Offensive Build Analyze of the Writhing One

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helminthauge
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Offensive Build Analyze of the Writhing One

#1 Post by helminthauge »

It's rumored that focusing on one damage type is always better than hybrid. So some think that Writhing One should give up weapon damage and accumulate as much darkness damage with their tentacle as they can. Is this really a good idea?

This article prensents 2 builds based on the ideas of physical-darkness hybrid and pure darkness and compare their offensive power. This article also presents some of the shenanigen builds of the Writhing One, whose prowess is well admired by adventures.

This is the second article of the "Offensive Build Analyze" serie. This serie focuses on comparing the damage output of an endgame character with a chosen class. It mimics the endgame equipments by generating randarts with 3 chosen egos with maximized numbers (but no random powers) or chosen fixdarts. It will test the damage of constant plain attacks (for weapon classes, that means without using any active talents with CDs forwardly) and 0-turn burst damage (which mimics a situation where you must kill an enemy before it ever has a chance to act, so the number of talents is limited, and all dots and map effects are not taken into consideration). It will also use dummies with no defense and some defenses as the target. The damage of the Worm that Walks isn't counted in.

Interesting facts about Writhing One
Mutated Hand is one of the only 4 additional attacks which isn't a turn proc (Flexible Combat and Cleave are two others, and the last one will be covered in this article). The only limit of them is that the additional attack, and any following attacks triggered by this attack, cannot trigger itself, which makes them very powerful and even more powerful together.
The tentacle attack granted by Mutated Hand is subject to weapon talent modifier, but not subject to proc damage modifiers under any condition. For example, an Ogre wielding a greatsword triggers Flexible Combat with its sword, and of course the Flexible Combat triggers the tentacle attack, as well as a lv5 Cripple proc, which triggers another tentacle attack. In this case, the Flexible Combat damage is halfed and the Cripple damage is reduced to 1/4 because of the penalty of ogre-wielding, but all tentacle attacks deals full damage (the one triggers by Cripple deals 190% damage).
Lash Out first attacks with the tentacle, and then does a weapon attack as if without Mutated Hand.
Slow Death category allows the player to obtain talents from other classes temporarily. However, of course the designer isn't as considerating as the gamemaniacs, so there can be cases where you can actually get something permenant. All these cases are considered shenanigens.
Constriction is bugged at the time of writing. It actually disables the Mutated Hand attacks of the target, and the Constriction attack and pull is actually based on a detrimental effect, which only lasts for 20 turns. I've asked my friend the Archangel yutio888 to fix this (that detrimental effect will last forever after the fix) and all following tests are done assuming Constriction is in this fixed form.
Writhing Hairs is also bugged at the time of writing. It decrease damage to that percentage instead of increasing damage by that percentage. I've also asked yutio888 to fix this and all following test are done assuming it's in the right form.
The weapon attack of Foul Convergence conducted by both the Writhing One and the Worm that Walks is physical type.

First let's go with the traditional Writhing One.
This kind of Writhing One wields a 1-hand weapon in their main hand and at most times just bumps the enemies. Some may think that Ogre with a 2h weapon should be better, but Ogre really sucks with Flexible Combat as I've pointed out.

Race: no sync with any races, so I'll use Shalore the best in this case
Stat: max Strength, Dexterity and Magic, the rest into Cunning
Prodigies: Arcane Might + Flexible Combat

Class Talents:
Tentacles 5/5/3/1
Path of Horror 4/1/5/5
Friend of Worm 5/5/5/3
This leaves 22 points for Horrific Body, Controlled Horrors and Disfugred Faces categories. They're not that important for a late-game offensive build so allocate the points as you wish.

General Talents:
Shalore 1/1/1/5
Combat Training 1/1/2/2/5/0
Survival 1/4/1
Harmony 1/5/1
Beyond Sanity 5/1/1/5
Physics 3/2/1
Chemistry 3/2

How to get the speed from Elemental Harmony: get a sling/steamgun with "Warden's" ego, put it in the offset, with a T1 mindstar in offhand. Get some fire damage on hit on your worm buddy and make sure that it's the first elemental damage on hit. Before fight, switch to the offset and hit your worm buddy once, then switch back.

Equipment:
Mainhand mace, hateful + quick + ruin + razor edge
Body robe, ancient + fearwoven + stormwoven + crystal armor
Head wizard hat, mountain + fearwoven + starseer + focus lens
Amulet, enraging + murder + soulsear
Cloak, backstab + conjuring + shadow + ground stripping
Hand gauntlet, nighthunter + strength + war-making + voratun grip
Belt, ravager + reckless + reinforced + fungal web
Feet, massive + spellbinding + void + kinetic stabiliser
Ring1, speed + pilfering + mountain
Ring2, rogue + pilfering + painweaver
Lite, moons + nightwalker + piercing
Tool digger, bloodhexed + brutal + quickening
"of war-making" ego on the handgear is critical, and try very hard to get another "of war-making", or "of the nighthunter", or "of the iron hand" ego, and try to get rid of those useless procs as hard as possible.
Worm that walks is equipped with a weapon with acid groove tinker which reduces target's armor by 25

