped Gloves Limited to 1 Runegraft of the Bound
Runegraft of the Fortress(x2)
10% reduced Attributes 40% increased Global Defences Limited to 1 Runegraft of the Fortress
Tattoo of the Arohongui Moonwarden
+6% to Cold Resistance
Tattoo of the Hinekora Warrior(x27)
3% increased maximum Energy Shield
Tattoo of the Ngamahu Firewalker(x4)
+6% to Fire Resistance
Tattoo of the Ngamahu Warrior(x6)
5% increased Fire Damage
Sinner SaintSinner Saint
Chaos InoculationChaos Inoculation
Divine ShieldDivine Shield
Eternal YouthEternal Youth
Ghost ReaverGhost Reaver
Glancing BlowsGlancing Blows
RunebinderRunebinder
Zealot's OathZealot's Oath
Armour and Energy Shield MasteryArmour and Energy Shield Mastery
  • Recover 5% of Energy Shield over 1 second when you take Physical Damage from an Enemy Hit
  • You take 20% reduced Extra Damage from Critical Strikes
Caster MasteryCaster Mastery
  • Spells which can gain Intensity have +1 to maximum Intensity
Charge MasteryCharge Mastery
  • Cannot be Chilled while at maximum Frenzy Charges
Energy Shield MasteryEnergy Shield Mastery
  • Regenerate 2% of Energy Shield per second
  • 100% increased Energy Shield from Equipped Helmet
Evasion and Energy Shield MasteryEvasion and Energy Shield Mastery
  • Every 4 seconds, Regenerate Energy Shield equal to 1% of Evasion Rating over 1 second
Leech MasteryLeech Mastery
  • 5% of Leech is Instant

Notes

>>>>>>  notes to remember  <<<<<<

- i recommend playing on predictive move when using this build.

>>>>>>  notes to remember  <<<<<<

-

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

>>>>>>  the math  <<<<<<

example endgame loadout: guardian/pinnacle boss config settings.
example numbers and for simplicity we are not including fractions or culling strike):
for each time a corpse is detonated 2 hits occur, 1 spell hit and 1 corpse explosion hit.
since we detonate 8 corpses per cast we hit the enemy 16 times per spell cast.
spell hit 84,444 x 8 = 675,552
corpse hit: 490,861 x 8 = 3,926,888
we hit the enemy 16 times a second per singular cast: 675,552 (spell hit) + 3,926,888 (corpse hit) = 4,602,440
we cast 12 times a second: 4,602,440 x 12 = 55,229,280
so our dps would then be:
55,229,280
with one cast we hit the enemy 4+4=8 times the first second and 4+4=8 times the next second for a total of 16 hits.
that means if we have a cast rate of 1 cast per second, cast A (the first cast) hits the enemy 8 times the 1st second, we then after 1 second we cast CDD again, so cast B (the second cast) hits the enemy 8 times the 2nd second
but cast A is still hitting the enemy for its last 8 hits the 2nd second, we then start cast C (third cast) etc. meaning the first second we cast we hit the enemy 8 times but every second after we hit the enemy 16 times.
which is why ive decided to have 2 CDD spell gems in the skills section, one to simulate the spell hit and one to simulate the corpse hit and changed the "counts" for both CDD's to 8.
please let me know if ive calculated this wrong. i have dyscalculia so doing math is very hard for me x3

how to calculate if u sustain mana or not on a single target:
desecrate mana cost per second x 2
plus CDD spell cost per second
if the result is lower than mana regen u cant sustain the dps rotation properly
example:
32 x 2 = 64
64 + 260 = 324
mana cost per sec: 324
mana regen: 431
431 - 324 = 107
we sustain the dps rotation cuz we have 107 mana regen above the general mana cost vs single target enemies



with mageblood loadout we get 95% increased flask effect, meaning for suffixes that give stun and curse immunity we need to reach 100% or more, thus we need at least 52% to reach 100%+ for us to be immune to stuns and curses
example:
52x1.95=101.4



all lvl 83 regular monsters have a base life of 15319, we then apply the 10% corpse life 15319 x 1.1 = 16851.

when desecrate gem is lvl 23 or higher use 16851 for modest dps calc.

dont know if monster multipliers apply or not.
if monster multipliers work on corpses then config corpse life can be set to 35000.

poedb, match desecrate lvl with base monster corpse life.



corpse stats in a standard delve biome:

low life
cave weta: 28815
- 10% increaed corpse life: 31696

median life
lightless grub: 54428
- 10% increaed corpse life: 59871

high life
cavestalker: 168088
- 10% increaed corpse life: 184897

(31696 + 184897) / 2 = 108296
averaged corpse life to use for dps calculations: 108296

67502 x 1.1 (10% increased corpse life) = 74252