So Mauraders buff’s primary skills by a max of 60000% or x600 if you have 5 turrets out. So say I do 50 Dmg with PA that is 30k. So with the new set the first bonus I assume is multiplicative. so 50 * 200% or x2 “20 max stacks of momentum 10% per stack” and a 6-piece of 10000% or x 100 so 10k . I could be mis understanding something but this appears to be 1/3 the damage using the exact same skill why would I do this. the movement but isn’t worth 1/3 damage. I only ask because what is the point in making a set that is neither spin to win nor better than an existing set utilizing primary skills.
I would say variety.
But UE set also ends up doing 50% more dmg assuming you have your dis at least at 80. I love Primary builds but they had some other skills they could have played with I think. If Damage wasnt as strong but it was a significantly different moveset I wouldn’t care.
You’re missing a lot of things. First, in order for you to get x601 in damage, you’d need Bomb Rucksack quiver. Didn’t play in PTR, haven’t yet fully went over the gear/build, but I do know that GoD set uses a different quiver, like HA one or something. You also have to spend a passive for the +1 Sentry. And for dmg reduction, Marauder set needs Zoey belt, where GoD set has dmg reduction as default and can use Hunter’s Wrath for more damage. In other words, slot/gear restriction is different.
Not gonna do each math, but there is a reason certain set/build is not being used. If any, UE will be the contestant for generator/primary attack build with GoD set. But as far as I know, recent buffs to GoD made it better than UE overall.
Yeah, with GoD one can equip Hunter’s Wrath and cube Depth Diggers, both crucial to buff primaries. Marauder needs Zoey’s Secret for mitigation and Bombardier’s Rucksack for extra turrets. In other words, to squeeze Hunter’s Wrath and Depth Diggers in to the build, other sources of damage and/or mitigation must be sacrificed.
GoD has much more lenient itemization than the other sets, is a lot faster, is tankier than UE or Marauder, and has no real resource management.
Also you are not accounting for hungering arrow cold rune which stacks infinitely.
It will come down between GoD and UE but good luck getting those perfect disc rolls on all that gear.
I feel like if there were another mechanic like momentum having having a chance to double or triple fire your last primary through strafe when it is lower and less chance while higher actually giving you a reason to stop just primary and try to find a sweet spot. IDK just my feelings.
I would guess it’s much harder to get a decent dawn for GoD, than getting decent disc rolls for UE. Whether you have 11 or 12 disc on on item, doesn’t matter at all. Even a otherwise well rolled Ancient Yang with 9 disc is perfectly fine for UE.
@Topic: as already said by others: You can’t use all the damage items for GoD with M6. It may be on option, but I highly doubt it would be stronger than GoD.
The range of HA is limited. It doesn’t pierce infinitely, but stops after a a few dozen yards (or whatever).
I’d recommend trying the GoD on the PTR rather than trying to overthink things through math. It’s a really good set.
I was initially too a bit sceptical about the set but after the last Thursday update it became a beast. It may seem to have lowish damage buffs but unlike other sets, it’s far more lenient on gear choices. I can clear GR100s with a quickly thrown together build.
No, Marauders does 601x at max numbers of Sentries. But you need to put down those Sentries, and move around and you loose a cube slot, which is basically a 50% damage increase or a 1.5x.
GoD on the other hand has a 3x from 2p and a 101x from 6p for a total of 303x. if you add in the extra cube slot for a 1.5x you are at 455x for GoD. So 25% lower than Marauder.
Now on top of that there the belt issue which might be forced for Marauder to use Zoey’s otherwise you’d have too low to survive. Which looses you either Hunter’s Wrath for a 2.5x or Depth Diggers for 2x. So by then GoD is 50% stronger (at least) than Marauder.
Add to that GoD is hyper mobile and can move and fire much faster and more fluent. Sort of like UE is faster than Marauder at Multishot despite being only 541x at max (and that is if you wear a SoJ which most choose not to). That is simply due to the mobility of UE compared to Marauder.
i doesn’t stack forever. . . the range is from 20 to about 50 pierces. Sure that’s a good chunk per shot but far from 100000000, lmao.
~if that was the case you would kill a Rift Guardian in 1 shot/
I cleared GR131 with M6 HA — here is some additional insight on GoD6 vs M6 vs UE6
- M6 uses Endless Walk, RoRG and wears Depth Diggers. GoD6 uses F&R and cubes Depth Diggers.
- M6 is weapon locked, GoD6 isn’t and you get 1 free weapon to wear or cube such as Odyssey’s End, Echoing Fury, Fortress Ballista, Leonine Bow or Etrayu.
- M6’s loses a passive to Custom Engineering.
- M6 feels more tanky than GoD6, Zoey’s gives 63% DR and the pets absorb extra attacks, plus you always get Boar Companion and Guardian Turret.
- M6’s rucksack gets one extra affix.
- M6 is easier to gear.
- GoD6 can produce more arrows per second than M6, effectively making it stronger than M6.
I personally feel M6 is equal power to UE6. While M6 is more defensive, hits harder and you don’t have to flee every 8 seconds to maintain the UE4 bonus, M6 does lacks an important weapon cube slot.
I used to play Multishot on both M6 and UE6, the fundamental reason why UE6 MS was always better than M6 was full time vengeance and resource recovery. M6 HA doesn’t have those issues, but it does require Endless Walk and it lacks a weapon cube slot.
All in all GoD6 is the winner, but if your gear is lacking, you may want to consider another set until you can find the right pieces.
As someone mentioned, with M6 you get to cube the Ninth Cirri Satchel, which is a nightmare to find.
marauders was enough for me hehehe
hec hem scuse me… Mauraders
Exactly. Discipline is not a guaranteed roll on either quivers or bows. You end up wasting a ton of mats trying to reroll an at least usable bow or quiver that has adequate enough primary stats to leave you free to reroll Discipline at the bottom.
That’s why I stick with Marauder, in season anyway. Set dungeon is one of the easiest in the game as well.
u would have to double check ur cooldown on amount of sentries place in order to get the max out of it
other than that its like saying im gonna add 200 dmg to fletchers pride because im a ranged chracter
Stick with Crimson and either Diamond or Topaz in helmet, season will be eezy peezy. Sentry cooldown is not a concern when you double their duration even when you change zones.
I’d much rather juggle them than have to waste a ton of mats just to get a usable-enough bow & quiver that allows me to reroll Discipline, since it’s not a guaranteed roll on either item types. SHOULD be, but it’s not.
PTR was a total disaster for me. 10 thousand Forgotten Souls wasted and not a single usable primal, nor any usable ancient.
You’re blowing it way out of proportion. Disc rolls on UE set (chest, bow, quiver) are no where near as dreadful as you’re trying to portray (for MS at least. never tried other UE builds). Chest comes with 3 sockets, so getting dex, vit, [res, life, or disc as secondary] isn’t hard. Same goes for bow and quiver. If you’re aiming for something like, what is it, quadfecta? on them, than sure, it can be hard. But UE functions just fine without all perfect rolls on them.
Reminder that, 1 disc approx. equates little more than 1% increase in damage between 9-12 disc. It doesn’t have to be 12 disc on all 3 gears. 10, 11 can be good enough if other rolls are good.
It is, because that’s exactly what happened on the PTR when I was trying out UE. Like I said, discipline is not a guaranteed roll on bows or quivers.
But there is a rather high chance of getting discipline a Yang and DML. And if there is disc on it, you are fine. Rerolling 9 disc to 12 disc is in almost every case the wrong decision.