Plain attack DPT: about 20k against dummy without defense ; about 9.5k against dummy with 250 armor, 90% resist all and 200 flat damage reduction, or about 15k if the player also has 30 ITEM_ACID_CORRODE as melee project; about 5k against dummy with 70% evasion. In all cases, about 2/3 damage is physical, the rest darkness.
0-turn burst attack (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Eternal Grace + Foul Convergence + Overgrowth + Iron Grip + Lash Out
42.1k, 50.5k, 58.8k, 66.9k, 80.3k against dummy without defense (n = 3000, about 2/3 physical)
16.4k, 20.2k, 24.7k, 29.4k, 38.7k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000, about 2/3 physical)
18.0k, 23.5k, 29.4k, 35.4k, 42.8k if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 62% physical)
7.0k, 12.4k, 17.9k, 24.0k, 33.5k against dummy with 70% evasion (n = 3000, about 62% physical)

Replacing the amulet with Zemekkys' Broken Glass and maxing Writhing Hair
plain attack DPT drops to 15k against dummy without defense
Eternal Grace + Foul Convergence + Overgrowth + Time Stop + Writhing Hairs + Iron Grip + Lash Out
34.8k, 42.3k, 50.3k, 58.7k, 70.0k against dummy without defense (n = 3000, about 62% physical) This is actually lower than that without Time Stop and Writhing Hairs
13.9, 17.2k, 21.2k, 25.0k, 31.4k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000, about 64% physical)
15.8k, 21.4k, 26.8k, 33.1k, 41.8k if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 61% physical)
5.3k, 10.6k, 15.9k, 23.0k, 33.7k against dummy with 70% evasion (n = 3000, about 60% physical)
at least Writhing Hairs also benefits the few turns following, and that amulet also grants 10% spell cooldown reduction

Corner snipe (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Tendrils Eruption
6.6k, 7.6k, 10.8k, 12.5k, 13.6k against dummy without defense (n = 3000, about 90% darkness)
1.8k, 2.6k, 3.1k, 3.7k, 4.5k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (about 95% darkness).

Then let's examining the Writhing One focusing on darkness damage
There is few fixdart weapon dealing darkness damage and they all suck for Writhing One. So to focus on darkness damage, this build uses Channel Staff as common attack while using its tentacle to Constrict the enemies.

Race: Drem, to exploit Tendrils Eruption.
Stat: max Dexterity, Magic, Cunning, the rest into Strength
Prodigies: Arcane Might + Master of Disasters

Class Talents:
Tentacles 5/1/5/5
Horrific body 1/1/4/1
Path of Horror 4/1/4/5
Controlled Horrrors 0
Slow Death 4/4/1/1 Necessary to maintain the insanity cost of Constrict
Disfugured Face 1/5/1/3 (4 in Diseased Tongue floating)
Friend of Worm 5/1/4/2

General Talents:
Combat Training 1/1/3/3/0/0
Survival 1/4/1
Staff Combat 5/5/1/2 (3 in Blunt Thrust floating)
Beyond Sanity 5/1/1/5
Drem 1/1/1/1
Physics 3/1/2
Chemistry 3/2/1

Equipment:
Mainhand staff, bloodlich + cruel + magewarrior + mana coil
Body robe, darkness + fearwoven + stargazer + crystal armor
Head wizard hat, darkness + fearwoven + starseers + air recycler
Amulet, murder + soulsear + starseer
Cloak, conjuring + backstabbing + shadow + ground stripping
Hand Dakhtun's Gauntlet + voratun grip
Belt, balancing + recklessness + magery + fungal web
Feet, fleetfooted + spellbinding + void
Ring1, arcana + darkness + pilfering
Ring2, darkness + pilfering + speed
Lite, piercing + nightwalker + moons + black light emitter
Tool digger, brutal + crystal + quickening
Duathedlen Heart is a good lite if you cannot get a good randart. Remove the mana coil tinker if you equip it.
Worm that walks is equipped with a weapon with acid groove tinker which reduces target's armor by 25

Plain attack DPT (using Channel Staff and Constrict. The character is granted 3 insanity regen, with an initial insanity at 20) about 14.5k against dummy without defense (about 98% darkness); about 7.3k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (almost all darkness), or about 8.8k if the player also has 30 ITEM_ACID_CORRODE as melee project (almost all darkness); about 8k against dummy with 70% evasion (about 97% darkness).
0-turn Burst attack/Corner snipe (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Blinding Speed + Frenzy + Tendrils Eruption + Overgrowth + Tendrils Eruption (without Worm that Walks acting)
32.1k, 34.3k, 36.2k, 38.0k, 40.3k against dummy without defense (n = 3000)
10.5k, 12.3k, 13.5k, 14.9k, 16.6k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000)
10.9k, 13.0k, 14.8k, 17.1k, 20.5k if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000)
0, 0, 0, 18.5k, 35.4k against dummy with 70% evasion (n = 3000)

alternatively, with Blinding Speed + 2x Channel Staff
9.4k, 9.8k, 10.3k, 11.1k, 11.9k against dummy without defense (n = 3000, about 95% darkness)

single Tendrils Eruption
14.8k, 16.0k, 17.5k, 18.9k, 20.1k against dummy without defense (n = 3000)
4.6k, 5.4k, 6.5k, 7.6k, 8.5k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000)
total win. 5% percentile here is higher than the 95% percentile of the traditional WO!

