Looking for season 20 multishot build

I don’t disagree, but you can be constantly on the move without vaulting.

I tend to stutter-step with UE (or at least attempt to!) and reserve vaults for when I need to make longer moves to avoid dangerous affixes etc.

The vault animation isn’t instant, and every time you vault is time you aren’t multishotting. Some vaulting is good, but excessive vaulting hurts your DPS. Also sometimes you don’t want to move as far as a vault would take you, you just want to make a small move to dodge something but still stay roughly in the same position.

Sometimes if I’ve got a good pack setup I can just stutter around a pack without needing to vault. And if I’m running Elusive Ring sometimes I forget to force myself to, at which point Elusive Ring drops off, and then I get whacked by a stray arrow coming in.

For me, running Elusive Ring would require a bit of a playstyle adjustment to make sure I keep it up. Not really that hard, just not how I’m used to playing UE!

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Precisely, is not like Wiz Teleport where you can decide with precision where to go (like occulus circle).

BTW does vault during it’s animation give invulnerability? Like vaulting past a molten explosion or arcane beam do you still take the dmg? (haven’t really tried it since my DH is on HC so would be a bad idea probably ^^).

Cheers!

Ok fellas, forgive me for quoting you to get your attention, but I thought I’d share what I came up with.

I took a look at a scenario of fighting a group of enemies one might well encounter. This is a group of mobs consisting of one of each type from Monster Set 20, otherwise known as “Lacuni / Phasebeast” or “Lacuni / Thrall”.

Link here: http://www.warpath.eu/ms.html#ms20

It is one of the best monster sets for builds that thrive on enormous density.

I took the monster hp multipliers for each of these mobs, and multiplied by 1,000,000, to get a decent life pool.

The monster hp multipliers can be found here:
https://docs.google.com/spreadsheets/d/16kUe9iED6gsNgpV9_OAI7hADuFGWezUNEtlgbD84yoI/edit#gid=974783445

For the player’s damage, I assumed a base damage per attack of 10,000 (which hits all mobs, like Multishot). I also assumed that these mobs are tightly packed within 10 yards of one another, so that AD procs from all will hit all (definitely feasible, in testing I’ve seen over 30 enemies packed into a 10 yard radius). And finally, I assumed 144% AD on paragon and gear (this is the amount Wudijo had in his recent 128 clear).

Then I worked out the number of shots it would take to kill the whole group: with no AD or Ambush, with Ambush alone, with AD alone, and with AD + Ambush. Take a look:

https://docs.google.com/spreadsheets/d/1n2qsSG4szDVs6_N6rgmx1FMTCyDD0KVQGQDwQMb9HAk/edit?usp=sharing

From this, it seems like Ambush is really not very good when it comes to density. The efficiency of adding Ambush starts off pretty good, on the weakest enemies (about 25% increase), but quickly declines. For the entire back half of the fight, it adds less than 3% efficiency.

One caveat: much of the time you can kite surviving mobs from one group to fresh density, at which point the benefits of the skill will significantly increase. Still, it certainly seems like Steady Aim is going to be a significantly better choice, even if you can only keep partial uptime.

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The number of times I have confidently vaulted straight to my doom…

Yes it does, but I’m not sure of the frame data though. Also, frame data wouldn’t really be that useful due to input and server lag fluctuations. I think the invincibility frames are while you are between your starting and ending position so you can vault over things safely but not from or onto things.

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^^ I’ve found that Vaulting a millisecond before a Grotesque explodes prevents damage.

Also, for the guys at the top of the thread there, try a GR100 Hardcore. You will gain a new appreciation of how to build a tough Demon Hunter.

:dizzy_face:

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I added the Barb passive Ruthless (and a second tab, showing the whole sequence of numbers) to my chart (see post 23).

As you would sort of expect, Ruthless is more relatively useful in the back half of the fight, when you’re down to just a few enemies.

On the other hand, I think you’re relatively unlikely to actually play this way- killing most of the density pretty fast, then just staying there and fighting a few remaining mobs till you kill them. More likely, you’ll kite them to more density, at which point I think the “efficiency gap” between Ambush and Ruthless will pretty much disappear.

The two skills are very similar in terms of the value of their interaction with Stricken, as well.

Got it thanks!

PS: Stutter stepping with DH after playing 3 seasons channeling wizard builds is so hard haha! (and totally not needed for speeds / bounties).