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tl;dr: Blood Oath is hard to pinpoint what level is best to target with hard + soft points.
Whilst we know more about the mechanics of Bind Demon and Demonic Mastery (multiple prior posts in the forumverse and my simpleton testing show that the bound demon's damage is set at the beginning of each game based on the skill level of both at the very start of the game), the Blood Oath skill remains a bit mysterious. The uncertainty around the passive benefits to you and your demon can be quite vexing when planning a build that is heavy on demons.
Let's take an example of a mixed build in Chaos and Demon:
20 Abyss
20 Miasma Chains
20 Bind Demon
20 Demonic Mastery
Pre-reqs
1 Sigil: Lethargy
1 Blood Oath
That leaves precisely 20 points at level 99. Do you invest in Miasma Bolt to increase the damage of your Miasma Chains and Abyss? Or Blood Oath to bolster the health and resists of your Demon(s) and physical damage transfer from you to your demon?
Perhaps even more frustrating is that Patch 3.2 introduced max health caps for demons that are demon-dependent and I don't know where you can find those values, which of course would be very helpful for planning builds and for D2R Pokemon Hunters.
Here is what I've found so far:
https://us.forums.blizzard.com/en/d2r/t ... -32/176167
Not much, and no confirmation or details on how they arrived at these values for Heph and Lister (20K life at p1, 27K at p8) and "Act 5 Valkyrie ( Spear maiden)" which I assume they mean Dark Lancers (13.2K at p1, 17.82K at p8). If these values are true, that would bring Dark Lancers much closer to Heph and Lister (and Urdars). But from my play experience, Dark Lancers are still noticeably more squishy than Urdar--but that may have to do with inherent resistances (??).
The question no one has asked (at least publicly), is that if these are health "caps", does that mean that the bonuses of Blood Oath cannot bring them above that Cap? I assume that is false, otherwise they may as well change the tool tip to remove % increase in health, or at least specify that it only applies to "summoned" demons. For example, our Lancer with 17.82K health would have a +1,065% life increase if you got Blood Oath up to Lvl 30 with a mix of hard and soft points (quite doable). That would be >207K life. I assume the skill is not working this way. But maybe?? Posts by user HOLYKNIGHT on the following thread suggest that both Blood Oath and BO can boost their health, so maybe the "caps" are just a snapshot of the health of the demons at time of binding and those values can be modified by Blood Oath, BO, Spirit of Oak, etc.
https://us.forums.blizzard.com/en/d2r/t ... e/176049/8
The effect of hard and soft points is linear, so IF there is no Cap on Blood Oath increases--not necessarily a good assumption--then there is no sweet spot in terms of health benefits for your Demon.
Blood Oath benefit to bound demon's life: haven't the foggiest
Ok, so how about benefit to the warlock. Blue post on the patch notes says that damage transfer from warlock to demon is capped at 50%. Previously, it was capped at 43% although the tool tip was misleading. However, blue post in this forum under the Blood Oath skill page (also reflected in the maxroll d2planner) shows diminishing returns with % transfer hitting 25% at level 20 (previously 43%):
skills/blood-oath-t1674064.html
However, the diminishing returns scale shows that you basically reach an asymptote at 29% (still at level 56), so you'd never reach the 50% Cap. Who's lying here? Blizzard or Blizzard?
Blood Oath benefit to warlock: uncertain, but presumably this effect is not "snapshot" at the start of a game and dynamically changes depending on your skill level during play (e.g., swapping out all your +demon skillers may reduce the damage transfer effect)
Then there is physical damage resistance and elemental resists to the demon. My understanding from discussions is that these resists cannot create an immunity, but the mechanism is not clear. For instance, the mechanism for affixes like Spectral Hit, which adds 20% elemental resistance, has a check and pass mechanism where it first checks Cold--is there immunity?--No?--Are there already 2 immunities?--No?--+20% resistance to Cold (no idea if say, 95% cold resistance +20% == 115% or stops at 100%)--next, fire, is there immunity?--Yes?--Here I don't know if the +20% is applied to the total, meaning 100% --> 120%--next, lightning, is there immunity?--No?--Are there already 2 immunities?--Yes?--Skip providing +20% resistance altogether. For Blood Oath at high level, it is providing >70% resists, yet not adding immunities to demons. Unclear whether it performs a check/skip mechanism or just adds resists up to a Cap. Most Hell demons have pretty decent resists on the order of 33-50% to start with, so the bonus would easily put them into immunity levels. Physical damage reduction is moderate and diminishing returns, so nothing to fret about. It is the elemental resists that we can't be sure how much is benefiting them.