Summary
The Writhing One focusing on darkness damage is only better at corner sniping with Tendrils Eruption than the traditional Writhing One, and worst on almost all other aspects. So I'd say don't do it.

However, with shenanigens, there will be another build focused on darkness damage, which is likely to be more powerful.

Major edited on 12.04. For some reasons a lot of burst damage data are significantly different after a retest. I hope somebody else can help confirm these data.
Attachments
wo_raw.txt
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Last edited by helminthauge on Sun Jan 02, 2022 2:46 am, edited 2 times in total.

helminthauge
Wyrmic
Posts: 212
Joined: Sat Sep 29, 2018 3:43 am

Re: Offensive Build Analyze of the Writhing One

#2 Post by helminthauge »

Shenanigen 1 the Writhing One with Seeds of the Black Tree
Seeds of the Black Tree is one of the fixdart weapon that deals darkness damage. It can even triggers Tendrils Eruption on weapon hit (although this seems like other talent_on_hit which are commonly found on gloves and are turn-procs, this is actually the third weapon attack proc that is not a turn proc), which looks perfect for the Writhing One. However normally the Writhing One can never learn its mastery, so it's still pretty bad.
Here comes the shenanigen: by stealing a talent from Antimagic or Eyal's Fury category, the player can become an antimagic adherent and thus have access to Zigur and Mindstar Mastery category. After fulling digesting the victim and losing the stolen talent, the player will be a magic user again, just as usual.
Theoritically this also enables the player to gain antimagic escort rewards, but I guess this is not very practical.

Race: Drem, to exploit Tendrils Eruption.
Stat: max Dexterity, Magic, Willpower, the rest into Strength
Prodigies: Arcane Might + Flexible Combat

Class Talents:
Tentacles 5/5/5/1
Path of Horror 4/1/4/5
Slow Death 1/4/1/1
Friend of Worm 5/5/4/3
This leaves 15 points for Horrific Body, Controlled Horrors and Disfugred Faces categories.

General Talents:
Combat Training 2/1/2/2/2/0 (3 in Weapon Mastery floating)
Survival 1/4/1
Mindstar Mastery 5
Beyond Sanity 5/1/5/5
Drem 1/1/5/1
Physics 3/2/1
Chemistry 3/2

Equipment:
Mainhand Seeds of the Black Tree + razor edge
Body robe, darkness + fearwoven + stargazer + crystal armor
Head wizard hat, darkness + fearwoven + starseers + air recycler
Amulet, enraging + murder + soulsear
Cloak, conjuring + backstabbing + shadow + ground stripping
Hand gauntlet, nighthunter + war-making + strength + voratun grip
Belt, balancing + recklessness + magery + fungal web
Feet, fleetfooted + blightbringer + void
Ring1, painweaver + darkness + pilfering
Ring2, darkness + pilfering + speed
Lite, piercing + nightwalker + moons + black light emitter
Tool digger, brutal + bloodhexed + quickening
Worm that walks is equipped with a weapon with acid groove tinker which reduces target's armor by 25

Plain attack DPT: about 17k against dummy without defense (about 91% are darkness); about 8.5k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (about 98% are darkness), or about 13.4k if the player also has 30 ITEM_ACID_CORRODE as melee project (about 95% are darkness); about 4.2k against dummy with 70% evasion (about 88% are darkness).
0-turn burst attack (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Blinding Speed + Foul Convergence + Overgrowth + Iron Grip + Lash Out
34.0, 42.2k, 50.6k, 60.0k, 75.8k against dummy without defense (n = 3000, about 84% are darkness)
11.5k, 14.6k, 18.6k, 23.9k, 35.0k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000, about 97% are darkness)
16.1k, 21.7k, 28.2k, 36.5k, 51.8k if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 94% are darkness)
1.3k, 7.1k, 12.3k, 17.7k, 26.9k against dummy with 70% evasion (n = 3000, about 81% are darkness)
so far all worse than the traditional Writhing One

Corner snipe (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Blinding Speed + Frenzy + Tendrils Eruption + Overgrowth + Tendrils Eruption (without Worm that Walks acting)
22.2k, 25.9k, 28.6k, 31.3k, 35.0k against dummy without defense (n = 3000, about 96% are darkness)
6.1k, 7.5k, 8.5k, 9.4k, 10.8k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000, all darkness)
6.4k, 8.3k, 10.4k, 13.0k, 15.7k if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, almost all darkness)
this is also worse than the darkness Writhing One with staff

So together this shenanigen build is somewhere between the 2 builds above. It could be an interesting build, but as a shenanigen we're expecting more.
Attachments
wo_raw_2.txt
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Last edited by helminthauge on Sat Dec 04, 2021 12:02 pm, edited 2 times in total.

helminthauge
Wyrmic
Posts: 212
Joined: Sat Sep 29, 2018 3:43 am

Re: Offensive Build Analyze of the Writhing One

#3 Post by helminthauge »

Old-Fashioned Ogre Writhing One
No need to say much about this, just verifying that it's not that good.

Race: Ogre
Stat: max Strength, Dexterity, Magic, the rest into Cunning
Prodigies: Arcane Might + subject to change

Class Talents:
Tentacles 5/5/3/1
Path of Horror 4/1/5/5
Friend of Worm 5/5/5/3
This leaves 22 points for Horrific Body, Controlled Horrors and Disfugred Faces categories.

