I'm still trying to wrap my head around how to make optimal use of the new bonuses, so I'm writing down my thoughts on it below so others might chime in. I could also be entirely wrong with this (and I genuinely hope I am).
(2) Bonus: When you die, a meteor falls from the sky and revives you. Disintegrate Ignites enemies, causing them to take 3000% weapon damage per second until they die.
Disintegrate isn't the actual source of the damage here, but Ignite. This will always do 3000% of your weapon damage, plus anything that just flat out increases damage dealt to enemies. Unless Ignite is considered a Fire skill, the affixes increasing Fire damage won't do anything either. But considering it's the 2pc set bonus, you can't go too crazy with it anyways.
(4) Bonus: You gain 80% damage reduction and 4000% increased damage while Ignite is applied to a target. Casting Disintegrate adds Combustion stacks that reduce the cooldown of Teleport by 2% per stack. Stacks up to 50 times.
This is the first instance of the set actually increasing your own damage, which in and of itself is just horribly low. 4000% extra damage across the board is easy to achieve with so many other sets. However, I assume it should increase the damage of Ignite, which pushes that aspect of the set further. Still pretty laughable IMO, but alright.
Also, the damage reduction is super nice and easy to trigger, so I assume for that alone, we're gonna see it crop up. Instant Teleports are also really convenient and bring me back to the days of In-Geom Wizard builds.
(6) Bonus: Hitting an Ignited enemy with a fire spell other than Disintegrate** deals Ignite damage** multiplied by Combustion stacks.Загрузка...
Here's the kicker: this doesn't mean that whatever skill you throw at the enemy deals damage with those multipliers. You could have a maximum boosted ET and it would hit like a wet noodle on its own. The wording doesn't imply that the set bonus boosts the skill.
"deals ignite damage multiplied by Combustion stacks" seems to mean exactly that: whenever you hit with a Fire spell (that isn't Disintegrate), you deal that much damage. That's it! 150.000% weapon damage on every tick that isn't Disintegrate. It doesn't increase the skills damage, it just deals the boosted Ignite damage.
Coursory trials on manageable GR's seem to confirm that as well. Maximum-boosted ET's or Meteors, or even Explose Blast, should be absolutely devastating, but you know what hits the hardest? Primary skills. Namely, Electrocute and Spectral Blades with their Fire runes. Immediate hit scan, fast attack speed, and you can spam them without consequences.
However, this means there's an absolute hard cap on the damage you can deal, namely your weapon damage. Of course, this damage is enhanced by attack speed and what not, but pretty much every Legendary effect that doesn't your overall damage dealt is completely useless.
I still believe that the 6pc set bonus is wonky and buggy, but this "apply boosted Ignite damage on hit" seems to be completely intentional, and the phrasing also suggests the same.
Source: Original link
© Post "Trying to understand the new Firebirds Finery" for game Diablo 3.
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