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Patch 3.2 Herald spawn mechanics, Sunder drop rates, Shard drop ratio and more

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The Greater Mummy has a block chance of 39% together with regen this might add up?
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It looks like the NHD is 4 frames, and at most common IAS breakpoints, the middle Arrows fire with a 3 frame delay. I believe that would mean for a 10 arrow volley, the hit Pattern would be:

1 0 1 0 1 0 1 0 1 1

for 6 hits out of 10, or a reduction of 40%. There is also the 20% miss reduction, but when a miss occurs, the next arrow won't have a NHD any more. I'm not positive how this math works, but I assume it takes 2 misses in a row to cause an issue, unless the miss occurs on volley 9. So the 20% becomes a 4% impact, along with a 20% impact on arrow 9 for roughly an additional 2%.

Net net, apply a 6% reduction for hit chance on top of the 40% reduction for NHD. So 50k becomes 50/.8*0.96*0.6= 36.

And then apply the correct 2000% T5 multiplier for 220k life, and it will take 220/36 = 6.1 volleys.

Not sure if this is all correct, I just looked it up quickly.

Edit: The first miss of the 20% miss chance is more damaging, because it prevents the bonus last hit of the volley from being a bonus not subject to NHD due to the longer timing, as it has flipped the Pattern, e.g. a miss on arrow 5 results in a Pattern of 1 0 1 0 0 1 0 1 0 1. A second miss (or any even number) then flips the Pattern back, restoring the bonus hit. Permutations are too complicated for me to figure out in the time I want to allocate to this, but I'd guestimate the effective damage closer to 32k vs. 36k, taking this into account. Using 32k, it would take 6.9 volleys.
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Lakkxa wrote: 1 hour ago
The Greater Mummy has a block chance of 39% together with regen this might add up?
I saw somewhere that the monster block rate stat is ignored for most monsters unless they have a specific blocking animation.
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ganseng wrote: 1 hour ago
now that you say it it's not uncommon that the Arrows just fly through the targets.. but what does it mean, better less attack speed (i.e. Concentration over Fanaticism)? make pause between volleys? or just spray and pray, doesn't matter if he dies 5 srconds later..
varangium wrote: 1 hour ago
ganseng wrote: 1 hour ago
A question about Herald survivability guys. Sometimes I can't explain why they are so hard to kill with the strafezon. E.g. Greater Mummy has around 10k hp. a T5 Herald is +1000% so 110k hp? Maybe some tz effect so let's say even 200k hp
even if it's immune to physical Amplify Damage almost always procs so physical immunity is ~0 in worst case

and mean Strafe dmg output is 3.7k * 10 Arrows * 1.7 crit * 80% hit chance ~ 50k. so normally in 5 volleys or less he should be dead, but i feel it normally takes 10 or more..

what am i missing?
Strafe is subject to next hit delay, so not all 10 Arrows will register damage if one arrives too quickly after the most recent arrow triggering damage. I don't know the timing, but could easily be that only 3 out of the 10 actually do damage.
For all IAS between 3 and 80, assuming a GMB or Hydra base bow, the middle shots of a Strafe attack will take 3 frames. So you would have to run at 0 IAS (including no Fanaticism) to achieve a 4 frame rate for them all to hit. But this will make your attacks slower on crowds of monsters (NHD should not apply for 2 separate monsters hit by 2 different consecutive Arrows).

It is lame that in the case of Strafe, faster IAS means worse effective attack speed on single targets.
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One more addition, I was calculating without Fanaticism. If you have lvl 15 Fanat, it is 2 frames at 35 IAS or greater, not 3, which is a clean every other hit misses. Same overall Principle and similar math applies.

https://warren1001.github.io/IAS_Calculator/
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