General Talents:
Ogre 1/5/1/2
Combat Training 1/1/2/2/5/0
Survival 1/4/1
Harmony 1/5
Beyond Sanity 4/1/1/5
Physics 3/2/1
Chemistry 3/2
One point spare here, in case that we want Smith 4 to get Crsytal Edge. If not needed then max Chaos Orbs.

Common Equipment:
Mainhand subject to change
Body robe, ancient + fearwoven + stormwoven + crystal armor
Head wizard hat, mountain + fearwoven + starseer + focus lens
Amulet, enraging + murder + soulsear
Cloak, backstab + battlemaster + shadow + ground stripping
Hand subject to change + voratun grip
Belt subject to change + fungal web
Feet subject to change + kinetic stabiliser
Ring1, speed + pilfering + mountain
Ring2 subject to change
Lite, moons + nightwalker + piercing
Tool digger, bloodhexed + brutal + quickening
Worm that walks is equipped with a weapon with acid groove tinker which reduces target's armor by 25

Setup 1
2nd prodigy: Flexible Combat
Mainhand, Warmaster Gnarg's Murderblade + crystal edge
Hand gauntlet, nighthunter + strength + war-making
Belt, ravager + balancing + reckless
Feet, massive + spellbinding + void
Ring2, rogue + pilfering + painweaver
Plain attack DPT: about 15k against dummy without defense, at least it grants a powerful 20% damage reduction from living creatures

Setup 2
2nd prodigy: Legacy of the Nhaloren, and assuming that the player has 10 raw level of Exotic Weapon Mastery
Mainhand, Legacy of the Nhaloren + crystal edge
Hand gauntlet, spellstrike + strength + war-making
Belt, ravager + balancing + reckless
Feet, massive + spellbinding + void
Ring2, mountain + pilfering + painweaver
Plain attack DPT: about 12.5k against dummy without defense (about 69% are physical, about 29% are darkness). Although the sheet damage is very high (almost 50% higher than the above setup), the actual performance is rather pitiful.

Setup 3
2nd prodigy: Flexible Combat
Mainhand greatmaul, hateful + blazebringer + ruin + razor edge
Hand gauntlet, nighthunter + strength + war-making
Belt, ravager + monstrous + reckless
Feet, massive + spellbinding + void
Ring2, mountain + pilfering + painweaver
Plain attack DPT: about 19.5k against dummy without defense (about 1% fire, 2/3 physical, the rest darkness); about 10.5k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (about 70% physical, the rest darkness), or about 14k if the player also has 30 ITEM_ACID_CORRODE as melee project (about 70% physical, the rest darkness); about 6k against dummy with 70% evasion (about 1% fire, 69% physical, the rest darkness). This is about the same as the traditional WO, or perhaps a little worse.

0-turn burst attack (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Blinding Speed + Ogre Wrath + a rune/infusion + Foul Convergence + Overgrowth + Iron Grip + Lash Out
50.2k, 55.6k, 61.5k, 68.9k, 82.8k against dummy without defense (n = 3000, about 1% fire, 65% physical, the rest darkness) although the statistical test result concludes that this is significantly higher than that of the traditional WO, the actual difference is very small
22.6k, 25.8k, 29.1k, 34.5k, 43.4k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000, about 71% physical)
27.5k, 33.3k, 38.0k, 45.2k, 57.6k if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 2/3 physical)
1.3k, 9.1k, 16.6k, 25.7k, 39.2k against dummy with 70% evasion (n = 3000, about 1% fire, 65% physical, the rest darkness)

Corner snipe (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Ogre Wrath + Tendrils Eruption
6.2k, 7.2k, 9.4k, 10.8k, 11.8k against dummy without defense (n = 3000, about 94% darkness)
1.8k, 2.4k, 2.9k, 3.3k, 4.0k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000, almost all darkness)

So Ogre is still viable thanks to the 0.4 ego_bonus_mult of 2h weapons, but not so advantageous. Ogres are still good at using runes and infusions, but this alone doesn't make them parallel to Shalores, Drems or Cornacs.

Setup 4
2nd prodigy: Worldly Knowledge, unlocking Scoundrel category at 4/1/2 (removing 2 points from Chaos Orbs)
Mainhand greatmaul, hateful + blazebringer + ruin + razor edge
Hand, Dakhtun's Gauntlet
Belt, ravager + monstrous + balancing
Feet, massive + spellbinding + void
Ring2, mountain + pilfering + pixie
Plain attack DPT: about 21k against dummy without defense (about 1% fire, 79% physical, the rest darkness); about 10.7k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (about 87% physical, the rest darkness), or about 14.2k if the player also has 30 ITEM_ACID_CORRODE as melee project (about 82% physical, the rest darkness); about 6.5k against dummy with 70% evasion (about 1% fire, 79% physical, the rest darkness); about 14k against skeleton without defense (being undead and with 100% cut immunity, weapon tinker changed to silver filgree, about 1% fire, 72% physical, the rest darkness). Even on an ogre, this is still about the same as Flexible Combat against enemies without cut immunity. At least it also offers some defense.