Blood Oath benefit to Demon resists: unclear
With all of this uncertainty, is it better to just go 1 point in Blood Oath and let soft points add what they can? Or is there still a sweet spot before diminishing return curves flatten?
*Resists: elemental resists to demon; PDR: Physical Damage Reduction to demon; PDD: Player Damage to Demon; PDD?: Physical Damage to Demon according to patch notes, which probably isn't correct
The benefit of synergies like Miasma Bolt is straightforward. They provide a linear increase in damage per hard point.
One caveat with Blood Oath, though. During my Bind Demon testing with Blood Moor Fallen, I noticed a survivability trend in the bound Fallen depending on whether they were BOUND with level 1 Blood Oath or Blood Oath buffed by items/skill points, and that was before starting a new game. Possible that Blood Oath has an effect at the time of binding (??). But this was inconclusive, as I burned my only Token to do this (I'm not too rich). A better experiment would be to Bind at 1 hard point vs. 20 hard points in the same game to assess survivability, but also to bind at 1 hard point and start a new game fully skilled up (>lvl 40) vs. binding at 20 hard points and starting a game naked. Or perhaps even "titrating up" Blood Oath skill points to see how survivability scales. That is more tokens and time than I'm worth, unfortunately.
Conclusion: very unclear what the "optimal" level of investment in Blood Oath may be, but I am inclined to think that going 1 hard point in Blood Oath and stacking as much +demon skills as possible at time of binding and game start may be the most helpful, freeing up points for something else like a Chaos tree or Eldrich tree synergy. If you are Blood Boil, you want Blood Oath hard points anyway.
Anyone else have thoughts/data/opinions?
Description by Whilst we know more about the mechanics of Bind Demon and Demonic Mastery (multiple prior posts in the forumverse and my simpleton testing show that the bound demon's damage is set at the beginning of each game based on the skill level of both at the very start of the game), the Blood Oath skill remains a bit mysterious. The uncertainty around the passive benefits to you and your demon can be quite vexing when planning a build that is heavy on demons.
Let's take an example of a mixed build in Chaos and Demon:
20 Abyss
20 Miasma Chains
20 Bind Demon
20 Demonic Mastery
Pre-reqs
1 Sigil: Lethargy
1 Blood Oath
That leaves precisely 20 points at level 99. Do you invest in Miasma Bolt to increase the damage of your Miasma Chains and Abyss? Or Blood Oath to bolster the health and resists of your Demon(s) and physical damage transfer from you to your demon?
Perhaps even more frustrating is that Patch 3.2 introduced max health caps for demons that are demon-dependent and I don't know where you can find those values, which of course would be very helpful for planning builds and for D2R Pokemon Hunters.
Here is what I've found so far:
https://us.forums.blizzard.com/en/d2r/t ... -32/176167
Not much, and no confirmation or details on how they arrived at these values for Heph and Lister (20K life at p1, 27K at p8) and "Act 5 Valkyrie ( Spear maiden)" which I assume they mean Dark Lancers (13.2K at p1, 17.82K at p8). If these values are true, that would bring Dark Lancers much closer to Heph and Lister (and Urdars). But from my play experience, Dark Lancers are still noticeably more squishy than Urdar--but that may have to do with inherent resistances (??).
