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Thread: Sorcerer Burst Theorycraft

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    Default Sorcerer Burst Theorycraft

    Context & methodology.

    This guide was built from a long theorycrafting process: we introduced items one by one, verified what each proc actually does, then ran dozens of controlled 8–10 second parses. We did not use any Hero Talents in the samples below. For pets we locked Maplewood Egg (Happiness) and Heroic Garmr (Arcane Ability). All measurements were taken on Infested Swamp – Elite bosses. Numbers came from repeated screenshots of the in-game DPS meter and stat panes, then compared by medians to smooth out proc RNG.
    ---

    1) What this build is trying to do

    Stack as many different multipliers as possible at the same time for a short, lethal window:

    Final Hit ≈ Base(INT/BonusDmg) × (1+Stacking) × (1+Boss) × (1+Elite) × CritFactor × Elemental(Solar/Cosmic)

    Base(INT/BonusDmg): scales with flat INT and %INT.

    Stacking Damage: Blood set, Star Beast, Garmr, elixirs, and “% Damage (Stacking)” awakenings add here.

    Boss / Elite: each adds in its own bucket; both apply to elite bosses, and those buckets multiply each other.

    CritFactor: 1 + (CritChance × CritDamage).

    Elemental: Solar/Cosmic bonuses; Dunestride Solar combo scales with Solar specifically.

    > Key idea: Add inside a bucket, multiply across buckets. That’s why spreading power across different types (Boss, Elite, INT, Crit, Solar) beats tunneling one giant number in a single bucket.
    ---

    2) The burst chain (rotation)

    1. Start in Blood 8/8 with Blood Staff.
    Land a charged hit to trigger Blood Avenger: +50% Damage (stacking), +50% Boss, +50% Crit Damage for 10s (plus armor/DR/debuff).

    2. Swap to 6-pc Star Beast for Cosmic Killer (up to +200% Damage (stacking) for ~7s).
    Note: weapon procs do not stack across weapons and put the weapon slot on cooldown.

    3. Swap back to burst kit: Blood 7/8 armor + Dunestride Staff.

    4. Charge Dunestride to arm the Solar combo (+500 INT, DR for 6s; the combo’s damage scales with Solar).

    5. Press Heroic Garmr (Arcane): +60% Damage (stacking), +60% Boss, +60% Haste for 8s.
    We used Maplewood Happiness (+80 Primary, +25% Crit Dmg, +25% Haste, +30% Damage (stacking)) as the passive.

    6. Spam during the overlap (≈7–10s). This is your kill window.

    > For very high-HP targets, repeat the sequence on cooldowns. For true speedkills, the single window above is usually enough.

    ---

    3) Awakening priority (for this exact elite-boss Solar burst)

    From our A/B tests on Infested Swamp – Elite:

    1. Elite Damage % – S tier. Universal on elites and in its own bucket; multiplies everything else.

    2. Boss Damage % – S/A+. Same logic; for elite bosses it multiplies with Elite%.

    3. % INT – A. Global: grows Base/Bonus and every element (including Solar).

    4. Crit Damage % (esp. on weapon) – A. With high crit chance in burst, +15% CD is a real bump to the crit bucket.

    5. Flat +10 Solar – B+. Excellent on Solar-core pieces (staff/helm/robes) because it feeds the Dune combo directly.

    6. % Damage (Stacking) – B. Your stacking bucket is already huge (Blood + SB + Garmr + elixir), so extra lines move (1+Stacking) only a little.

    7. Flat INT / flat Damage – C. Noticeably weaker than % counterparts at endgame stats.

    Slot tips

    Dunestride Staff: Crit Dmg%, +10 Solar, %INT (and only then stacking).

    Helm & Robes used in the burst: Elite%, %INT, +10 Solar.

    Artifact / Ring / Amulet / Belt: Elite% & Boss% first, then %INT.

    Bracelet: Elite%, %INT.

    ---

    4) Gems (24 sockets) – best value first

    Per socket, approximate whole-build gain during the burst window:

    1. +5% Crit → ~+5% (until you’re ~95–98% crit in burst).

    2. +4% Crit Damage +5 Damage (max 4) → ~+3–4% each.

    3. +5% INT → ~+2–4%, always useful.

    4. +5 Solar (flat) → +1–2% if most of your burst is Solar (great on staff/helm/robes).