0-turn burst attack (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Blinding Speed + Ogre Wrath + a rune/infusion + Foul Convergence + Overgrowth + Iron Grip + Lash Out
46.5k, 49.0k, 51.3k, 53.9k, 62.1k against dummy without defense (n = 3000, about 2/3 physical, almost all the rest darkness)
21.4k, 23.6k, 25.3k, 27.2k, 30.7k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000, about 71% physical)
23.5k, 27.8k, 30.9k, 33.8k, 39.0k if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 68% physical)
0, 7.0k, 14.0k, 24.3k, 36.8k against dummy with 70% evasion (n = 3000, about 65% physical, almost all the rest darkness)
obviously worse than setup 3, since it's as without the second prodigy

Corner snipe (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Ogre Wrath + Tendrils Eruption
6.5k, 7.0k, 7.7k, 8.3k, 8.8k against dummy without defense (n = 3000)
1.9k, 2.3k, 2.8k, 3.2k, 3.6k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000)

Setup 5
2nd prodigy: You Shall Be My Weapon!
Mainhand greatmaul, hateful + blazebringer + ruin + razor edge
Hand, Dakhtun's Gauntlet
Belt, giants + monstrous + balancing
Feet, massive + invasion + void
Ring2, mountain + pilfering + painweaver
Plain attack DPT: about 14k against dummy without defense (about 1% fire, 70% physical, the rest darkness); about 6.9k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (about 87% physical, the rest darkness), or about 8.9k if the player also has 30 ITEM_ACID_CORRODE as melee project (about 3/4 physical, the rest darkness); about 4.7k against dummy with 70% evasion (about 1% fire, 3/4 physical, the rest darkness).

0-turn burst attack (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Blinding Speed + Ogre Wrath + Foul Convergence + Overgrowth + Iron Grip + a rune/infusion + YSBMW
99.5k, 106.6k, 113.4k, 119.7k, 127.5k against dummy without defense (n = 3000, about 69% physical, almost all the rest darkness)
46.6k, 51.7k, 56.3k, 60.9k, 66.0k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000, about 72% physical)
52.3k, 63.1k, 69.1k, 74.2k, 80.6k if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 68% physical)
0, 7.4k, 23.2k, 64.5k, 95.5k against dummy with 70% evasion (n = 3000, about 69% physical, almost all the rest darkness)
This is why we're here.

Setup 6 - Shenanigen 2 the Ogre Writhing One with Razorlock
It's well known that Razorlock + Mutated Hand makes each weapon attack include 3 mainhand saw attacks, 3 offhand saw attacks and 2 tentacle attacks (and cost 4 steam). With these amounts of base attacks Flexible Combat will be very powerful again, even with the half proc damage penalty. Plus even without weapon mastery, the total 4.5x saw weapon damage is overwhelming. There is even an additional 50% bleeding.

2nd prodigy: Flexible Combat
Mainhand, Razorlock + razor edge
Cloak, backstab + conjuring + shadow + ground stripping
Hand gauntlet, nighthunter + strength + war-making
Belt, ravager + monstrous + balancing
Feet, Steam Powered Boots
Ring2, mountain + pilfering + pixie
Plain attack DPT: about 44.7k against dummy without defense (about 71% physical, the rest darkness); about 14k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (about 68% physical, the rest darkness), or about 33k if the player also has 30 ITEM_ACID_CORRODE as melee project (about 3/4 physical, the rest darkness); about 10.1k against dummy with 70% evasion (about 65% physical, the rest darkness); about 37k against dummy without defense but immune to cut (about 63% physical, the rest darkness).
really scary

0-turn burst attack (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Blinding Speed + Ogre Wrath + a rune/infusion + Foul Convergence + Overgrowth + Iron Grip + plain attack
56.0.1k, 71.2k, 83.3k, 96.6k, 115.0k against dummy without defense (n = 3000, about 54% physical)
23.7k, 33.2k, 40.5k, 49.8k, 65.0k against dummy with 250 armor, 90% resist all and 200 flat damage reduction if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 58% physical)
9.6k, 15.3k, 19.9k, 25.7k, 35.8k against dummy with 70% evasion (n = 3000, about 52% physical)

Corner snipe (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Ogre Wrath + Tendrils Eruption
5.3k, 6.3k, 8.0k, 9.3k, 10.1k against dummy without defense (n = 3000, about 94% darkness)
0.8k, 1.1k, 1.4k, 1.8k, 2.1k against dummy with 250 armor, 90% resist all and 200 flat damage reduction (n = 3000, almost all darkness)
rather weak
Attachments
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Last edited by helminthauge on Sat Dec 04, 2021 12:02 pm, edited 6 times in total.

helminthauge
Wyrmic
Posts: 212
Joined: Sat Sep 29, 2018 3:43 am

Re: Offensive Build Analyze of the Writhing One

#4 Post by helminthauge »

Writhing Demonologist
Demon seeds are the powers exclusive and definitive to Demonologists, which makes this class extremely versatile and powerful. They extract demon seeds using Demon Seed talent. Ironically, this talent is stealable and the Writhing Ones can have it by consuming enemy demonologists. Although it's not easy to extract demon seeds with a temporary talent, and without Bind Demon only weapon seeds are available (and you cannot get the seed on another weapon), this is already extremely powerful.
Congratulations to the birth of another Arcane Blade!

First let's examine the traditiional staff-proc build (shenanigen 3).

