Keep it up man, hope you reach the FINAL FORM, its only espectacular you sre the only necro pushing Pits with blood surge 🎉🎉🎉❤
@TheCristobaL_OS24 күн бұрын
amazing vids and content!! can i ask you some qs? where did you get that mace? GZ on vid and keep it going!
@nepter-323 күн бұрын
Thanks! I bought it on diablo.trade. Just took some time to get the triple crit on it's double damage temper (also you should see my new one, perfect tempers and triple crit! 🤤)
@gprimecaАй бұрын
Nice, impressive. I will give it a try, good job!
@gprimecaАй бұрын
the cooldowns on the ultimate is ridiculous!
@gprimecaАй бұрын
by taking affliction key passive you will miss out on overpowers. I am testing it out myself, its difficult to see which key passive is better.
@SavageX_Ghost24 күн бұрын
Love this build and following your build guide however I dont have my ultimate back as often what trigers the cooldown?
@nepter-324 күн бұрын
On trash, it's just Abhorrent Decrepify procs that reset my soulrift CD. If you're doing lower tier content where mobs die quickly you won't get enough hits on them to proc the resets though, so for that I would use TamZec to reset Soulrift's cooldown.
@chris.w391Ай бұрын
Well played, gg! 1. What's ur opinion over doombringer vs. legendary 1H weapon? 2. Haven't got shroud of False Death yet, I am thinking to test it with Cadaverous Aspect on amu, Affliction key passive, using transfusion to occasionally proc blood-begets-blood. What do u think?
@nepter-3Ай бұрын
Hey chris! 1) So I haven't done the hard math on how much overpower damage doombringer's max HP% increase offers at my current max HP value, but in general, it's very hard for any unique weapon to overcome a legendary weapon now because of the double damage temper. Legendary weapons get a whole offensive aspect plus up to 44% chance to deal double damage, which just means doombringer would need to provide somewhere in the ballpark of 80-100% extra *multiplicative* damage to be better than a legendary. And with the diminishing returns on additive overpower, I don't think even a triple crit GA max life doombringer will approach this value. My best guess would be something like 40-60% damage with a triple crit GA max life doombringer, so I believe a well-masterworked legendary will always pull ahead. Once I've done this math in detail though, I can reply here again (or edit this reply) with a more accurate comparison. 2) That is very close to what I am running at the moment, except I use Sacrifical on amulet because I can make use of all the crit chance it provides via Skirmisher sacrifice. I will say if you choose to run something other than Sacrificial on amulet, it might as well be Great Feast, since that is a larger multiplier than Cadaverous and the essence/sec cost of Feast doesn't increase beyond 7 even on amulet. It also doesn't need to ramp up via popping corpses, and can't fall off outside of combat.
@chris.w391Ай бұрын
@@nepter-3 Hey, thanks for the reply, it means a lot. 1. I am not sure if life% has diminishing returns, because x1.9 life should means x1.9 on the additive overpower coming from life and fortitude. But pit running and your feeling is more accurate than math. Let me know what you find out. 2. Yeah, great feast is the best in terms of damage. I think you solve the resource issue on 100% up time on soulrift. Nice one! 3. Got another question, in pit push, will you skip any mob type or bosses? 4. Got a small feedback, maybe you can consider. In your planner, I saw that you MW tides of blood on your amulet. I think int% is better in terms of damage. Explaination without number would be: since you already got a lots of level on tides of blood 3 additional level won't make as much difference when you have low level of tides of blood.
