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)
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.
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
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
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: