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Demon Hunter - M6 Cold + Rocket Build

Full of errors with GIT version qt and trinity and new combat file on first page.
 
Something isn't right on the first page, there is no "file" to download .

Replace this ATTACH with original file DemonHunter.cs Plugins\Trinity\Combat\Abilities if you use Trinity 2.1.9 or later
NEW ATTACH Replace DemonHunterCombat.cs Plugins\Trinity\Combat\Abilities if you use Trinity 2.1.12 +
If You want to donate, THANK YOU!

ALWAYS CHECK THIS

Git - Trinity - https://www.assembla.com/code/unifie...ty/git/commits
Git - QT - https://www.assembla.com/code/questtools/git/commits

If all we need is GIT version of Trinity and QT with the beta version of DB ( the 487 ) then why not put clear destruction in that post, instead of this???
 
Untitled_49.jpg
 
Can anyone please post working trinity and questtools with modified files with this profile? :(
 
In the meantime, here is some good reading for everyone:



Mission Statement:

Since 2.1 released, there has been a lot of debate over what weapon types are most effective.
Also there's vastly differing opinions on what passives and even skill runes, should be used.
Once and for all, I wanted to really sit down and figure out all of these things.
If anyone wants further proof of any of the points made below, utilize these links:

All of this the data comes RIOKOU'S personal calculations:
http://i.imgur.com/ZKQ9hdF.jpg

See this post for a summary and more discussion:
M6 Theorycrafting - The best weapons, skills, and passives


For the most up-to-date weapon rankings using Best-in-Slot stats:



Assumptions:
  • The arrows that Frost Arrow splits into do the same damage as the initial hit (330%)
  • Frost Arrow always hits as many targets as are in range, up to the max it can hit (11 targets)
  • The rockets fired by Spitfire Turret follow "normal" breakpoints rather than the odd ones the sentry's spenders have.

Other notes:
  • This post is focused on the Cold/Fire build using Cluster Arrow (Maelstrom), Elemental Arrow (Frost Arrow), Multishot (Arsenal), and Sentry (Spitfire Turret), along with the Ballistics passive. As far as I can tell, this is the best build right now.
  • This post also tends to focus on the 2.16, 2.84, and 4.15 breakpoints, which are the ones used when Tasker and Theo is used. Utilize the spreadsheet above to see the effects on non-TnT builds.
  • Whenever I say "overall damage" I am referring to the total damage done by all of your sentries' attacks in a given period (but not your animals/pets).
  • Figuring out "real" DPS is hard to do because the number and density of targets can vary wildly. Luckily, rockets (which actually make up as much as 60% of your damage) are easy to simulate since they are single-target and seek out enemies. This helps keep variability down. There were still some things to make up, like how many targets Cluster Arrow and Multishot will usually hit (3? 5? 10?), but those kinds of decisions did not make too much difference in the end.
  • Whenever the AoE effects of Multishot and Cluster Arrow are discussed, I am assuming these effects hit every target in the scenario with every shot, whether I am taking about 1 target or 5 or 10.
  • I used REHWYN'S work on sentry skill cast rates found [HERE] in these calculations
  • How rockets work: Whenever a skill fires some rockets, those rockets seek out enemies anywhere in range. In each set of rockets fired, each rocket will hit its own enemy. This means if a skill fires 5 rockets (e.g. Maelstrom) and there is only 1 enemy in range, 4 rockets will hit nothing.

CA = Cluster Arrow (Maelstrom)
MS = Multishot (Arsenal)
EA = Elemental Arrow (Frost Arrow)
SA = Steady Aim
CE = Custom Engineering




Table of Contents:

1. True Sentry Skill Cast Ratios

2. Skill Damage: MultiShot vs. Cluster Arrow vs. Elemental Arrow
  • WHAT SKILL DAMAGE SHOULD YOU GET ON YOUR GEAR?
3. Elemental Damage: Cold vs. Fire

4. Elemental Arrow vs. Impale

5. Spitfire Turret vs. Polar Station

6. Steady Aim vs. Custom Engineering

7. Ballistics Info

8. The Best Weapons

9. Kridershot

10. Additional Info



1. True Sentry Skill Cast Ratios

Here are accurate skill cast ratios when using CA/MS/EA.

