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Description

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Can be used to make Runewords:

7
kerph wrote: 3 hours ago
FerociousTerrier wrote: 3 hours ago

Perhaps hitting them fast and hard is the way. Once I hit 98, I am respeccing to full Bind Demon + Mirrored Blades Witchwild Strings (or maybe Mist demon xbow), idea being able to quickly proc Amp Damage from my MBs and let the demon go to town. That also frees up the Cursed affix for me, allowing an extra survivability affix. My current Lancer is cold and lightning immune with Stone skin, which I think really helps with her survivability.
For me, fast and hard (as in ignoring survivability) worked great, until the run when Talic decides to cast one too many tornadoes in a row and it doesn't...Which is why i'm such a broken record now on needing a tri-immune demon 😅

I think ur demon would do great, even with The Reaper's Toll or Dreadfang on merc (since i think you mentioned she's not cursed)
Too bad you'll lose her in the respec 😕 but v curious about that build!! Why Witchwild String over Mist? I found 2% was too low to be useful personally
I wanted to be able to proc cursed for the demon, so either Amp Dam on the weapon or Amp Dam on the amulet. With my recent riches, I got a perfect Witchwild, upgraded it and was able to socket it with two 38%ED/15%IAS jewels, bringing it to 12 frames, one slower than Mist demon xbow. Major flaw is the lack of Pierce, but since I am aiming for my demon being the heavy hitter, I'm more interested in Amp. However, that's not to say I don't want to melt monsters as well, and the REAL reason I'm going to test Witchwild, is that my calculations show it should be able to achieve much more damage per second than Mist, excluding piercing--yes, that's a major exclusion, but we're not always fighting monsters neatly lines up for Arrows/ Bolts to pass through them. The thing with Witchwild is that it fires Lvl 20 Magic Arrows, which adds 20 flat damage to the Diamond Bow base damage before on-weapon enhanced damage (170% + 38% + 38%), and THEN adds 43% magic damage off the TOTAL on-weapon + off-weapon damage, which includes auras and such. Adding in Fanat, Conc, MB, and Lev Mast damage enhancements (and maybe Might if switching to Act 2) is an additional 532% ED (982% if going A2 Might + horrible Pride roll...ugh). That puts physical damage per arrow at avg 2472 (4231 w/ Emilio). Then Magic Arrow adds magic damage at an avg of 1063 (Emilio: 1819). Now, magic damage from Magic Arrow is not affected by +Magic Damage Skill %, but it DOES benefit from -enemy magic res, and my current setup (missing one item) will achieve -40% plus -10% from a consumed Defiler, making each Magic Arrow hit for avg 1595 (2730, thanks Emilio). Note: both my Act1 Mist bow and Act2 Pride Thresher got lowest Conc rolls, so damage would be higher if those rolled better... Continuing! Hex Bane gets added on afterwards as well for 2347-2842 at lvl 33 (vs. lvl 36 w/ Mist, but I would swap Mara for Atma to get Amp, so only +1 for Lvl 34 = 2479-2988), which benefits from both the -enemy res and +magic skill damage (28%), making each bane hit for 5137 (vs. 5412 for Mist). Factor in Amp Dam on the physical damage (which is much lower on Mist) and multiply by 5 for Mirrored Blades = Avg 58,380 per MB assuming all Arrows hit (81,642 with Emilio), vs. 38,615 for Mist (although Pierce can multiply this--44,090 with Emilio). Frames are important, so converting frames to hits per second and then damage per second, Witchwild achieves 121,430 DPS (Emilio 169,816) vs. Mist achieving 87,656 DPS (100,084 Emilio). There are likely miscalculations somewhere in there, and at those numbers Pierce is probably more beneficial in that it will one shot more trash, but Witchwild holds its own, procs amp at 10% per MB cast, looks cool, and lets me hit max resistances.

But the REAL real reason I'm using Witchwild Strings is that Magic Arrow doesn't use Arrows so I don't have to look for Arrows and can keep them on my loot filter :-)
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varangium wrote: 1 hour ago
theoretical max I think is:
6: weapon
6: shield
2: armor
1: Belt
2: 2x rings
3: ammy
3: Helm
9: skillers
3: torch
1: anni
20: skills

That's 56. Not sure how to get 57. Battle Command gives +1, but would occur post summon.
56 is what I thought was theoretically possible. I'm up to 54, but dropping one skiller for a Bone Break is more beneficial IMO, so 55 is the theoretical ceiling for me (I'm missing +1 from book and the elusive +3/+3 Dagger to replace Mang).
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