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I mean I've been caught by a Tempered Teostra's nova directly under him once, while at max HP and with my Fireproof Mantle on recharge and it only cleaved like 175HP at most.
One shots must only be a thing when you're running negative or close to nill elemental resistance while wearing non-augmented armour, and if that's the case then Health Boost isn't going to save you whereas sure, Divine Blessing might, but it's still meh.
Divine Blessing is only worth it at Divine Blessing 5 with Divine Blessing Secret - and if you've got that gear, you should have augmented armour and knowledge on how to build resistances against certain elements anyway.
Even with Divine Blessing Secret, you're not going to be taking 60% less damage on every hit, so Health Boost is a nice buffer for when it doesn't proc. Unless you're popping heals rapidly to get yourself back up to 150 HP as quick as possible I.E Mushroomancer 3 + Mandragora, Health Boost 3 should not be skipped, in my opinion, even with Divine Blessing 5.
get the minimum you need to survive whatever monster you are fighting, THEN use your remaining deco slots to augment your damage.
but i mean...
This is the reality of high DPS builds, you need EVERYTHING to go right for it to work, if you are carting you are not winning.
1. Not every damage can be reduced by divine blessing; Lunastra flame, bleeding, burn or poison damage, blast (scourge) effect, heat, lava walk, effluvia, etc
2. Divine blessing's effective health is not as high as health boost, just count with its 25% chance of activation or 40% on level 5 with divine secret. Although in other side, healing becomes more effective since there is less damage to be healed.
3. Sure shot > RNG.
HB is a given, a guarantee, a fixed boost that is helpful everywhere. DB is a great way of protecting that boost via RNG procs. If you went with base HP, took a slap and don't get a DB proc, you'd be more inclined to run off for a heal and/or be one-shot if the attack was nasty enough, so I can't fathom why some people are proposing that DB is 'better' than HB. Consistency > RNG.
The game provides a lot of things which can aid DPS without being an actual DPS boost, such as Flinch Free or other things like Tremor/Earplugs. Too many people refer to FlinchFree as a multiplayer thing, yet it will also stop certain monster attacks from interrupting you via trips or knockbacks, make you completely no-sell a lot of attacks outright as if you were wearing Rocksteady, and prevent a lot of moves from knocking you off during clawing (even during enrage). Having all three can help maintain far more uptime in a lot of situations, which in its own way is a DPS boost. Same logic applies to health. Boosting your DPS is great and all, but if you're spending time healing up, then that DPS boost is, at that moment, useless.
However, if you're comfortable enough, you can sacrifice either (or both) for the extra raw or elemental numbers. Again, finding the balance is what everyone needs to consider rather than copy/pasting meta builds. Those are always a great reference, but most people should still consider some tweaks to cater for themselves, too.
Thanks to the current armors, you can very easily get HP3 + DP3-5 with plenty of additional slots to still fix yourself up with other perks or damage. If they help you stick to a monster longer with less downtime of any kind, then that can often be a better damage boost than just focusing solely on those shiny raw or elemental numbers at the cost of defenses.
Every time I get a cup of tea and want to take a break, I often load my empty loadout and just dabble with gear pieces and decos to conjure up possible builds.
Healthboost 3 provides a 30% increase in health, those 3% are not really worth considering.
Bluntly both can work, Health boost is highly reliable whilst divine blessing has potentiall to be slightly worse or better in an unpredictable fashion.
That only goes for Divine blessing lvl 5
Health Boost 3 is kinda mandatory so some monster won't just one shot you.
Divine Blessing 5 triggers fairly frequently, 40% chance of reducing 60% damage, so it will save you a lot of times.
Divine Blessing 3 is kinda unreliable as it has 25% chance of reducing 50% damage. But sometimes, if you are lucky enough, it can be extremely helpful.
Divine blessing stat extracted from skill_data.skl_dat
At that point, you might just well go for a support build by adding Wild range Lv5 and free meal Lv3 into it.
Both are different.
Health boost and learning to read monster so you don't get hit by huge attack is best, and you may get caught stunned or knocked down and not have a chance once in a while, though frustrating this is best option, HB and watch enemy movements till you learn the moveset etc
What he said. QoL and support isn't the same thing lmao