Race: Shalore. We need charm for Perfect Strike, so Shaloren Speed is critical. Timeless and critical chance are also very welcome.
Stat: max Dexterity, Magic, Cunning, the rest into Strength (or Constitution, not important)
Prodigies: Adept + Flexible Combat

Class Talents:
Tentacles 5/1/3/1
Path of Horror 3/5/5/5
Slow Death 1/3/1/1
Friend of Worm 5/1/4/1, not that important because we're likely to kill it
This leaves 24 points for Horrific Body, Controlled Horrors and Disfugred Faces categories.

General Talents:
Shalore 1/5/1/4
Combat Training 3/1/2/5/0/0
Survival 1/5/1
Staff Combat 1/1/1/2
Beyond Sanity 5/1/1/5
Physics 2/1/1
Chemistry 2/2/1

Equipment:
Mainhand staff, cruel + infernal + magewarrior + Wretch Titan seed
Body robe, alchemy + corrosion + power + crystal armor
Head wizard hat, augment + corrosion + spellwoven + head lamp
Amulet, enraging + murder + soulsear
Cloak, Destala's Scales + ground stripping
Hand gauntlets, dex + nighthunter + war-making + voratun grip
Belt, balancing + reckless + reinforced + alchemist's helper
Feet, blight + fleetfooted + void + kinetic stabiliser
Ring1, corrosion + pilfering + pixie
Ring2, corrosion + marksman + pilfering
Lite, moons + nightwalker + piercing + black light emitter
Tool digger, brutal + crystal + wreckage

Plain attack DPT: about 20k against dummy without defense (about 71% acid, 15% darkness, 12% physical, 2% fire)
I'm stopping here because it's just as good as the traditional Writhing One, and I know that there're better ways to exploit this shenanigen.

Razorlock + Mutated Hand grants 8 attacks per plain attack, which seems pretty promising even with the half proc damage penalty.
Shenanigen 4 Razorlock Writhing Demonologist with Flame Bolts
Flame Bolts are projectiles. They are not subject to half proc damage penalty and can ignore critical shrug-off in some cases, but they're also subject to some specific defenses, such as projectile deflection. Flame Bolts can hit Worm that Walks in some cases due to these defenses, but at least this is far rarer than Corrosive Cone, and fire affinity is easier to get (from Penitence and imbuing rings with Glowing Core).

Race: Ogre
Stat: max Strength, Magic, Cunning, the rest into Dexterity
Prodigies: Flexible Combat + Metoric Crash

Class Talents:
Tentacles 5/1/3/1
Path of Horror 4/5/5/5
Slow Death 1/4/1/1
Friend of Worm 5/5/5/3
This leaves 15 points for Horrific Body, Controlled Horrors and Disfugred Faces categories.

General Talents:
Ogre 1/5/1/2
Combat Training 1/1/5/5/2/0 (3 floating in Weapon Mastery)
Survival 1/5/1
Beyond Sanity 5/2/2/5
Physics 3/2/1
Chemistry 3/2

Equipment:
Mainhand, Razorlock + Fire Imp seed
Body robe, ancient + fearwoven + storm + ablative armor
Head wizard hat, fearwoven + mountain + starseer + focus lens
Amulet, enraging + murder + serendipitous
Cloak, backstab + conjuring + shadow + ground stripping
Hand gauntlets, strength + nighthunter + war-making + voratun grip
Belt, balancing + reckless + ravager + fungal web
Feet, massive + fleetfooted + void + kinetic stabiliser
Ring1, mountain + pilfering + speed
Ring2, mountain + pixie + pilfering
Lite, moons + nightwalker + piercing + black light emitter
Tool digger, brutal + crystal + bloodhexed

Plain attack DPT: about 40k against dummy without defense (about 55% physical, 22% darkness, 23% fire), or 42.5k with 100% spell critical chance by cheating (about 53% physical, 21% darkness, 26% fire)
Still lower than shenanigen 2, even with a better boot. So even with Metoric Crash unifying fire damage bonus (and offering 0.4k DPT on its on, before chaotic), it's still worse than Arcane Might.

Shenanigen 5 Old-Fashioned Razorlock Writhing One with Flame Bolts

Race: Ogre
Stat: max Strength, Magic, Cunning, the rest into Dexterity
Prodigies: Arcane Might + Flexible Combat

Class Talents:
Tentacles 5/1/3/1
Path of Horror 4/5/5/5
Slow Death 3/4/1/1
Friend of Worm 5/4/4/3
This leaves 15 points for Horrific Body, Controlled Horrors and Disfugred Faces categories.

