Hoping someone can explain how the 6 piece bonus from marauders isn’t actually applying the 12,000% per sentry? I was running unhallowed and messing around with a grenade build. Had 60 discipline x 350% dmg = 21,000% right? Squishy build, weak gear, but was able to finish GR75’s. So I switched to test with marauders. I got 5 sentries out x 12,000% = 60,000% bonus (using grenade primary)… and the damage is way worse. There’s no way without some crappy nerdy explanation this is correct or working right. I’d love to hear why… literally nothing pops on a google search for this
Can you verify you’re using the full set? The most common cause of a massive damage loss is the lack of a Ring of Royal Grandeur in a build (thus omitting the 6 piece bonus).
If this is not the case, then can you provide some screenshots with your exact items or a video of such a bug?
RORG is on… ran several rifts to confirm damage. Getting 25-50b crits with unhallowed and only getting a few 50b crits with the marauders. Which doesn’t line up with the 6 piece bonus of 12k x 5 sentries. This should be doing just shy of triple the damage. Do all sentries have to be on the screen (ie. in view?) so if I run past them but their still active, but I’ve pushed passed them and haven’t re-cast on the visible screen I lose the bonus?
If this is the case, this is once again so dissapointing that every season they only come out with one end game set per character with supporting legendaries for one skill/playstyle. Or I have to have super nerds crank some fibonaci math formula with break points, APS, and stupid gear internal cooldowns and post it just to make sense of why what it says its supposed to do isn’t working… Is it too much to ask to come up with sets or legendaries that can make any skill section (ie. primary/secondary/etc…) or even elemental damage that evens things out so I and everyone else can make a custom builds we actually like playing?
Ok, so the damage is kinda in the same range, and not off by a large multiplier of 10 or even 100 or so.
Have you considered UE-4 in your rough calculation of the damage? This increases the damage of your UE grenades by another (multiplicative) 60%. This puts the UE-bonus to above 30.000%. Maybe you’ve used some other items/gems/skills that pushes your UE-build even more, but not your M6.
For example: Iirc you have used a dual-wield setup for your UE build, while with M6, you are wearing a quiver. With dualwield you get higher crits by another emerald in the weapon. With a quiver you get lower crits, but with a higher chance. Are you just looking at the crit numbers, or your actual killing performance in GRs?
No, all 5 on the same map should be sufficient.
There are some “hidden” mechanics in the game, but these wouldn’t explain such huge differences as you describe here.
Thanks for trying to help. I hadn’t tried the dual wield on the M6… it seemed to be way more squishy probably cause I wasn’t getting the same damage output. I can try. I really wanted to rock a grenade build without rapid fire, but the “hidden” mechanics always seem to get in the way of people just playing the game so I’ll cap out prob around the 90-100GR range as always with something I wanna play cause the gear out there isn’t meant to actually build creatively… it’s just the same gear grind with the same build everyone else is running if you wanna go higher for the season.
It still doesn’t explain the difference, but if its your season char, you’re slightly off here. You also have Prep - Invigoration, and have 81 disc:
= (disc * 350) * UE4
= (81 * 350) * 1.6
= 28350 * 1.6
= 45,360
so yea, more then what you said, but still less than 60,000.
Well I’m glad it isn’t just me.
I’ve been running the Dreadlands set for about a week. Doing fantastic with it. I recently completed the Marauder set and calculated it should be doing about triple to quadruple the damage.
Instead, it’s doing…basically no damage at all. It’s like any and all damage amps are nullified with the set. I do more damage with blue items than with the full set. I can’t even kill common enemies with it.
I have been wondering about this aswell. Marauders is a fun set, slow but fun all the same. Now to the set bonus, you’ld figure a 60000% damage increase would melt anything it hits even if it is only your spell casts and yet you don’t ;).
Weird as heck. So can you wise demon hunter veterans explain this.
Thanks in advance.
without knowing your gear/skill setups (same @Xorkrath) we can’t…
Fair enough, is it potent if set up right?