    5. +22.5 INT → sub-1% filler; fine until you afford premium gems.
    ---
    5) Why “diminishing returns” shows up

    There’s no evidence of a hard cap in these tests. The “DR feel” is math:

    Additions to the same bucket have linear but relative value.
    If (1+Stacking) is already ~7.0 (Blood+SB+Garmr+elixir), adding +20% only makes it 7.2 → ~2.9% overall.

    Adding +20% Elite moves (1+Elite) from, say, 2.0 → 2.2 (= +10% overall) because it’s a different bucket that multiplies the others.

    Not every Solar tick lands inside the perfect overlap; proc alignment variance explains why single 10-sec screenshots jump around. Always judge by medians over 8–15 pulls.
    ---
    6) Items that matter (what we actually used)

    Blood Star 8/8 – anchors big %INT, Stacking, Crit Dmg, and set survivability.
    Blood Staff (charged proc) – +50% Boss, +50% Crit Dmg, +50% Stacking (PvE) for 10s.
    Star Beast 6-pc – Cosmic Killer → up to +200% Stacking for ~7s.
    Dunestride Staff – arms the Solar combo; the combo’s damage scales with Solar bonuses.
    Pet: Maplewood (Happiness) + Heroic Garmr (Arcane) – the best stacking + boss injection on a short timer.
    Consumable (optional): +55% Damage elixir (this is stacking too).
    ---
    7) Rifle vs Staff?

    Your Blood Star Rifle rolled nice Boss/Elite/%INT, but it lacks the Solar combo. All our single-target speedkills favored Dunestride Staff because Solar scaling hits much harder inside the overlap.
    ---
    8) Practical testing protocol (replicate at home)

    1. Fix the playground: Infested Swamp – Elite, solo, same pet/elixir.

    2. Run 8–15 pulls of 10-second windows per configuration.

    3. Change one thing at a time (one gem or one awaken line).

    4. Record crit %, crit dmg %, stacking %, boss %, elite %, Solar share % from your stat pane.

    5. Compare medians, not best screenshots.

    ---

    9) Suggested “dream lines” (realistic)

    Dunestride Staff: +15% Crit Dmg / +10 Solar / +%INT / (last slot flexible)

    Helm (Veilblade): +20% Elite / +10% Elite / +%INT

    Robes (Dunestride): +15% Elite / +%INT / +10 Solar

    Artifact (Malevolent): +20% Elite / +%INT / (Boss% if lucky)

    Amulet/Ring/Belt (Blood): Boss% / Boss% / %INT or Boss% / Elite% / %INT

    Bracelet: Elite% / %INT / flat INT

    ---

    10) Quick answers

    Best awaken overall for elite bosses right now? Elite%, then Boss%.

    When is +10 Solar worth it? On Solar-core items used in the burst (staff/helm/robes).

    Is %Damage (stacking) bad? Not bad—just low ROI once you already have Blood + Star Beast + Garmr + elixir.

    Can I skip swapping? Yes: Blood 8/8 + Dune Staff + Garmr still nukes. The SB swap just adds another stacking chunk on top.

    ---

    Closing

    This write-up captures what we actually tested: no Hero Talents, Maplewood Happiness + Heroic Garmr Arcane, Infested Swamp – Elite bosses, repeated short parses, and item/pet/proc behavior verified from live stat panes. If you gather more medians (different bosses, parties, or talents), send them—this can evolve into a community “DPS estimator” with per-bucket sliders.

    Also if we had more buff-debuff monitor (like we have on elixirs) that could be very usefull for us to try different setups and gear combos. We have no clue what happens in math side of procs and damage multpliers.

    These tests might not be accurate they are just calculations. Have a nice day folks!

    Tasitrix

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    I don t wanna read . Ty

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    Quote Originally Posted by Alexwwe View Post
    I don t wanna read . Ty
    .

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    Simply mind-blowing!!!+1 to your post

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    In short you take the best items in game and put the best awakenings in them and you have the most powerful build. Crazy work.

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    I know it's a lot to ask considering the amazing work you've done with the mage, but could we have this guide for rogue and warrior too? If you can't, I completely understand, but I'd be willing to pay you 10 million gold for something like this (if anyone else is interested, they can add their +1 or contribute gold to mine). I know more events and new sets or pieces will come out, but I'd like to learn about them myself and understand why each one is good. We need more players like you!