General Talents:
Ogre 1/5/1/2
Combat Training 1/1/2/2/2/0 (3 floating in Weapon Mastery)
Survival 1/5/1
Beyond Sanity 5/2/2/5
Physics 3/2/1
Chemistry 3/3
5 points spare here, allocate them in Combat Training as you wish

Equipment:
Mainhand, Razorlock + Fire Imp seed
Body robe, ancient + fearwoven + alchemy + crystal armor
Head wizard hat, fearwoven + mountain + starseer + focus lens
Amulet, enraging + murder + soulsear
Cloak, backstab + conjuring + shadow + ground stripping
Hand gauntlets, strength + nighthunter + war-making + voratun grip
Belt, balancing + reckless + ravager + alchemist's helper
Feet, Steam Powered Boots + kinetic stabiliser
Ring1, mountain + pilfering + speed
Ring2, mountain + painweaver + pilfering
Lite, moons + nightwalker + piercing + black light emitter
Tool digger, brutal + crystal + bloodhexed
Worm that walks is equipped with a weapon with acid groove tinker which reduces target's armor by 25

Plain attack DPT: about 49k against dummy without defense (about 64% physical, 26% darkness, 11% fire); about 30k against dummy with 250 armor, 90% resist all and 200 flat damage reduction if the player also has 30 ITEM_ACID_CORRODE as melee project (about 71% physical, 24% darkness, 2% fire); about 12.2k against dummy with 70% evasion (about 61% physical, 28% darkness, 11% fire).

0-turn burst attack (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Blinding Speed + Ogre Wrath + Foul Convergence + Overgrowth + Iron Grip + a rune/infusion + Digest
74.0k, 92.0k, 105.7k, 120.9k, 141.3k against dummy without defense (n = 3000, about 51% physical, 39% darkness, 10% fire)
30.7k, 40.6k, 48.4k, 57.3k, 74.3k against dummy with 250 armor, 90% resist all and 200 flat damage reduction if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 60% physical, 39% darkness, 1% fire)
12.7k, 19.7k, 25.6k, 32.6k, 45.2k against dummy with 70% evasion (n = 3000, about 49% physical, 41% darkness, 10% fire)
Part of the increase are due to the 188% multiplier offered by Digest.

Shenanigen 6 Old-Fashioned Razorlock Writhing One with Corrosive Cone

basically the same as shenanigen 5, except:
Slow Death 5/4/1/1
Friend of Worm 5/2/4/1
This leaves 17 points for Horrific Body, Controlled Horrors and Disfugred Faces categories.
You probably want to max Thick Skin now because Shared Insanity is more like a temporary buff.
Mainhand, Razorlock + Wretch Titan seed

Plain attack DPT (without Worm that Walks acting): about 53.5k against dummy without defense (about 61% physical, 25% darkness, 15% acid); about 25.3k against dummy with 250 armor, 90% resist all and 200 flat damage reduction if the player also has 30 ITEM_ACID_CORRODE as melee project (about 72% physical, 26% darkness, 2% acid); about 12.2k against dummy with 70% evasion (about 56% physical, 28% darkness, 16% fire).

0-turn burst attack (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Blinding Speed + Ogre Wrath + Foul Convergence + Overgrowth + Iron Grip + a rune/infusion + Digest
78.9k, 98.5k, 113.1k, 128.0k, 147.9k against dummy without defense (n = 3000, about 49% physical, 36% darkness, 14% acid)
32.0k, 42.5k, 50.3k, 60.3k, 76.5k against dummy with 250 armor, 90% resist all and 200 flat damage reduction if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 61% physical, 38% darkness, 1% acid)
13.2k, 21.7k, 28.1k, 35.9k, 47.9k against dummy with 70% evasion (n = 3000, about 47% physical, 38% darkness, 15% acid)

with lv 4 Foul Convergence and lv3 Digest (to have a better comparision with shenanigen 5)
77.7k, 97.6k, 111.2k, 126.5k, 148.2k against dummy without defense (n = 3000, about 48% physical, 37% darkness, 15% acid)

TBH the difference between shenanigen 5 and 6 is really small. Corrosive Cone destroys walls and can kill the Worm that Walks, so I think Flame Bolts are better.

Shenanigen 7 All-in Writhing One with Corrosive Cone
This shenanigen tries to get the highest burst damage, using AAD and the cloak Destala's Scales.

Race: Ogre
Stat: max Strength, Magic, Cunning, the rest into Dexterity
Prodigies: Flexible Combat + Arcane Amplification Device

Class Talents:
Tentacles 5/1/3/1
Path of Horror 5/5/5/5
Slow Death 1/4/1/1
Friend of Worm 5/2/4/1
This leaves 20 free points.

General Talents:
Ogre 1/5/1/2
Combat Training 5/1/2/3/2/0 (3 floating in Weapon Mastery)
Survival 1/5/1
Beyond Sanity 5/2/2/5
Physics 3/2/1
Chemistry 3/3

Equipment:
Mainhand, Razorlock + Wretch Titan seed
Body robe, stargazer + power + tprmentor + crystal armor
Head cap, blood + fortune + precognition + mental stimulator
Amulet, Zemekkys' Broken Hourglass
Cloak, Destala's Scales + ground stripping
Hand, Will of Ul'Gruth + voratun grip
Belt, balancing + reckless + magery + alchemist's helper
Feet, blight + eldritch + massive + kinetic stabiliser
Ring1, corrosion + painweaver + speed
Ring2, corrosion + pilfering + pixie
Lite, corpselight + nightwalker + piercing + black light emitter
Tool digger, brutal + crystal + bloodhexed
Player is granted an additional 30 ITEM_ACID_CORRODE as melee project, 35% acid penetration and 20% physical, arcane and darkness penetration.
Worm that walks never acts.