This data is derived from REHWYN'S work on sentry skill cast rates
  • Originally found [HERE] and improves upon the values found [HERE].


BASIC RATIOS

[TABLE="class: grid, width: 700, align: center"]
[TR]
[TD="align: center"]Breakpoint[/TD]
[TD="align: center"]Cluster Arrow[/TD]
[TD="align: center"]Multishot[/TD]
[TD="align: center"]Elemental Arrow[/TD]
[/TR]
[TR]
[TD="align: center"]1.45946[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]1[/TD]
[/TR]
[TR]
[TD="align: center"]1.74194[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]2[/TD]
[/TR]
[TR]
[TD="align: center"]2.16001[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]3[/TD]
[/TR]
[TR]
[TD="align: center"]2.74211[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]5[/TD]
[TD="align: center"]9[/TD]
[/TR]
[TR]
[TD="align: center"]4.15386[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]8[/TD]
[TD="align: center"]23[/TD]
[/TR]
[/TABLE]


Cast Amounts over 30 Seconds

[TABLE="class: grid, width: 700, align: center"]
[TR]
[TD="align: center"]Breakpoint[/TD]
[TD="align: center"]Cluster Arrow[/TD]
[TD="align: center"]Multishot[/TD]
[TD="align: center"]Elemental Arrow[/TD]
[/TR]
[TR]
[TD="align: center"]1.45946[/TD]
[TD="align: center"]12.5[/TD]
[TD="align: center"]25[/TD]
[TD="align: center"]12.5[/TD]
[/TR]
[TR]
[TD="align: center"]1.74194[/TD]
[TD="align: center"]12[/TD]
[TD="align: center"]24[/TD]
[TD="align: center"]24[/TD]
[/TR]
[TR]
[TD="align: center"]2.16001[/TD]
[TD="align: center"]12.5[/TD]
[TD="align: center"]25[/TD]
[TD="align: center"]37.5[/TD]
[/TR]
[TR]
[TD="align: center"]2.84211[/TD]
[TD="align: center"]12.5[/TD]
[TD="align: center"]31.25[/TD]
[TD="align: center"]56.25[/TD]
[/TR]
[TR]
[TD="align: center"]4.15386[/TD]
[TD="align: center"]13.24[/TD]
[TD="align: center"]35.29[/TD]
[TD="align: center"]101.47[/TD]
[/TR]
[/TABLE]
*Note that Frost Arrow chill uptime is very low at the 1.46 breakpoint since you get less
than 1 EA every 2 seconds and the chill effect from Frost Arrow lasts only 1 second.




2. Skill Damage: MS vs CA vs EA
WHAT SKILL DAMAGE SHOULD YOU GET ON YOUR GEAR?



Here is a breakdown of damage done by each skill under different scenarios and breakpoints using +20% Cold Damage in all cases.

These numbers also arbitrarily limit the AoE portion of Cluster Arrow to a maximum of 7 targets to account for its relatively small range.

These values are % weapon damage done by each skill by one sentry over a 30-second period.


T L ; D R :
[TABLE="class: outer_border, width: 700, align: center"]
[TR]
[TD]All Breakpoints under 4.15:[/TD]
[TD]Use +Multishot Damage% on your gear[/TD]
[/TR]
[TR]
[TD]All Breakpoints above 4.15:[/TD]
[TD]Use +Elemental Arrow Damage% on your gear[/TD]
[/TR]
[/TABLE]
Multishot Damage% is ALWAYS better than Cluster Arrow
until Elemental Arrow beats both out above 4.15.