The question no one has asked (at least publicly), is that if these are health "caps", does that mean that the bonuses of Blood Oath cannot bring them above that Cap? I assume that is false, otherwise they may as well change the tool tip to remove % increase in health, or at least specify that it only applies to "summoned" demons. For example, our Lancer with 17.82K health would have a +1,065% life increase if you got Blood Oath up to Lvl 30 with a mix of hard and soft points (quite doable). That would be >207K life. I assume the skill is not working this way. But maybe?? Posts by user HOLYKNIGHT on the following thread suggest that both Blood Oath and BO can boost their health, so maybe the "caps" are just a snapshot of the health of the demons at time of binding and those values can be modified by Blood Oath, BO, Spirit of Oak, etc.
https://us.forums.blizzard.com/en/d2r/t ... e/176049/8
The effect of hard and soft points is linear, so IF there is no Cap on Blood Oath increases--not necessarily a good assumption--then there is no sweet spot in terms of health benefits for your Demon.
Blood Oath benefit to bound demon's life: haven't the foggiest
Ok, so how about benefit to the warlock. Blue post on the patch notes says that damage transfer from warlock to demon is capped at 50%. Previously, it was capped at 43% although the tool tip was misleading. However, blue post in this forum under the Blood Oath skill page (also reflected in the maxroll d2planner) shows diminishing returns with % transfer hitting 25% at level 20 (previously 43%):
skills/blood-oath-t1674064.html
However, the diminishing returns scale shows that you basically reach an asymptote at 29% (still at level 56), so you'd never reach the 50% Cap. Who's lying here? Blizzard or Blizzard?
Blood Oath benefit to warlock: uncertain, but presumably this effect is not "snapshot" at the start of a game and dynamically changes depending on your skill level during play (e.g., swapping out all your +demon skillers may reduce the damage transfer effect)
Then there is physical damage resistance and elemental resists to the demon. My understanding from discussions is that these resists cannot create an immunity, but the mechanism is not clear. For instance, the mechanism for affixes like Spectral Hit, which adds 20% elemental resistance, has a check and pass mechanism where it first checks Cold--is there immunity?--No?--Are there already 2 immunities?--No?--+20% resistance to Cold (no idea if say, 95% cold resistance +20% == 115% or stops at 100%)--next, fire, is there immunity?--Yes?--Here I don't know if the +20% is applied to the total, meaning 100% --> 120%--next, lightning, is there immunity?--No?--Are there already 2 immunities?--Yes?--Skip providing +20% resistance altogether. For Blood Oath at high level, it is providing >70% resists, yet not adding immunities to demons. Unclear whether it performs a check/skip mechanism or just adds resists up to a Cap. Most Hell demons have pretty decent resists on the order of 33-50% to start with, so the bonus would easily put them into immunity levels. Physical damage reduction is moderate and diminishing returns, so nothing to fret about. It is the elemental resists that we can't be sure how much is benefiting them.
Blood Oath benefit to Demon resists: unclear
With all of this uncertainty, is it better to just go 1 point in Blood Oath and let soft points add what they can? Or is there still a sweet spot before diminishing return curves flatten?
*Resists: elemental resists to demon; PDR: Physical Damage Reduction to demon; PDD: Player Damage to Demon; PDD?: Physical Damage to Demon according to patch notes, which probably isn't correct
The benefit of synergies like Miasma Bolt is straightforward. They provide a linear increase in damage per hard point.
One caveat with Blood Oath, though. During my Bind Demon testing with Blood Moor Fallen, I noticed a survivability trend in the bound Fallen depending on whether they were BOUND with level 1 Blood Oath or Blood Oath buffed by items/skill points, and that was before starting a new game. Possible that Blood Oath has an effect at the time of binding (??). But this was inconclusive, as I burned my only Token to do this (I'm not too rich). A better experiment would be to Bind at 1 hard point vs. 20 hard points in the same game to assess survivability, but also to bind at 1 hard point and start a new game fully skilled up (>lvl 40) vs. binding at 20 hard points and starting a game naked. Or perhaps even "titrating up" Blood Oath skill points to see how survivability scales. That is more tokens and time than I'm worth, unfortunately.
Conclusion: very unclear what the "optimal" level of investment in Blood Oath may be, but I am inclined to think that going 1 hard point in Blood Oath and stacking as much +demon skills as possible at time of binding and game start may be the most helpful, freeing up points for something else like a Chaos tree or Eldrich tree synergy. If you are Blood Boil, you want Blood Oath hard points anyway.
Anyone else have thoughts/data/opinions?
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FerociousTerrier
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