Plain attack DPT: about 23k against dummy without defense (about 30% physical, 23% darkness, 47% acid); about 5.2k against dummy with 250 armor, 90% resist all and 200 flat damage reduction if the player also has 30 ITEM_ACID_CORRODE as melee project (about 2% physical, 12% darkness, 86% acid); about 6.2k against dummy with 70% evasion (about 28% physical, 24% darkness, 48% acid).

0-turn burst attack (presented in order of 5% percentile, first quartile, median, second quartile, 95% percentile):
Blinding Speed + Ogre Wrath as usual, with Time Stop following, then it gets complex depending on the enemie's whereabouts. Our goal is to get adjacent to the enemy, and place an AAD where both Corrosive Cone and Oblirating Smash can hit (not necessary in order) within a single turn. Here I give the solution of 2 common cases:
1. The enemy has a diagonal empty tile (A) in sight, and another empty tile (B) at 135° of this tile. In this case you use Carrion Feet to teleport to tile A and put the AAD at tile B.
2. The enemy is within range 9 and has an empty tile behind. In this case you put the AAD between yourself and the enemy, as close to the enemy as possible, then use Carrior Feet to teleport to the tile behind it.
Of course there're cases where this is not possible. In this case use the Worm that Walks to lure the enemy to a good position. We don't need it later.
Afterwards, Iron Grip, Overgrowth, rune/infusion, Oblirating Smash and Dissolve (which should target the enemy itself) in turn.
177.7k, 199.9k, 214.8k, 229.8k, 250.2k against dummy without defense (n = 3000, about 8% physical, 11% darkness, 39% acid, 43% arcane)
48.9k, 54.9k, 59.2k, 63.3k, 69.3k against dummy with 250 armor, 90% resist all and 200 flat damage reduction if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 1% physical, 7% darkness, 41% arcane, 51% acid)
121.5k, 135.9k, 146.4k, 156.4k, 169.5k against dummy immune to critical damage (n = 3000, about 5% physical, 7% darkness, 26% acid, 63% arcane)

If the enemy is with high evasion, or if the place is really narrow and you cannot get behind of the enemy, you just put the AAD between yourself and the enemy, use Carrion Feet to next to the AAD and hit the AAD.
Blinding Speed + Ogre Wrath + Time Stop + AAD + Carrion Feet + Overgrowth + a rune/infusion + Oblirating Smash + Iron Grip + Dissolve
139.8k, 160.5k, 174.9k, 189.4k, 213.2k against dummy without defense (n = 3000, about 6% physical, 5% darkness, 41% acid, 48% arcane)
42.5k, 48.2k, 52.5k, 56.7k, 63.9k against dummy with 250 armor, 90% resist all and 200 flat damage reduction if the player also has 30 ITEM_ACID_CORRODE as melee project (n = 3000, about 1% physical, 2% darkness, 40% arcane, 56% acid)
101.2k, 115.1k, 125.1k, 135.4k, 152.3k against dummy immune to critical damage (n = 3000, about 3% physical, 3% darkness, 25% acid, 68% arcane)
110.2k, 124.9k, 136.1k, 146.7k, 162.7k against dummy with 70% evasion (n = 3000, about 2% physical, 2% darkness, 44% acid, 52% arcane)

Actually not so impressive. I guess replacing Flexible Combat with YSBMW on shenanigen 5 can have higher number against dummy without defense. At least it still works very well against enemies immune to critical damage or with very high evasion.
Attachments
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helminthauge
Wyrmic
Posts: 212
Joined: Sat Sep 29, 2018 3:43 am

Re: Offensive Build Analyze of the Writhing One

#5 Post by helminthauge »

reserved

GrayStillPlays
Wayist
Posts: 28
Joined: Thu Feb 06, 2020 3:43 pm

Re: Offensive Build Analyze of the Writhing One

#6 Post by GrayStillPlays »

I'll be doing a full guide for my recent staff based Drem/WO. I wanted to mention how absurdly powerful Defiled Blood is with Flexible Combat. The weird thing about defiled blood is each attack it performs counts as a "melee" attack, which means that with Flexible Combat, you can proc your gauntlet's abilities. However, what makes things more ridiculous is the way the ability works. I can't even begin to fully understand what is happening here...but it appears that with something like Daktun's Gauntlets, the defiled blood procs flexible combat, which procs wave of power...which procs a tentacle attack because it's ranged melee attack? What ends up happening is you get what happens in the attachment there.

And thus, defiled blood ends up dealing TREMENDOUS damage. Yeah...that's defiled blood dealing over 20k damage to one of the dummies.
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helminthauge
Wyrmic
Posts: 212
Joined: Sat Sep 29, 2018 3:43 am

Re: Offensive Build Analyze of the Writhing One

#7 Post by helminthauge »

Well, defiling blood procing flexible combat and then procing Wave of Power is nothing but news.
I guess you're placing these dummies very close to each other? Then the answer is really simple: each tentacle attack proced by the punch is hitting multiple dummies at the same time.
This is not very practical in real combat.

GrayStillPlays
Wayist
Posts: 28
Joined: Thu Feb 06, 2020 3:43 pm

Re: Offensive Build Analyze of the Writhing One

#8 Post by GrayStillPlays »

I mean I just did the multiple dummies for fun, but here's 1 single dummy. Few 8k and 9k hits, and a 21k hit just so you know those 20k numbers aren't weird multi dummy flukes.
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wat3.jpg
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