[TABLE="class: grid, width: 700, align: center"]
[TR]
[TD="align: center"]NUMBER OF TARGETS:
[/TD]
[TD="align: center"]1
[/TD]
[TD="align: center"]3
[/TD]
[TD="align: center"]5
[/TD]
[TD="align: center"]10
[/TD]
[/TR]
[TR]
[TD="align: center"]Multishot Damage
[/TD]
[TD="align: center"]24000[/TD]
[TD="align: center"]72000[/TD]
[TD="align: center"]90000[/TD]
[TD="align: center"]135000[/TD]
[/TR]
[TR]
[TD="align: center"]Cluster Arrow Damage
[/TD]
[TD="align: center"]21750[/TD]
[TD="align: center"]65250[/TD]
[TD="align: center"]108750[/TD]
[TD="align: center"]125250[/TD]
[/TR]
[TR]
[TD="align: center"]Elemental Arrow Damage
[/TD]
[TD="align: center"]14850[/TD]
[TD="align: center"]44550[/TD]
[TD="align: center"]74250[/TD]
[TD="align: center"]148500[/TD]
[/TR]
[/TABLE]
*MultiShot wins at low and high numbers of targets hit




2.84 Breakpoint
[TABLE="class: grid, width: 700, align: center"]
[TR]
[TD="align: center"]NUMBER OF TARGETS:
[/TD]
[TD="align: center"]1
[/TD]
[TD="align: center"]3
[/TD]
[TD="align: center"]5
[/TD]
[TD="align: center"]10
[/TD]
[/TR]
[TR]
[TD="align: center"]Multishot Damage
[/TD]
[TD="align: center"]30000[/TD]
[TD="align: center"]90000[/TD]
[TD="align: center"]112500[/TD]
[TD="align: center"]168750[/TD]
[/TR]
[TR]
[TD="align: center"]Cluster Arrow Damage
[/TD]
[TD="align: center"]21750[/TD]
[TD="align: center"]65250[/TD]
[TD="align: center"]108750[/TD]
[TD="align: center"]125250[/TD]
[/TR]
[TR]
[TD="align: center"]Elemental Arrow Damage
[/TD]
[TD="align: center"]22275[/TD]
[TD="align: center"]66825[/TD]
[TD="align: center"]111375[/TD]
[TD="align: center"]222750[/TD]
[/TR]
[/TABLE]
*MultiShot clearly wins at this breakpoint
*Elemental Arrow is good vs. huge mobs but usually won't hit a lot.





4.15 Breakpoint
[TABLE="class: grid, width: 700, align: center"]
[TR]
[TD="align: center"]NUMBER OF TARGETS:
[/TD]
[TD="align: center"]1
[/TD]
[TD="align: center"]3
[/TD]
[TD="align: center"]5
[/TD]
[TD="align: center"]10
[/TD]
[/TR]
[TR]
[TD="align: center"]Multishot Damage
[/TD]
[TD="align: center"]33882[/TD]
[TD="align: center"]101647[/TD]
[TD="align: center"]127059[/TD]
[TD="align: center"]190588[/TD]
[/TR]
[TR]
[TD="align: center"]Cluster Arrow Damage
[/TD]
[TD="align: center"]23029[/TD]
[TD="align: center"]69088[/TD]
[TD="align: center"]115147[/TD]
[TD="align: center"]132618[/TD]
[/TR]
[TR]
[TD="align: center"]Elemental Arrow Damage
[/TD]
[TD="align: center"]40182[/TD]
[TD="align: center"]120547[/TD]
[TD="align: center"]200912[/TD]
[TD="align: center"]401824[/TD]
[/TR]
[/TABLE]
*Elemental Arrow scales VERY well at this breakpoint.



The reason MS does so much more damage than CA against 1-3 targets:


  • Cluster Arrow fires 5 Rockets for 900% each.
  • Multishot fires 6 Rockets for 600% each.
  • Multishot fires about twice as often
  • Multishot's rockets connect with more enemies than Cluster Arrow's against one to three enemies.




3.
Elemental Damage: Cold vs Fire


It's safe to say the majority of your damage is Cold Damage.
However, when hitting 1-3 Targets, a majority is Fire Damage.
Therefore it's not out of the question to have some Fire Damage on gear.

No +Elemental Damage% will be used in these comparisons.
These numbers also arbitrarily limit the AoE portion of CA to a max of 7 targets.
  • This accounts for its relatively small range of CA.

