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It doesn't matter if Stargaze is slow or fast. It will deal extra damage when it procs, something that very few sigils can accomplish.
Take two builds. One uses your method of replacing damage sigils with Uplift or Improved Dodge or whatever. The other uses those same effects as Secondaries of their damage sigils. The latter build outputs more damage and clears content faster. It wins in every regard.
Damage Cap sigils can have Uplift and Improved Dodge as secondary effects. You should already be farming for these. So a build can easily see DMG Cap/Uplift x3 and DMG Cap/Improved Dodge on it. Optimally, you also can have DMG Cap on your personal sigil and on your Critical Rate sigil to maximize coverage and free up sigil slots. You can also roll a perfect stone to replace yet another DMG cap. You can then also have Quick Charge as the secondary to your Tyranny or Stamina, and Potion Hoarder on the other. You can have secondaries on Supplementary Damage sigils as well. What you're really asking is whether it's worth trading the usual slotting of Quick Cooldown for Quick Charge and the rest, and that's up to you. 10% faster cooldowns is definitely beaten out by 20% more raw damage so you aren't scrapping Supplementary dmg for it.
The damage cap renders anything that allows you to go beyond it superior to pretty much anything else. Things that can enhance your damage further, like faster charging, perfect dodge buffs, and shorter skill timers, all would go on your secondary slots.
you seem not to understand my initial intention. my question was if its worth it to sacrifice 3 sigil slots on a char that deals the most damage with a long cast time skill for an additional 427k damage while you can just run improved dodge to be able to dodge cancel stargaze 1 7 times in a row for 200k damage on every single dodge cancel netting you 1,4mil in like what 5 seconds? depending on how fast you are. and this by still having 2 sigil slots for something else. it just makes no sense to me to sacrifice 2 or 3 sigil slots for a seperate damage multiplier that you cant use properly because you attack with charges and spells that have cooldown but yeah that was my question i hoped to get answers for.
no this is the exact question. i asked especially for IO because of the fact that her attacks are slower meaning you cant get the full value of 20% "more" damage to the same extend as chars that attack with X or have faster animations that dont need to dodge cancel like IO. 20% more damage doesnt mean anything if your attacks are too slow to gain the same value out of it as with other options idk.
i think i got the point but you dont seem to understand that 20% extra damage never beats 10% cooldown on IO because you need your skills to gain mystic vortex to be able to cast stargaze 5 so your cooldowns are actually much more important than a damage increase of 20% that you cant use on a fully charged stargaze 5 because your skills are in cooldown and you have to charge X casts to gain vortex.
If a character hits for 100,000 and another hits 10 times for 10,000, one will get 20% more for 120,000 while the other will get 2000 more on each hit for 120,000 total. There is no difference in the damage output if all values are similar (some characters do more damage innately). The real difference is that the second character has to hit all 10 hits to equal the damage Io can achieve with only one hit, so if he has to dodge and cancel his attack combo, he's losing damage. The same applies to Io but you can chunk boss health with well timed burst damage and there are ways to speed up her charging time besides sigils.
20% is 20%. It's always going to be 20% more regardless of how your character attacks. Sacrificing damage sigils for utility sigils when you can already get utility sigils as secondaries on damage sigils is insane.
Unless you are really lucky to get V+ supplementary damage or ....