Quote (Dadilydoo @ 7 Nov 2022 10:28)
Your numbers are off. There are 11 Council members. Even with only one Grief, your merc will not be hitting 4-5 mobs per run.
I'm also not convinced about the shattering mechanic. My merc is hitting several times and they don't even get chilled, much less shatter. Your edited comment makes sense. Merc doesn't always hit, they might be cold immune etc. On thing I'd add here is that I don't use any IAS jewels because I don't want him to hit. Maybe obvious but wanted to point that out too.You also don't take time into consideration when you made this scenario up. Time is the most important factor. If Reaper's generate corpses but saves time on a run, you still benefit from this.
Anyway, here's the breakdown from my testing. It's in the spreadsheet in the post.
https://i.imgur.com/GO7YXZT.pngTime, 9 runs - Combined time it took to clear Council 9 times. I did 10 runs, removed the slowest run and counted it as an outlier. Timer started on first hit, ended on last hit.
Average time - "Time, 9 runs" divided by 9.
Time, 12 runs - The time it took for me to do 12 full runs, with horking, loading screens, running etc.
Average time - "Time, 12 runs" divided by 12
In my testing, Reapers saved 23 mins, 37 seconds over 1000 runs. This equates to 327 kills. For Infinity to be better than Reaper's, I have to shatter more than 1 corpse every 3 runs. In my experience (and I have done 8000 Trav runs with Reaper's and 2000 Trav Runs with Infinity) you shatter 1-2 corpses in 10 runs with Reaper's. In my case, with my build, with the way I play, Reaper's is worth using. However, I still prefer Infinity.
Your merc is lv85 that explains a lot. Here is the calculation for chill/freeze:
( 50 + (AttackerLevel + (B*4) - DefenderLevel) * 5 )% (B is Chance To Feeze target (default is 1)
So, in your case, with Reapers, for the 3 council members (monster lv 88) (actually only for 2, coz 1 is always cold immune): (50 + (85 + (1*4) - 88) * 5) % =
5.5% With Reapers for the support mobs (monster lvl 82): (50 + (85 + (1*4) - 82) * 5) % =
8.5% With Pride for council members: (50 + (85 + (4*4) - 88) * 5) % =
11.5% With Pride for support mobs: (50 + (85 + (4*4) - 82) * 5) % =
14.5% Let's imagine a high lvl merc hitting a support mob with pride: (50 + (98 + (4*4) - 82) * 5) % =
21% That still leaves out duration of chill (if it's a chill and not a freeze, so if its reaper and not pride) and that for chill/freeze to apply the merc has to hit actually. Long story short, low lvl merc reapers ftw. Even high lvl merc, possibly still reapers.
tl;dr Chance to freeze/chill depends heavily on attacker lvl and defender lvl, and for high lvl defenders and low lvl attackers is significantly less than 20%. Also, +Chance To Freeze (Freezes Target) makes a huge difference.*Edit I'm stupid and can't calculate: Fixed it now lol
This post was edited by justAddi on Nov 7 2022 04:28am