@nepter-3Ай бұрын
@@chris.w391 1) Edit: Ok, so striking my old comments on this topic (%Life) from the record for a sec. I just did some fresh math based on my current Max Life total, and not only does adding a second source of 20% HP give *more* multiplicative damage than the previous source of 20% (regardless of DR on additive damage), but the newly improved base life on Shroud (as well as extra %Life from paragon) have drastically improved the value of %Life bonuses overall. This makes Xal in my current gear worth around 15.6% damage, far more than I previously thought. I may even switch back to it from using Wat (the decrep curse rune) for pushing, though losing Concussive Strikes as well makes the winner there less clear. For Doombringer however, the absolute best and worst cases (in terms of the amount of multiplicative damage increase it can provide) range from around 33% damage on a non-GA, 0/12 masterworked Doombringer, up to 68.9% damage on a 3x crit GA max life one. This makes it better than I thought on the high end, but a Legendary weapon still pulls ahead. If you for some reason feel you need the extra DR it provides to survive however, it could potentially be an acceptable alternative (granted you lose quite a bit of damage, but gain an *absurd* amount of toughness). Also, if you want to check out my %Life calculator as well as a few other useful tools I've made for Blood Surge gearing, here's the Google Sheet (you'll just have to go to File > Make a Copy to use): docs.google.com/spreadsheets/d/1Q2gx12mrmXkCX3GNa8DwxFmD-HYyMDFMDNgPn5qZXGs/edit?usp=sharing 3) The only thing I end up skipping is little non-elites that have the Juggernaut affix (or w/e increased HP is called, the one with the Heart icon) which tend to be left over after most of the pack has died. 4) For Tides, the value of extra ranks does fall off by a decent amount, but even getting the last rank for 14 to 15 (which assumes full BIS gear) is worth 150/140 = 7.1% damage. Where another crit into GA %Int is worth about ~4% damage, going from 30.7% to 34.6%.
@nepter-3Ай бұрын
@@chris.w391 Just wanted to tag you again in case you hadn't seen my edit above, as I was quite wrong about the value of %HP increases in general. TL;DR is Doombringer can be worth about 33% damage on the low end, up to 69% (nice) damage on the top end, which is better than I previously thought. Also would appreciate any thoughts/feedback on the spreadsheet I linked, hoping you may find it useful as well🙂
@chris.w391Ай бұрын
@@nepter-3 1. Hmm. Can you give me an example how it "diminish"? Lets take all the multiplier and all other source of additive damage away. So now life is simply equals to OP damage. 400 base life taking 20% life increase is equal x1.2 OP damage. Taking another 20% life increase is another x1.2 damge... and so on. So no diminish here? Maybe I am wrong.. 3. Thanks! Yeah, those "increased HP" is somehow very unkillable. 4. It should be 250/240, right? But yeah, I re-do the math, you are right, crit on Tide of blood still brings better result.
@Masterclown55Ай бұрын
Amazing, good work! btw what are those blood tendrils on every cast? And how can you move while casting?
@nepter-3Ай бұрын
The tendrils are just the default (super sick-looking) animation of Blood Surge🙂to move while casting, you can either hold down left click and tap right click, or as I do, hold down right click and tap left click. This is assuming left click = move, and right click = Blood Surge
@MirdaSpajzАй бұрын
nice clear man! can i ask, why u have Decrepify on chest? Isn"t better to have here War cry and cast aura or Cursed aura on boots?
@nepter-3Ай бұрын
The 10% HP execute is equivalent to 10% damage on trash, which is just higher than any alternative rune that could occupy that slot. My helm has Ohm, which leaves Xal or Vex, neither of which are worth 10% damage in my current gear. Not only is the rune slightly better on it's own though, it also lets me run Concussive Strikes on boots. The decrep rune is not something I would recommend for any content outside pushing high pit tiers however, for that I would just swap back to cursed aura. It just allows us to squeeze out a bit more damage, and the hard CC from Concussive is very welcome
@jorislesage2215Ай бұрын
Hello mate GG first of all i have juste one question why using green gems and not red one into weapons?
@nepter-3Ай бұрын
Since crit damage gems are 72% and Overpower are 90%, the difference is very minimal. Overpower builds that stack HP such as this one tend to have absurd amounts of additive overpower damage already, so that extra 36% is a drop in the bucket there. But crit damage not only applies to both our overpowers and non-overpower casts, the non-overpower casts don't have nearly as much additive already (meaning they don't have as steep diminishing returns when gaining more additive damage). Overall, it's very minor. I prefer emeralds, but it makes little difference in the long run.
@jorislesage2215Ай бұрын
@@nepter-3 Ah thank you very much for the explanation I did not know that there was a decreasing return in the calculation of stats such as overpower or critical damage.
@ericksoh7828Ай бұрын
Hi, how do u maintain 100% crit chance? As of the planner that u have shared previously, the amount only adds up to around 67%. Is it through the sacrifical aspect on the book of the dead?
@nepter-3Ай бұрын
Yeah sacrifice bonuses don't show in the planner's stat totals. So that plus the 1 free rank in Inspiring Leader from wearing Shroud gives 100% crit chance