[3.25] Ice Dancing Queen - Icestorm/Cyclone/CI - Viable For Everything
I am currently trying to craft the simplex with %attr, %int and %damage per int - and... Either something really changed since the beastcrafting post from 12th of April, or something's wrong.
I have amulets from "List A" and "List B" respectively - Attr% + phys as extra cold(Let's call it Amulet 1, List A), rare Attr% + movespeed(Amulet 2, List B), %damage per int + mana reservation(Amulet 3, List A) and %damage per int + phys as extra cold(Amulet 4, List B). They should be from different lists from what I see - but when trying to hinekora they... behave the same. In the current attempt both Amulet 1 and Amulet 2 give as a result the undesired mod(phys as extra cold and movespeed respectively) and as the third mod both give the fire multi. I can suspect that the fact that magic amulets like amulet 2 might no longer go on list A and go with rare amulets of the same mods to list B, but... Both Amulet 3 and Amulet 4 give as a result the undesireable mod as well. Mana Res + phys damage to attacks for Amulet 3 and fire multi and phys as extra cold for Amulet 4. At least in the current attempt, amulets 1 and 4, it seems, behave the same, both providing either a desireable or undesireable mod and a fixed 3rd one. So - the underlying logic from the "research notes" post should work the same. It's just the mods seem to have been shuffled by now. Also, I found only two messages on the topic in this topic, so... Any answers? /Edit: Also, I have 2 amber amulets, ilvl 86 and 87 respectively, both with %increased damage per int and phys as extra cold as the only shaper mods. They behave in the opposite ways, at least on this attempt... And triple-mod phys as extra lightning + mana reservation + %damage per int - behaves in the opposite way of the Amulet 3 above, giving %damage per int when the 2-mod doesn't do that. Which should contradict the research notes post in the section for triple-mod amulets. /Edit 2: I gave up after 53 attempts at beastcrafting and not getting the trifecta. Behaviour remained mostly consistent - but in some cases amulets that gave opposite results in the majority of attempts(triple-mod in the previous edit and Amulet 3 as one example) - gave out the same, always undesireable mod. The mentioned pair of amber amulets, though, remained consistent, despite literally having the same mods. Either way, either I am really unlucky(and, maybe, my simplex is bugged somehow) or I have no idea what is happening. If anyone would be interested - I have video recordings for both claims in my previous edit and of how amulets change their behaviour for some reason, but I have no resources to continue trying to get to the heart of the matter or to do anything with the amulet. Settled for T1 int as the third affix, since it seems only slightly worse than %attr in my case(mostly in that I'd have to delevel some gems in CWDT setups, lose 4% of damage improvement relative to my current amu, from 33.8% more to 29.8% more, and a little evasion). I might try the metacrafting method if I manage to scrounge in Settlers ~240 div for 30 awakener's, 20-25 div for lifeforce, 6k alts, ~50 div for craicics and 20 for benchcraft. But i'd probably buy an already crafted amu for 1 mirror first. ;p Last edited by Ariafrost#7535 on Jan 22, 2025, 11:29:23 AM
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This build is super killable even with more expensive items. Map T16 (vulerability mod - the rest was ele res for mobs). Syndicate with Janus and Haku on the map. Killed 4 times by Haku (while he jumps and strike). Finally killed them but it took a lot... of time (all gems at least 20/20 or 21/20 excluding those which has to be on lower levels). Nope. Unless you have the exact super expensive items like here then maybe it is more tanky. Build dead.
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