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Feb 13 2025 04:19pm
2 questions:

1.
I have an 8ML charm that I've been using but curious if you all think my gear is too weak to bother wasting time on it. I use a 55 dagger/axe 127ee/~140ee 55 scale, and could use one of the below dex charms.

If I use it, should I just focus on say 55-65 and otherwise use dex?


2.
I have the 2 below charms, my very rough calcs show that quick draw should be approx 2+ dex per % and crit should be around 1.5 dex per %. Obviously relying on % is going to be a bit more chance based.

Is it reasonable to assume these are basically about the same benefit to my char (~43dex or so equivalent) if not using heavy weapons other than level req?


Arcane lightning IX
Level Req: 30
+27 Dexterity
+8 Vitality
+103 Max Life
+5 Life Regen
+1 to 4 Mana per Kill
+8% Quick Draw

Rare heal XII
Level Req: 45
+39 Dexterity
+3 Critical Strike

This post was edited by Bradymuck on Feb 13 2025 04:20pm
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Feb 13 2025 04:34pm
1. It's your own decision. using a charm with pure ML you will simply do less dmg than using a charm with stats. But with a chance to drop an overspawn

2. Counting that qd is 2dex and cs is 3dex is a myth. Your 27dex 8qd charm won't suddenly become a 43dex charm. It will still be 27/8. Secondly, qd is overrated in my personal opinion. Yes, it's a nice side mod, but with low gear you probably won't feel a significant difference.
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Feb 13 2025 09:05pm
Simple answer is this;

The +Dex charm deals consistent damage per hit, where as an 8% chance to do attack faster deals less damage (dex being lower).

Take 100 attacks:

+37 dexterity will deal X amount of damage constantly.
+27 dexterity will deal X amount of damage constantly, however it is less damage vs the +37 dexterity charm.
+8% Quick Draw out of 100 attacks is basically just 8/100 attacks that deal two attacks with +27 dexterity.


Yup, it is simple... however, since the +27 dex / 8% QD charm is level 30, you should use that from level 30 and @ level 45, use the +37 dex charm, now as for the ML charm, use that vs EPs or Well monsters on final hit... basically switch charms before killing that monster or that type of monsters (EPs / Well monsters).

Hope this helps

This post was edited by izParagonzi on Feb 13 2025 09:07pm
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Feb 13 2025 09:09pm
Simple answer is this;

The +Dex charm deals consistent damage per hit, where as an 8% chance to do attack faster deals less damage (dex being lower).

Take 100 attacks:

+37 dexterity will deal X amount of damage constantly.
+27 dexterity will deal X amount of damage constantly, however it is less damage vs the +37 dexterity charm.
+8% Quick Draw out of 100 attacks is basically just 8/100 attacks that deal two attacks with +27 dexterity.


Yup, it is simple... however, since the +27 dex / 8% QD charm is level 30, you should use that, and @ level 45, use the +37 dex charm, now as for the ML charm, use that vs EPs or Well monsters on final hit... basically switch charms before killing that monster or that type of monsters (EPs / Well monsters).

Hope this helps


Thanks both. Ended up just selling the dex/qd charm to someone interested.

I know its not really written anywhere, but in your experience is it just the final hit or does spawning them with ML matter to? Not really practical to be switching charms all the time for that.
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Feb 13 2025 09:19pm
Thanks both. Ended up just selling the dex/qd charm to someone interested.

I know its not really written anywhere, but in your experience is it just the final hit or does spawning them with ML matter to? Not really practical to be switching charms all the time for that.


From the consensus over the years with ML gear, a majority of players have mentioned that it works on final hit, hence switching. There are some, including myself that think it is based on wearing it when monster spawns, I personally would test this with Welling, put the ML gear on, drop the white item into the Well, then switch to killing gear and then switch back to ML gear before killing it off... as for an outcome to it working... nothing good dropped (in my assessment because I can not go back in time and see what would have dropped without doing above.)

It is player choice really ... some people use ML gear and slog it out in a climb (solo), others don't and use it on final hit (which makes sense with RNG and % chance of drops based on the Killing Blow and not previous requirements.)

There is one fact though... Transmuting and using ML gear does work and is more obvious then monster killing. And you don't have to switch out gear... awesome right.
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Feb 13 2025 10:57pm
Thanks both. Ended up just selling the dex/qd charm to someone interested.

I know its not really written anywhere, but in your experience is it just the final hit or does spawning them with ML matter to? Not really practical to be switching charms all the time for that.


When killing monsters in cata, the last hit counts. This is when RNG generates a drop. In the case of well, ML is calculated when the item is thrown into the well, then the item's statistics are generated. You will easily notice this when the item you threw into the well has a high %ee. Mob will deal a lot of damage to you.
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Feb 13 2025 11:01pm
When killing monsters in cata, the last hit counts. This is when RNG generates a drop. In the case of well, ML is calculated when the item is thrown into the well, then the item's statistics are generated. You will easily notice this when the item you threw into the well has a high %ee. Mob will deal a lot of damage to you.


Ahh so its only relevant during spawning for the main well drop. I'm assuming the side drops are calculated like an EP and only at the end of the kill is it relevant.

This post was edited by Bradymuck on Feb 13 2025 11:01pm
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Feb 13 2025 11:03pm
Ahh so its only relevant during spawning for the main well drop, assuming the side drops are calculated like an EP and only at the end of the kill is it relevant.


Probably yes. Side drop will probably be generated when Mob dies.
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Feb 13 2025 11:04pm
Probably yes. Side drop will probably be generated when Mob dies.


Thanks!
Haven't experimented too much so relying on others experiences haha
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Feb 14 2025 04:44am
personally i've found swapping gear to kill the EP often results in it dropping nothing.

another point of some interest is the longer you take to kill an EP, the more it seems to drop. use a big powershot on it and it dies one hit? will often drop nothing.
use subpar equipment and take 20+ hits? generally more, doesnt mean it won't just drop nothing, that still happens.
This is more obvious on well mobs. Also SQN is correct on how ML is useful when item is thrown in then sidedrops are based on ML when mob dies.

I've not done the maths on it as i'm personally not that interested and just doing by what i think works. I doubt it will be proved/disproved unless someone can be bothered to do a lot of testing similar to what i did for critical hits.


Similarly i have a much different idea to how much QD is valued and i think the entire community is mad for not prioritising it more.
From a logical standpoint, if you had 100% quickdraw you attack 4 times as quickly, if you have 100% crit you do twice as much damage every hit. Which one sounds better to you? Main drawback of quickdraw is that it's not usable by casters. The secondary drawback is often the second hit is wasted if you're not on the ball. if the mob dies and quickdraw procs then you need to click onto the next mobs quickly to make the most out of it. Saying that, this is why i don't think crit is that special, no real point killing a mob with 100 hp left with a 2400 damage crit, much better to quickdraw and get a second hit on another mob.
Heavy weapons in particular are much more easy to use the extra attacks given the extra long delay between hits.
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