Is anybody using Alchemical Admixture? I feel that dev team wanted to make something where we should be using all of our imbuements but didn’t realize how weak imbuements are and potency doesn’t do much. Shadow - dmg on kill/6 secs, Poison - best at single target but feels weak, Frost - is just a chill effect and potency wouldn’t be needed as one temper roll LH to freeze will do the same. Rogues also has an issue with the paragon glyphs now that we have only 5 boards. To full spec in imbuement, that’s Poison - Bane/Tracker, Shadow - Nightstalker, Frost - Frostfeeder. Frostfeeder is a weird one as it’s dmg to chill and not cold dmg but it makes sense as Frost imbuement just chills. I can’t think of a way to stack poison, shadow, or cold damage. Let’s say someone plays this way, I don’t think they will even clear T70.
Players are using Alchemical Advantage without relying on Poison Imbuement. Instead, they’re tempering their weapon with a chance to apply poison damage, which activates Alchemical Advantage. For Cold Imbuement, one of the skill upgrades grants an extra 40% (x) damage to frozen enemies, making it a strong choice. Shadow Imbuement works well if you’re not using Victimize, as it turns your skill into AoE, with one upgrade causing enemies to take 20% more non-physical damage from you. So, if you can manage double imbuement, there’s a lot of potential for increased damage output.
Its this actually how “potency” works - would have assumed it only applied for the base skill effects and not the upgrades. Interested in trying a Rogue this season now if the upgrades count.
I believe Potency affects the secondary effects of the Imbuement rather than the base damage. I’d welcome any corrections from other Rogues if I’m mistaken.
it doesn’t look like the secondary effects of the passives are affected. I tried testing on Frost as there is no base dmg but chill effect with the 40x. I should have seen at least a light difference in dmg as compared to others. I’m testing on DOK. Shadow and Poison will still due more as base damage is increased. The dev team needs to probably buff it and start at 80 instead of 40 as there is already an aspect that increases potency by 40. Also, I’m not sure if it’s a bug or been stated but DOK is not able to switch imbuements during the spin. It’s strange that charges of the secondary imbuement are used but don’t apply the effect.
I checked out Alchemical Admixture on PTR and didn’t get the results I was anticipating. Using maxed Canny, Bane & Nightstalker glyphs for the non-physical damage along with Efficacy glyph and Corruption aspect for increased potency I had over 600% potency. Coldclip Puncture didn’t appear to hit any harder which is what I would expect if the secondary imbue effects were boosted. Everything did freeze immediately though. The majority of the damage is then only coming from PI & SI. I still have yet to put the build together but I’m thinking a WoH RoA build would work well with this setup, especially since you get another 0.5x potency with Prime RoA.
so I was using DOK to test poison imbuement as it’s a 100% crit chance with and without alchemical admixture and now I’m even more confused. I have a GA imbuement WoH so with alchemical admixture I should see a big boost due to going from 5 to 13. In reference shadow went from 13k to 17k dmg. This should have further compounded due to potency increase thereby outperforming all the other key passive by a wide margin. Honestly, unless I’m missing something, but I couldn’t tell the difference. This included Precision and Exposure passive that shouldn’t work with DOK. Momentum outperformed everything by a wide margin. Now I’m questioning if it is even working and if it is, how much bonus dmg will be need to just outperformed momentum.
I’ve managed to quickly clear 76s currently on a Puncture setup. Not very min maxed something I was just experimenting with so it has alot of room to grow. Some key items is Kandaras, Rakanoths with Verathiel and Ashears and Ring of Starless, at around 500 ish potency on the Keystone Talent
did you try using any of the other passive with the same setup? I assume you are running cold clip and pestilent points with a shadow core skill or rain of arrows. Poison imbuement dmg looks to be very low and shadow is hard to tell. So far it seems like all classes are having problems with DOT builds. Dev team should look at imbuements and the elements glyphs to make them more usable. ex combine bane/tracker, have the shadow glyph increase shadow potency instead of the reset, and lower the explosion time from 6 to 3. I don’t know about frostfeeder, it has increased dmg to chill and cold dmg but the secondary effect is really bad since chill is kind of useless as everything is almost frozen right away. Maybe 10x cold dmg to chilled and 20x cold dmg to frozen. I think the only cold dmg we do is from tempers and 2 aspects so it wouldn’t break the game.
This is being used in the current version of Twisted Blades which has cleared Pit 101. It increases the potency of the imbue affects which leads to more chilling (freeze faster slow more), more poisoning (bigger dot), or a larger explosion (bigger numbers). I’ve toyed with it and gotten poisoning damage from Poison Imbue ticking around 5 billion but had to gimp myself by running Shroud of Khanduras and Rakanoth’s with GAs on non-physical and at least 2 tempers. Even then it did not perform well enough for me to go further with it. I’ll wait for mid season patch notes.
Please update us after the patch. I am very interested to play poison twisting blade again.
No, and I will continue not to, because in the end imbuements DO NOT do enough damage. Especially Poison imbuement because it only applies your attacks base damage as poison damage which doesn’t scale with any offensive stat expect damage over time IF it’s poison.
Poison imbuement can get ticks for a couple billion, TB is doing pit 104 or something around there. So it’s not doing nothing tbh.