I was wondering how many imbue dice are possible to get.
I know it depends on a lot of things but if you have some a breakdown would be really nice.
Thx
I was wondering how many imbue dice are possible to get.
I know it depends on a lot of things but if you have some a breakdown would be really nice.
Thx
Someone posted a build on that 'other forum' with 38 dice that actually looked both legit and interesting. So props to that guy
I think that more then 21 dice and your damage will be more or less circular, I suspect worse, since you will cut into other parts of potential DPS such as RP/MP, SA and base dmg and these parts may end up hurting your imbue dice. Also, you would probably have to cut on your defences and utility too...
As the game is right now it seems like a nice gimmick that adds some flavour to your melee/ranged damage but is nothing to rely on.
There prob is someone out there that can more out of it but around I'm getting around 400 damage per hit.
On a dark apostate, that is focussed on casting spells, so why bother anyway.
I'm not sure "building for imbue dice" is all that useful.
It seems to me it could become counterproductive if taken too far.
If you ask me, take the imbue dice enhancements in the tree you're already in and maybe multi-class one or two levels if the imbue dice are very low hanging fruit AND you get some other great class features along with it. 2 levels of Rogue can get you easy access to at least 3 imbue dice, evasion, and trap-finding/disarming. That's probably worth it.
Multi-classing solely for a few imbue dice is a mistake, imo.
Well, if u have a toon with all racial past lives + 2 racial AP tome, I have a good option.
12 alchemist, 6 ranger, 2 rogue - drow, chaotic neutral
enhancements: drow (16 - free), vile chemist (21), AA (34), assassin (9), DS (11), anything (5)
imbue d:
2 - drow
5 + 2 - vile chemist + greater elem. wp. spell
3 - assassin
8 - AA (only need one elemental, acid, other toggle is force, and use dino corrosive + impulse gear, ring + necklace)
2 - harbinger of chaos feat
3 - scion feat
1 - extra dice, leg. 31 feat
1 - dreadnought (destiny)
3 - draconic (destiny)
1 - augment (hunt raid)
3 - echoes of anc. set
8 - filigree (long shadow, reverb., snake bite, beast mantle)
42 imbue d.
I thought different imbues don't stack. Why is this confusing?
Toon on cannith
build up imbue die on a shooter to power Shiradi procs. An extra d77 for every 7 die means you'll be getting the 3.5 average damage from the imbue die, and another 5.58 average damage per imbue die from Shiradi. Use any of the imbues that scale off of Range Power. Now those extra Shiradi die will be scaled by 200% ranged power. At 400 ranged power and 28 imbue die, that's ~2,000 damage per arrow / bolt / whatever, scaled again by doubleshot (do this on a thrower for some pretty serious proc damage). Not sure the devs were paying attention to Shiradi getting nearly triple the benefit from imbue die than anything else in the game due to the 1d77 scaled 200% per 7.
50 is the max that I’ve added up. It’s never worth going for that much imbue die tho
Teth - Ascendance
Old School n00b that used to be pretty good at the game.
With Great Power Comes Great Responsibility
If you make a melee centered raid beater you can go drow/alc/monk/wiz to strip poison immunity with alc, debuff for +100% poison damage with NiS dark attacks/wep swap stacking ninja poison, and apply dust + ooze debuff on death auras, can sentience shattered on dino ash + use LD mantle for vacuum.
MRR debuffs/vulnerability will double damage, then monk dark strikes will double damage again via ninja poison.
4.5 x 6 (250 power @ 200%) * 40 die * 4 (debuffs) = 4.3k damage on hit * 7 hits/sec TWF handwraps hasted = 30k imbue dps
With regular damage added on top my guess puts it at ~45k dps total. So you have ~75% of a full dps build, but you also debuff dust + ooze + ash +vacuum + shattered + ninja poison.
If you make such a build, make sure to go charisma based with extra diplomacy from inquisitor. Very few tanks in the game can hold aggro off of 45k dps, with most of it (poison imbue) not having threat reduction.
Last edited by Tilomere; 12-21-2022 at 10:10 PM.
Teth - Ascendance
Old School n00b that used to be pretty good at the game.
This is theorycrafting but I think the pieces all fit. If you have at least 95 APs, then drow Alchemist 18 / rogue 2 can do:
- 41 Inquisitive for capstone & tier-5s (+7 Imbue dice)
- 21 Vile Chemist (+7 Imbue dice & Wave of Poison SLA)
- 16 drow (+2 Imbue dice, +2 INT, Arcane Fluidity)
- 11 Assassin (+3 Imbue dice & Ranged Power Boost)
- 6+ Harper for Know the Angles (take Battalion Brew for INT to damage)
That's +19 Imbue dice from Enhancements. There's probably builds which squeeze out more Imbue bonuses by sacrificing other Enhancements and/or adding a third class; but this seems like a nice balance between Imbue damage and conventional ranged DPS to me.
Add to that:
- +2 from Greater Elemental Weapons
- +2 from Harbinger of Chaos or Embodiment of Law
- +1 from Enhanced Elemental Dice
- +3 from any Scion of Plane feat
- +3 from Arcane Spellsword (tier-3 Draconic Incarnation)
- +1 from Esoteric Touch (tier-2 Legendary Dreadnought)
So now we're up to +31 Imbue dice. IIUC you can get up to +12 Imbue dice from gear, but I'll defer to others who are better at Gear Tetris than me to figure that out.
Last edited by unbongwah; 12-23-2022 at 12:23 PM.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.