TL;DR:
Cold Damage is probably best overall, but Fire Damage is a very close second.
If you get a piece of gear that is very good but has Fire Damage% instead of Cold, use it.
Fire Damage is best when hitting 1 or 2 targets.
Exception: If you're gearing for the 4.15 breakpoint, then avoid Fire damage on gear.




The values in charts below represent

  • % weapon damage done
    • by each element
    • by one sentry
    • over a 30-second period.


2.16 Breakpoint
[TABLE="class: grid, width: 700, align: center"]
[TR]
[TD="align: center"]NUMBER OF TARGETS:
[/TD]
[TD="align: center"]1
[/TD]
[TD="align: center"]3
[/TD]
[TD="align: center"]5
[/TD]
[TD="align: center"]10
[/TD]
[/TR]
[TR]
[TD="align: center"]Cold Damage
[/TD]
[TD="align: center"]30500*
[/TD]
[TD="align: center"]91500*
[/TD]
[TD="align: center"]152500*
[/TD]
[TD="align: center"]228125*
[/TD]
[/TR]
[TR]
[TD="align: center"]Fire Damage
[/TD]
[TD="align: center"]42000***
[/TD]
[TD="align: center"]97200
[/TD]
[TD="align: center"]117900
[/TD]
[TD="align: center"]169650
[/TD]
[/TR]
[/TABLE]
*15% MultiShot Damage used with Cold Damage
***Fire has a significant single-target advantage



2.84 Breakpoint
[TABLE="class: grid, width: 700, align: center"]
[TR]
[TD="align: center"]NUMBER OF TARGETS:
[/TD]
[TD="align: center"]1
[/TD]
[TD="align: center"]3
[/TD]
[TD="align: center"]5
[/TD]
[TD="align: center"]10
[/TD]
[/TR]
[TR]
[TD="align: center"]Cold Damage
[/TD]
[TD="align: center"]36688*
[/TD]
[TD="align: center"]110063*
[/TD]
[TD="align: center"]183438*
[/TD]
[TD="align: center"]290000*
[/TD]
[/TR]
[TR]
[TD="align: center"]Fire Damage
[/TD]
[TD="align: center"]52500***
[/TD]
[TD="align: center"]121500
[/TD]
[TD="align: center"]147375
[/TD]
[TD="align: center"]212063
[/TD]
[/TR]
[/TABLE]
*15% MultiShot Damage used with Cold Damage
***Fire has a significant single-target advantage


4.15 Breakpoint
[TABLE="class: grid, width: 700, align: center"]
[TR]
[TD="align: center"]NUMBER OF TARGETS:
[/TD]
[TD="align: center"]1
[/TD]
[TD="align: center"]3
[/TD]
[TD="align: center"]5
[/TD]
[TD="align: center"]10
[/TD]
[/TR]
[TR]
[TD="align: center"]Cold Damage
[/TD]
[TD="align: center"]57699*
[/TD]
[TD="align: center"]173098*
[/TD]
[TD="align: center"]288496*
[/TD]
[TD="align: center"]495596*
[/TD]
[/TR]
[TR]
[TD="align: center"]Fire Damage
[/TD]
[TD="align: center"]57882
[/TD]
[TD="align: center"]125647[/TD]
[TD="align: center"]151059[/TD]
[TD="align: center"]214588[/TD]
[/TR]
[/TABLE]
*15% MultiShot Damage used with Cold Damage
Cold has a MUCH larger advantage at this breakpoint.


4. Elemental Arrow vs Impale

Some people have proposed using Impale (Overpenetration) in place of Elemental Arrow (Frost Arrow) due to its superior single-target DPS. It is true that Impale does great damage against 1 target, however for Greater Rifts it is not a suitable replacement for Elemental Arrow.


