The Shadow's Bane Explained

Hello Fellow Gamers !
Let me just open by saying that I’m a veteran player of Diablo 3 and i love the game.
I’ve started playing near the end of 2012 and have adamantly and vehemently
continued doing so. However with varying periods of time where i was completely off the game. Regardless, i’ve always made it my primary goal to keep pushing my limits throughout Greater Rifts with all Classes. I’ve been able to clear GR 115 on all Classes save Demon Hunter (GR 113 with fishing) and Necromancer (GR 112 same).
Nothing that great to boast about, but fine by me.

For the life of me, i’ve been trying to further push into GR 115 with my Impale Demon Hunter.
And i’ve always run into difficulties. I’ve researched AS breakpoints and my current one is 2.00, which rises to 2.85 courtesy of PE+Gogok gems. My Sheet Dps is 3.2 Mill, 36% Physical damage, 15% Impale damage, all gear pieces are ancient with +500 Dex Augments (level 100+ gems). Using Karlei’s Point 358%, Holy Point Shot, Strong Arms, Captain Crimson 2p, Endeless Walk, Elusive Ring. Cubed: Dawn, Aquila, Rorg.
My legendary gems are BotT -115, PE -111 and Gogok -113.

Here’s my main Question and query:
Could anyone explain the practical meaning of the Shadow’s Bane set 6p bonus ?
It states that: Impale deals an additional 75,000% weapon damage to the first enemy hit.

What do the developers mean by stating that: “First Enemy hit” ?

In what time frame ? Does it mean that i constantly have to lift my finger off the attack button and re-click it while targeting a different enemy every time-- so by practicality’s means, any time i attack it will be considered a seperate attack on a seperate enemy thus receiving this bonus ?

It’s just so confusing, and i feel i might be missing some hidden insight into the mechanics of this DH set.

If anyone can educate and illuminate this quandry for me, i will be glad tremendously.

Thanks in advance.

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To answer your question -

The Impale runes ‘Overpenetration’ and “Ricochet” hit more than one monster. The first monster hit takes the “First Enemy Hit” damage.

Your quiver allows you to throw 3 daggers/attack. The first hit from those daggers gets the bonus damage.

That is why you sit on an elite to mow it down.

You didn’t ask for build advice but you might want to try Aughilds over Capt. Crim.

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As an addition: Because Overpenetration and Ricochet don’t profit from the S6 bonus, the other runes don’t profit as well. These two rune are usually chosen, because hatred management is a lot easier with these runes: More hits => more enemies impaled => more hatred through Karlei.

Also, this damage modifier works a little bit different than most others. The damage of Impale is just increased from 750% weapon damage to 75,750% weapon damage

To be clear: All three daggers benefit from S6, and all three can hit the same enemy.

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Thanks for the replies.
Still, i’m confused.

Does the 6p bonus apply to the first time an enemy is hit, “EVER” ?

What if i “Stop” attacking that enemy, then i start attacking it again. Does the 6p bonus apply again as if it was the first strike ?

“First” hit refers to the first hit of each and every attack, not the first time an enemy is hit.

Basically, you deal 3x 75,750% weapon damage with every attack (3x through the Quiver). The additional hits from Overpenetration and Ricochet deal only 750% weapon damage.

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So from what i understand, the 6p bonus is meant “Only” to clarify that it doesn’t apply to the mechanics of Overpenetration and Ricochet.

Meaning, and correct me if I’m wrong:
If i’m using Grevious Wounds (Physical Rune), i’ll “Always” be doing 3 x 75,750% to my chosen target ?

Yes, as others stated, the reason for the lightning or cold runes are for better hatred management (the extra hits do 1% of the main hits). As for Grievous Wounds, that rune isn’t optimal as the bonus critical hit damage doesn’t work properly with the 6 pc set (the 100% critical hit damage is applied only to the base damage and not the 75000% modifier). This is a known bug and I don’t think it was ever fixed.

Also, you might want to invest in Impale damage +15% on your helm/boots/quiver or at least 2 of the 3, with elemental damage on your amulet/bracers/quiver (or at least 2 of the 3 of those).

IIRC it was confirmed, that this is actually intended. The same for Chemical Burn as well. None of the runes work with S6.

Yes, but that’s true for all the other runes as well. :wink:

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So, Blizzard really “Hates” Demon Hunters. No wonder i have to invest so much more effort, strategy, bobbing and weaving than any other class (maybe other than Necromancer).

I’m constantly trying either the Captain Crimson variant or the Aughild’s one.
While going full on elite sniper: Aughild + BotP, i noticed it performed slightly better than full AS. However, killing trash mobs became far less desirable.

Morever, actually trying to target the Elites of the group within a “ClusterF**K”
of other non stop effects, Elite Affixes, projectiles etc… (Especially in high GR’s)
just seems like a bad design for me. The kind of design that really doesn’t scale very well (unless you’re chugged up on massive paragon levels).

It seems, and correct me if i’m wrong, that by this point AS has become diminished in usefullness in regards to pure flat damage increase.

However, perishing to large damage spikes (a seldom occurance), causes the Botp buff to drop, which is highly discouraging.

Just for the heck of it, give Esoteric a try.

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AS serves multiple purposes as it also allows you to stay in battle longer due to being able to leech life more effectively. It’s partially why pain enhancer is a popular 3rd gem over BotP.

Well the design of the set with the introduction of the holy point shot legendary “remix” wasn’t meant to be played the way it is now. Originally, blizzard did not intend for all 3 knives to be able to hit the same target. It was an unintentional effect, one that players rallied behind for blizzard to keep, which ultimately solidified the set as an elite/boss killer. Given how strong 3 knives on a single target was, it made using the set any other way extremely inefficient.

In fact, quite a few of the sets designed by blizzard ended up being played in a way blizzard did not foresee/designed it to be played. Players have a niche with being able to force things to fit into the current meta style game play, however, blizzard seems to have little to no idea how to properly test ideas in house in which to accuracy push forth their vision of desired play style. The result? We end up with dead end sets such as M6, with only one, undesirable play style from it, which is cluster bombs that no one plays.

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I did GR 115 today on EU with about 2m dps at para 1080 with the shadow set. I’ve used dawn, unity and rorg in the cube. Was wearing Travellers set + elusive ring. So not even used COE. With your 3.2m dps you really shouldn’t have any issues.

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