I must confess that I was fumbling around with the skills it augments but left it because I wasn’t getting the awesomeness that I imagined 60k damage boost “promises”.
Will have to give it a fairer try another time or season.
To Stedia, I agree. I was promised a lot better than this.
To PMG, I just ran a quick test right now to give you a ballpark idea of what I’m experiencing. So, this isn’t an “optimized” test. But for the record…
Gears of Dreadlands - using primary fire only (hungering arrow), and trying to keep the shots as “cold” as possible (meaning monitoring the bottom of the screen for any active effects and trying to make sure no stacking boosts are adding up or anything), normal shots are averaging around 12 billion per hit for me. Low end I see some 800m, high end I see some 50 bil.
For the Marauders setup I of course changed out the setpieces and two other things. One passive changed from “Night Stalker” to “Custom Engineering”. And the quiver went from Ninth Cirri to Bombadier’s (for the 5 sentries).
With all five sentries out, my average hit was 800 million. High crits were around 12 bill. Low end about 36 mi. Boy this would be so much easier if we had training dummies in the campsite.
Without further details, can you explain why a 10,000% increase in baseline damage for a weapon results in 12 billion hits, but a 60,000% increase in baseline damage for a weapon results in under a billion?
Because if we are dealing with the quiver by itself giving out a 6x bonus multiple instead of 600% additive, okay, but then optimizing for sentries will never work and the set is useless since other sets that are better optimized for primary attacks will just function better. That also means that regardless of set, the Cirri quiver is just the most powerful item a DH can get. Which kinda…stagnates the options for playstyles just a tad.
Edit: yep, switched out the quiver and got much higher damage numbers. Since this appears to be the case, I’ll just stick with the GOD set anyway. It’s better optimized for primary attacks.
Not likely
Um, pretty much the ONLY set for using primary skill at the moment (even UE HA is way behind and UE Grenades was dust many moons back).
M6 is designed for secondary skills that hit way harder - Cluster Arrow, Multi-shot, etc.
Be that as it may, the basic primary attack still works as a benchmark since the bonus (in Marauders) applies equally to it as to the other abilities. Showcasing that the game was giving me far less with Marauder, than it was with my GOD set. Which is fine, if that’s what they want. But GOD providing better mobility, defense, and offense? That leaves little reason to use Marauder.
I had hoped they’d be…at least roughly similar in terms of overall use so I could occasionally switch out playstyles for fun. But they’re just not similar enough in performance. Mechanically and mathematically speaking, GOD is just straight-up better. That’s before we get into the lack of defense bonuses making the use of Marauder a real struggle.
I’m not upset with the game or anything. Just disappointed. In the meantime I tried out some of the other sets I had built up and not really used yet. Specifically, the Unhallowed, Shadow, and Nat. They all work as advertised, luckily. But still, they all seem to fall short of GOD’s general reliability. (Shadow is really potent, I just don’t have a good setup that allows me to take more than 1 hit or clear rooms with ease)
I still maintain you are doing something wrong in the comparison and since you won’t explain the exact setups I’ll just bow out.
What exactly could be going wrong? I provided a set of data A, compared it against B, and pointed out that the only difference was a single variable.
It’s like algebra. If you can define a singular value for a “variable”, it can only be one thing. It’s no longer a “variable”, but a “known quantity”.
In this instance, I compared the damage output of a primary attack boosted by a set armor, against the damage output of the same primary attack boosted by a different set armor. No other variables are present. The advertised 100x damage amplify gave me an average of 20 bill, the advertised 600x damage amplify gave me an average of 800 mil.
The reason I used the same attack for both was to eliminate that as a variable. If it’s a constant, you can’t point to it as causing some difference in the numbers. So it’s not about “using only primary attacks as Marauder”, it’s pointing out that Marauder is not properly giving the advertised effects. We are in a case of literally everything else is the same, but the 100x multiplier is working but the 600x is not.
So if you are of the belief that there must be something else effecting the data, okay. Then you should ask for it. This…
Doesn’t help because you only hinted once that you’d wanted exact setup, and never stipulated that it was absolutely necessary for comparing otherwise identical setups, nor did you explain what sort of hidden rules in the game might be preventing the Marauder set from working properly. I could just as easily, by that same token, accuse you of being difficult and obtuse for withholding information from the discussion.
But I won’t. You want exact setups? Okay. So, GOD set, Bastions of Will set. Armor sockets - diamonds all the way. Ring/amulet sockets - Simplicity level 50, Taeg level 50, Trapped level 30. Non-set things include Valla’s Bequest, Cirri’s satchel, Hunter’s Wrath, Wraps of Clarity, Ess of Johan.
Character passives are: Night Stalker, Thrill of the Hunt, Cull the weak, Perfectionist.
Horadric’s cube passives are: Fortress Ballista, Depth Diggers, Elusive Ring.
Current atts are as follows
- Strength 77
- Dexterity 8247
- Intelligence 77
- Vitality 6081
Now all of that is the same, but switch out the GOD set for Marauder, and instead of Hungering arrow (again, using it for comparison because it’s the same attack and thus needed for a benchmark and removing a variable and not because this is what I want to use the set for) gaining about a five-fold increase in damage, it’s cut in half. Sometimes even less.
Again for emphasis: the only difference in the two setups is that one advertises a 100x damage multiplier for the attack in question and nets me an average 20 billion hit, the other advertises a 600x damage multiplier for the same attack and nets me an average of 800 million damage.
There’s your setups. Now tell me what’s wrong.
Just tested both setups myself with Entangling Shot and only swapped the set items (both setups used Yang’s + Bombardier’s and Custom Engineering). I did roughly 2x as much damage per hit with M6 with 5 sentries active as compared to GoD6 with 20 seconds of momentum which makes sense (the momentum buff is roughly 3x with max stacks).
TL;DR there is no bug that I noticed.
Okay, just tried it again, this time I used Entangling shot as well. Decided to use the 5 sentry quiver for both just to keep it simple.
For Mar6 +5 sentires, I am getting a wide range of damage. Lowest was 6 million on a hit. Highest was 4 bill.
For God 6, lowest I saw (before Momentum kicked in) was 1.6 bill. Due to momentum, gathering a range of numbers for damage without momentum was difficult, but I was still averaging about 10 bill without crits. This is now using Entangling Shot instead of Hungering Arrow, since you did so as well.
“Bugged” might be relative. Without a single sentry out, I was lucky to break 200million in damage. With all 5 out, frequent crits above 1 bil. So, the stacking effect of the sentries is definitely working. It’s the amount that’s stacking that seems to be bugged. If the set was working properly, I’d hope to do at least twice as much damage per hit as you did. If not at least 3x to 4x. But it’s still hitting for half as much or less.
Care to make a video showing the bug? I cannot recreate it based on the information so far. Also, if you could list the exact items and skills using D3planner - Maxroll.gg - Diablo 3 Resource Website Season 27 or something it would be very helpful (you can even import your build by copying from profile).
I don’t have video capture software. Though if I did, this would have been a LOT easier. Currently I’ve been running into an area and shooting, trying to eyeball the damage numbers that appear before they fade quickly. Seriously would it be that much trouble to get target dummies in the camps?!
I’ll look into that website at a later time, after seeing if it passes muster with Avast and Google (I’m weary of clicking random links on the internet). While I’m sure it’s a well-known and established website frequented by long-time users of the forums; I’m still new here and I’m not privy to all the third-party tools and sites you guys use to do this stuff. However today is Saturday and I typically play Overwatch with my friends on the weekends, so I’ll be going back to Diablo come Monday.
Are you running Win10? That has recording software built-in. It’s what I use to record my game segments.
Also, have you calculated the theoretical damage and compared it to what you are getting?