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    Quote Originally Posted by Gravely View Post
    In short you take the best items in game and put the best awakenings in them and you have the most powerful build. Crazy work.
    For example, having +12% INT on an item doesn’t automatically make it good, especially if you already have a lot of %INT from other awakenings. At some point, adding more INT barely changes anything; in my tests, +10% INT only gave about a 2–3% total gain, while something like +20% Elite or +50% Boss gave nearly 10–12%, because they multiply in different buckets.

    The Dunestride Staff’s Solar Damage proc actually scales much better with +10 Solar awakenings than with %INT, contrary to what most people assume. After adding a few +10 Solar lines, my Solar ticks were hitting around 210m crits. And fun fact — while my Blood Star Staff cost around 600m, the Dune Staff was only 180m, yet its effect was noticeably stronger. Being expensive doesn’t necessarily mean it’s better.

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    Quote Originally Posted by byprodigys View Post
    I know it's a lot to ask considering the amazing work you've done with the mage, but could we have this guide for rogue and warrior too? If you can't, I completely understand, but I'd be willing to pay you 10 million gold for something like this (if anyone else is interested, they can add their +1 or contribute gold to mine). I know more events and new sets or pieces will come out, but I'd like to learn about them myself and understand why each one is good. We need more players like you!
    Thanks a lot!
    I actually burned a few billion gold just to test the mage setup, so I couldn’t really go class-specific this time. When I started, Arcane Awakes were around 1.7m one week ago; — now they’re already close to 2m, the testing literally inflated the market a bit too .

    If I had the item variety, awaken gems, and gear range needed for rogue and warrior as well, I’d love to run the same tests class by class and talent spesific — but yeah, that would need a pretty massive budget.

    But the bucket logic and diminishing return math we found here apply to all classes. Whether it’s %STR, %DEX, or %INT — once one bucket is already stacked high, adding more gives less value compared to investing in another multiplier like boss, elite, crit, or elemental.

    Honestly, I wish we had a proper test server where we could freely swap gear, awakes, and run controlled test runs. It’d make this kind of research so much easier (and free ).

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    Quote Originally Posted by Tasitrix View Post
    Thanks a lot!
    I actually burned a few billion gold just to test the mage setup, so I couldn’t really go class-specific this time. When I started, Arcane Awakes were around 1.7m one week ago; — now they’re already close to 2m, the testing literally inflated the market a bit too .

    If I had the item variety, awaken gems, and gear range needed for rogue and warrior as well, I’d love to run the same tests class by class and talent spesific — but yeah, that would need a pretty massive budget.

    But the bucket logic and diminishing return math we found here apply to all classes. Whether it’s %STR, %DEX, or %INT — once one bucket is already stacked high, adding more gives less value compared to investing in another multiplier like boss, elite, crit, or elemental.

    Honestly, I wish we had a proper test server where we could freely swap gear, awakes, and run controlled test runs. It’d make this kind of research so much easier (and free ).

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    +1+1 Totally agree. If we had a test server, or a specific map, we wouldn't have to spend billions just to find out.

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    First, thanks for tipping off about weapon proc stacking, this somehow escaped my attention. That said:
    1. When you use AI-enhancement/translator, check that it doesn't change important definitions. I have no idea what you mean by saying "talent", since it's not clear whether you're talking about skills, passives, masteries or all of the above. There are 3 weapons mentioned: blood gun&staff, dune staff. It is impossible to discern what weapon you're talking about. In section 2 you mention blood staff, but then talk about gun's proc. In section 7 you compare blood gun to dune staff, which is pointless since your setup always requires you to proc blood, then switch to dune staff. There are plenty more translation/AI mistakes, making it a very difficult read.
    2. Regarding "methodology"
    In the "awakening priority" section you provide no baseline for comparison: what % of elite damage is better than what % of INT etc. Without that all this writing is completely useless for anyone but you.
    Some gear choices look questionable to me. Trying to maximize damage by using 7/8 blood set with dune staff(!?); not controlling for pet's impact (I wonder if siegepart/moonshade aa or neigher passive would change the results); apparently not using star beast amu for cosmic killer; likely having less than 100% crit with all procs. "Dream line" with Dunestride armor is a joke, right?

    Maybe all of the questionable decisions mentioned above have no effect on anything, but the end results sure look much less credible because of them. Without seeing actual screenshots, there's no guarantee you interpreted everything else correctly.

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    I’m pretty sure Stacking Damage, Boss Damage, and Elite Damage are additive, i.e they are all in the same bucket. This has been tested in the past unless things have changed.


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