  • Against 1 target, using Impale over EA results in a ~15% improvement in overall damage, but only if someone else in your party provides constant crowd control.
  • Against 2 targets, Impale is about equal to EA in the worst-case scenario. In the best case scenario (Impale always hits both targets), it is still about 15% better.
  • For anything with more than 2 targets, EA performs better.
The most important thing to note here is that using Impale in place of EA means you need to use Sentry (Polar Station) if playing solo in order to retain the chill aspect of the build to combo with Cull the Weak and Bane of the Trapped. This is a bad idea because switching from Spitfire Turret loses you more damage than you gain by using Impale (see section 3).
The only way you can get away with using Impale is if you are doing Ubers or single bosses in a party, and someone else in the party can provide the crowd-control effect needed to trigger Cull the Weak and Bane of the Trapped so that you can still use Sentry (Spitfire Turret).
Now that we've determined that Impale is only good against 1-2 targets, that means if you use it you should also take the Chemical Burns rune, which does superior single-target damage.
TL;DR: Use Impale (Chemical Burns) for bossing and maybe Ubers if you want to, but only if someone else in your party provides constant crowd-control so you can still use Spitfire Turret. For everything else, use Elemental Arrow (Frost Arrow).


5. Sentry - Spitfire Turret vs Polar Station

Spitfire Turret does a lot of damage, so you shouldn't switch to Polar Station, except maybe at the 1.46 and 1.74 breakpoints (due to low Frost Arrow cast rates.)


  • Against 5-10 targets, Spitfire Turret does 4-5% of your overall damage.
  • Against 1 target, Spitfire Turret does about 20% of your overall damage. This is because it shoots more often than any other skill, and also because it only fires one rocket at a time (no rockets are ever wasted.)


6. Steady Aim vs Custom Engineering

Edit: My numbers here do not factor in the effects of Bane of the Powerful or the Wolf Companion buff. Please see /u/exoscythe's post here for a more realistic comparison of SA and CE.
Practically all "fights" (i.e. situations where you kill a bunch of mobs in an area then continue to the next pack) last a minute or so at most. Because of this, Steady Aim outperforms Custom Engineering overall.

  • Assuming you keep Steady Aim active 100% of the time (which you probably don't), Steady Aim outperforms Custom Engineering in fights lasting 84 seconds or less. For 30 second fights, SA gives you 12% more damage than CE does.
  • If you have 90% uptime on SA, it is better on fights up to 63 seconds long. For 30 second fights, it gives you 10% more damage than CE does.
  • Even with 80% uptime on SA, it is still better on fights up to 50 seconds long. For 30 second fights, it gives you 8% more damage than CE does.
These numbers also assume that every mob in the fight always gets hit by every sentry, and that every mob also dies at the same time. In reality, this is not the case, which translates to SA being even better than these numbers say.
On the other hand, it is sometimes possible (and beneficial) to place your sentries in one area and then continue to pull mobs back to your sentries rather than move your sentries to the mobs. It could be argued that this gives CE some extra utility that SA doesn't provide, though I don't think I would personally choose CE because of this.
TL;DR: You should probably pick Steady Aim over Custom Engineering, except maybe for doing Greater Rift Trials, or if you have trouble staying away from mobs. See this post for a better comparison of the two abilities.


7. Ballistics Info



  • Against 1 target, Ballistics gives about a 43% overall damage boost (using all 3 rocket runes)
  • Against 5 targets, it's a ~30% boost.
  • Against 10 targets, it's an ~18% boost.
TL;DR: Ballistics is very good


8. The Best Weapons

See this spreadsheet for the most up-to-date weapon rankings using best-in-slot stats.
For general gearing purposes (i.e. not at the best-in-slot level) assume all Bows (@2.84) and 2H XBows (@2.16) are essentially equal, with Etrayu with %Damage pulling ahead (possibly at the cost of some toughness), and 1H XBows (@2.84) falling a little behind. The most important thing is to not waste attack speed if you can avoid it.
The biggest update in patch 2.1 for M6 was the changes made to "fix" sentry attack speed. Lower breakpoints still end up being the most efficient ones on paper, however higher breakpoints are actually better in practice due to the way gearing works. Pretty much any M6 build will have a quiver, Ring of Royal Grandeur, Tasker and Theo, and possibly even a Witching Hour. All of these pieces either have unavoidable or nearly unavoidable Increased Attack Speed stats, which makes it impossible to hit lower breakpoints without wasting IAS, especially once you factor in Paragon points. Using higher breakpoints (2.84 and 4.15) essentially allows you to cash in on this extra IAS for free.



