S50 - Necromancer - Inarius - Perma Bone Storm - Rotations

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https://i.ibb.co/pXXKwRw/inarius-bone-storm.jpg

D3 Planner

https://maxroll.gg/d3/d3planner/931550942

Grace of Inarius

Necromancer Set
(2) Set: Bone Armor passively creates a Bone Storm that permanently grants maximum Bone Armor stacks.
(4) Set: Bone Armor has 100% more stacks.
(6) Set: Bone Armor deals 3% increased damage per stack for every Bone Storm rotation since the first hit.

Rathma’s Spine

Legendary Two Handed Sword
The cooldown of Bone Armor is reduced by 2 seconds.
[1 - 3] (Necromancer Only)

OsteoClub

Legendary Two Handed Mace
The rotation speed of Bone Storm is increased by 75%.
[50 - 100]% (Necromancer Only)

Explainer

Objective: Solid Inarius, Bone Armor kills enemies
Best attributes: Area damage, Cooldown Reduction
2 pieces: Activate Bone Armor without enemies: Stacks are available from Bone Storm: damage reduction works !
Inarius 4 pieces: 30 stacks x 3% = 90% reduction
Inarius 6 pieces: 30 stacks x 3% = 90% increase per rotation (Super Bane of the Stricken for Bone Armor)

Damage sheet

https://i.ibb.co/ZcCp1Ts/bone-armor-rotation-damage-sheet.jpg

Rotations Bonus Formula
0 145% 145%x1,9^0
1 276% 145%x1,9^1
2 523% 145%x1,9^2
3 995% 145%x1,9^3
4 1 890% 145%x1,9^4
5 3 590% 145%x1,9^5
10 88 900% 145%x1,9^10
20 54 505 462% 145%x1,9^20
30 33 417 659 595% 145%x1,9^30
40 20 488 588 515 816% 145%x1,9^40
50 12 561 689 371 928 600% 145%x1,9^50

Many seasons ago, I played this…

Whilst it’s a very lazy build, it wasn’t that powerful, especially against small numbers of targets or a single target and, even then, the power came almost exclusively from the nova explosions, not from the bone armour itself.

What you’ve proposed would be a very solid T16 farming build, but it just doesn’t have anywhere near enough power to kill elites / guardians to make it into a valid candidate for a GR push build.

1 Like

Remaster

Big fan of the old times.

I kept this foundation, but refreshed the mechanic so player:

  • can attack mid-range (Bone Armor is 30 yards VS the old 15 yards)
  • won’t be one-shot (90% damage reduction)
  • makes huge damage (exponential)

Lazy

Yes, build rather than gameplay.

Player can still optimize damage by reducing the cooldown of Bone Armor to the maximum, so Bone Armor hits more often.

Damage increase trigger

Hitting with Bone Armor is not the trigger for damage increase.

Damage increase is controlled by the rotations of Bone Storm.
1 rotation = 360° which is basically in the game 1 second.

OsteoClub reduces the rotation time to 0.5 second.
Which means the damage stacks faster.

Quite the contrary :star_struck:

This mechanic was designed to be extremely powerful for GR push.

Speed Farming possible if the player reduces the cooldown of Bone Armor to zero (roll Cooldown Reduction on every piece, Gogok of Swiftness, Captain Crimson,'s Trimmings, Rathma’s Spine)

This is multiplicative.

It could be rephrased as:

Enemies multiplicatively take (3% increased damage per stack of Bone Armor) ^ for every Bone Storm rotation since their first hit from your Bone Armor.

Or programatically speaking:

For every Bone Storm rotation since their first hit by your Bone Armor,
enemies multiplicatively take (3% increased damage per stack of Bone Armor).

const GetDamageBonus = async (enemy, boneArmor) => {

  // Dereference bone Armor properties
  const { rune, stacks, rotations } = boneArmor; // 145%, 30, ...

  // If first hit, take the current rotations of boneArmor
  // and store it into the enemy
  enemy.rotations = enemy?.rotations || rotations;
  
  // Compute rotations since enemy was first hit by bone Armor
  const nb = rotations - enemy.rotations;

  // Easy formula
  return rune x (3% x stacks) ^ nb; // Damage Bonus
}

It works like Bane of the Stricken, but instead of adding 2.80% (x1.028) it adds 90% (x1.900%).

Small difference as a multiplier, but outstanding difference as a result.

And instead of increasing per hit, it increases per rotation.

You hit enemy 1 time
You wait several rotations
You hit the same enemy again <=== damage relative to the number of rotations.

It is like an elasped time counter / elapsed seconds since Unix Epoch, but it does not uses seconds as a unit, but Bone Armor rotations.

Which means you can influence the rotation speed through proper itemization :slight_smile:

Exponential

There is no itemization around Bone Armor.

Using classic multipliers would have failed / required tremendous numbers or number of items.

Therefore, the chosen damage increase mechanic is exponential:

Damage sheet

https://i.ibb.co/ZcCp1Ts/bone-armor-rotation-damage-sheet.jpg

Rotations Bonus Formula
0 145% 145%x1,9^0
1 276% 145%x1,9^1
2 523% 145%x1,9^2
3 995% 145%x1,9^3
4 1 890% 145%x1,9^4
5 3 590% 145%x1,9^5
10 88 900% 145%x1,9^10
20 54 505 462% 145%x1,9^20
30 33 417 659 595% 145%x1,9^30
40 20 488 588 515 816% 145%x1,9^40
50 12 561 689 371 928 600% 145%x1,9^50

Damage sheet added to the main post.

Observations

Would probably need a limit on the number of rotations taken into account, but only the devs can test and define the proper maxRotations number.