How far off you are can be seen with the given percentage and it's variance. Orange values mean with your current build you'll sometimes hit the maxHP cap in that situation. Red values mean with your current build (Champion, Set bonuses, Masteries, %CDMG, etc), you'll never hit the maxHP cap in that situation. A color coding system is added for easy visibility. This variance number displays the ± % variance that comes with the 90%-110% damage randomness. This time I've added a variance number next to the calculation of how far you're off of hitting the maxHP damage cap. As we know, the game brings a variance of 90% to 110% of the calculable damage to bring some variation into the equation. All Dungeons, DT bosses and Hydra are shown individually and have separate selector for difficulty, stage and additional mechanics.įor example: Sand Devil's damage reduction based on the # of debuffs is taken into account, Dark Fae's veil is taken into account, and the amount of enemies alive in dungeons like Spider and IG for the Hero Soul blessing is taken into account.Īll calculations shown are done with the average hit. The new Hardmode passive that increases your damage based on your blessing level is also taken into account.Ī big difference compared to my previous dungeon calculator is now you'll be able to individually select the difficulty and stage of all dungeons at the same time. This time I've included all areas of the game (potion keeps don't exist) including Iron Twins, Sand Devil, the new Hard mode dungeons and of course the previous works with stages 1-25 dungeons, normal and hard DT bosses and all difficulties of Hydra.Īlso included is blessing support with Cruelty, Crushing Rend and Hero Soul. I've already made posts in the past specifically about dungeon stages 21-25, Hydra and Spider optimization. Me again with yet another spreadsheet calculator for MaxHP nukers.
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