9. Kridershot

Kridershot has the potential to be pretty good at the cost of a hit to your survivability. Kridershot significantly improves your DPS during the initial ramp-up period when placing your first couple of sentries.
Note: The following scenarios assume 100% uptime on casting your own EAs and CAs. In reality, you have to stop to place sentries and dodge things, so the numbers will be a little lower.


  • Worst-case scenario: Fighting 1 target, and over the course of the fight you have an average of 4 sentries up. In this scenario, shooting your own EAs and CAs is a 6% damage boost.
  • Average-case scenario: Fighting ~8 targets, and over the course of the fight you have an average of 3 sentries up. Here you get roughly an 11% boost from Kridershot.
  • Best-case scenario: Fighting 11 targets, and over the course of the fight you have an average of 2 sentries up. Kridershot gives you as much as 18% more damage.
If you have a Kridershot that's rolled well, it's probably a good idea to use it. Using it also lets you take a more active roll alongside your sentries, which is a much more fun way to play.


10. Additional Info


  • If you have the option of choosing between Elemental Damage (Cold or Fire) and Dex on a piece of gear, Elemental Damage is essentially always better (DPS-wise), unless for whatever reason you have very little Dex (<7000). Dex however also grants armor, so if you care about toughness at all it's probably better to have it on your amulet, where you can roll up to 750 Dex.



See this post for a summary and more discussion:

M6 Theorycrafting - The best weapons, skills, and passives

See this spreadsheet for the most up-to-date weapon rankings using best-in-slot stats
 
Last edited:
Trinity has a big update, SVN link in first post
DH need testing..
Who has noticed problems report in Trinity sections
Now Trinity supports DH Lighting logic..its rly good but need testing.
Later I will lay out guide for DH Lighting.
Thx all!
 
With the newest update is it needed to download the custom HandleTarget.cs file or is the changes included in the update?

The bot still uses spenders too much, but I added the Player.PrimaryResource >= 30) and that should fix it.

However, bot still dives nose first into big packs. Any fix for this?

Please update with recommended skill build/gems for lightning.
 
NEW @BuddyMe Kite Logique in 1s post
TRY THIS and LET ME KNOW:

Code:
@BuddyMe Kite Logique
I followed the developments on the git . You Impress me by the pace and quality of work.

Here are the changes I mentioned in the previous topic. 
With "Path around" AOE and Kite active, the hero is doing everything possible to avoid aoe "Hard kite ."

I added functionality to Vault and changed the DH combat routine. 
The kite works with other personal but you have to test. 
The file is a bit "dirty", I had to do lots of little trick to make it work but are now useless. 

I 'll try to do a clean file and explain the changes soon. Enjoy  !

Afected files :
NavHelper.cs
Weighting.cs
Variables.cs
CacheData.cs
Kite.cs
HandleTarget.cs
PlayerMover.cs
RefreshObjects.cs
DemonHunterCombat.cs
WORK WITH TRINITY 2.1.23
 
Hey Buddy.

Bot Runs with your Mod for 6 hours (T3 - fresh toon). Without any Stuck or any stupid Act.

Ty And keep up the good work!
 
Bot still doent kite as it should, its ok for rifts, i have money for repair, but dont think it can do GR past lvl 26-27
 
Fresh install, installed same way I always do. This has major problems with kiting, as in, it doesn't kite.
 
Why does the bott keep facechecking? the bot does fine on rifts, but grifts beyond 30, are just a complete waste of time.
 
Hi, I'm happy to finally reach Bp 7 at 4.15 but then i have a problem.

I need Elemental Arrow to chill for whole party
I need EA to spread the mark for death when i used Calamity
I need EA to proc the Helltrapper

But unfortunately the bot spend all resource on cluster arrow. I want it to never user cluster arrow, just EA only.

I have been looking for this issue on the forum but no positive result. Any help is appreciated
 
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