Snipit: ES Orb PVP sorc: Ice Bolts vs Warmth vs T
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ES/Orb Extra skills: Ice bolt? Warmth? Teleport?

Ice Bolt: Adds 2% to 40% to your % cold damage multiplier. This is added on to your % cold damage from equipment and facets, so it is generally more noticeable if you don't wear a lot of % cold damage gear to begin with.

Mana regeneration / warmth decreases the time required to regenerate your mana pool from empty to full:

0% regen: 2 minutes
100% regen: 1 minute
200% regen: 40 seconds.
300% regen: 30 seconds.
400% regen: 24 seconds.
500% regen: 20 seconds.

Obviously with a mana pool twice the size, you'll regenerate twice as much mana per second. Since all characters have an innate 100% mana regeneration, 300(400%) regen is twice as much as 100(200%), and 500(600%) is twice as much as 200(300%).

What's the point of diverting all the damage you take to your mana pool if your mana pool does not regenerate? Mana gets drained almost inconsequentially for magic damage and physical damage, but typical elemental damage will simply floor it. There are two approaches to take to solve this problem:

Stack a ton of resistance gear so when your mana pool fails you don't lose too much health.
Get a ton of warmth/mana regenerating by sacrificing the ice bolt synergy.

I pick the second, why?

Death Fathom: 30% cold damage.
Ormus's Robes: 15% cold damage
Nightwing's: 15% cold damage
4 5/5 facet jewels: 20% cold damage

= 80% cold damage, or 82% considering 1 pt in ice bolt for the prereq. With 20 skillpoints into ice bolt, you get 40% more cold damage, or 120%.

Which translates into 46% more damage. Considerable, yes, but then consider this:

1 pt warmth, +11 skills = 162% mana regen from warmth, 15% from ormus = 177% regen
2000 mana pool = 45.8 mana regen per second
3000 mana pool = 68.8 mana regen per second

20 pts warmth, +11 skills = 390% mana regen from warmth, 15% from ormus = 405% regen
2000 mana pool = 83.3 mana regen per second
3000 mana pool = 125 mana regen per second

Which translates into 81% faster mana regeneration. This is far more important in my opinion, when you are fighting a dangerous opponent such as a trapper, and need to get your mana back up as fast as possible.

For those who want to keep their resistances up and duel without their mana pool, consider this: All you are is a sorceress with no absorb and only 500~700 total life. A lightning sentry shot that does 10,000 damage against a sorceress with 30% resistance to lightning and 95% energy shield will do 59 damage to life, and 1211 damage to mana. The same shot to a sorceress with max 75% resistances without any energy shield will do 425 damage to life.

Teleport Adding points into teleport decreases the mana cost you spend on teleportation from 24 (1 skill point) down to 1 (24 skillpoints). Since you are teleporting at 9 frame (2.78 casts per sec) or 8 frame (3.13 casts per second), the typical player with +11 skills will be using typically 12x2.78=33 or 12x3.13=37 mana points per second.

So at a constant teleport rate you are gaining X mana per second from warmth and your mana pool and losing 33-37 mana per sec from teleport. Now if you increase your +teleport to level 24, then you are only losing 2-3 mana per second, right? Wrong!

Throw Orb into the calculation. The casting delay for Orb is 1 second, which means that whenever you cast orb, you are stuck in one place for 0.5 seconds before you're allowed to cast again. (Druid forum casting delay discovery) Assuming a high +skill class of orb, Orb takes about 43 damage, and if you teleport typically three times before casting orb again, you're looking at the following comparisons:

Mana use per second = mana / time. (add up mana cost of orb + 3 teleports divided by total time)

8 fps Level 12 Teleport (mana cost 13): (43+13+13+13 / 0.5+0.32+0.32+0.32) = 82/1.46 = 56.2
8 fps Level 24 Teleport (mana cost 1): (43+1+1+1 / 0.5+0.32+0.32+0.32) = 46/1.46 = 31.5

8 fps Teleport = 24.7 gain of mana per second

9 fps Level 12 Teleport (mana cost 13): (43+13+13+13 / 0.5+0.36+0.36+0.36) = 82/1.58 = 51.9
9 fps Level 24 Teleport (mana cost 1): (43+1+1+1 / 0.5+0.36+0.36+0.36) = 46/1.58 = 29.1

9 fps Teleport = 22.8 gain of mana per second.

Now if you spent 12 extra skillpoints and placed them into warmth, you could increase your typical mana regeneration rate with 1 warmth+11 = 12 warmth (175%) to about 12+11 = 23 warmth (300%) which translates a gain of the following:

1000 mana: 22.9 to 33.3 (a gain of 10.4 mana per sec)
1500 mana: 34.4 to 50.0 (a gain of 15.6 mana per sec)
2000 mana: 45.8 to 66.7 (a gain of 20.9 mana per sec)
2500 mana: 57.3 to 83.3 (a gain of 26.0 mana per sec)
3000 mana: 68.8 to 100 (a gain of 31.2 mana per sec)

Conclusion:

1) If you have 2500 mana or more, you will gain more mana per second by placing all extra skillpoints into Warmth, and leaving teleport at level 1 (and letting +skills increase it)

2) If you have less then 2500 mana, you will gain more mana per second by placing all extra skillpoints into Teleport until Teleport reaches level +24 (1 mana per cast), and then any extra points beyond that into warmth.

Remember if you teleport much more then you shot orb, then teleport becomes more valuable. If you stand around and don't teleport, or teleport very slowly occasionally, then warmth becomes slightly more valuable then teleport.
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Snipit: ES Orb PVP sorc: Ice Bolts vs Warmth vs T - by Zharous - 08-17-2004, 05:03 AM

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