Diamond Flask and Flask Effectiveness?

Do "Flask Effectiveness" modifiers from things like Witch's Alchemist node and the jewel Conqueror's Potency affect the calculations for Diamond Flask in any way?

In addition, would a Diamond Flask be a worthwhile investment for a flask-focused crit character? According to the Lucky calculations on the wiki, the function hits a maximum return of "+25% crit chance" at 50% crit chance.

I'm mostly wondering about this because I want to know if it might be worthwhile to replace crit-increasing nodes or equipment with survivability stuff or other damage sources (or cheapen a build via giving the damage of a build with crit rings, crit ammy, maybe a crit quiver, all with the addition of just one flask).

This increase of 25% crit chance at 50% crit chance (maximum marginal crit gained) seemed significant because items with Global Crit Chance add comparatively small amounts of crit. Rat's Nest appears to give me 6.3% crit, while Maligaro's gives me 4.5% crit. Decent crit rings are maybe 2% apiece.

EDIT: Just for fun, some flask numbers.
Скрытый текст
Diamond Flask has a default duration of 3.5s, can be extended to 4.2 via 20Q (base * 1.2)
Diamond Flask uses 80/80 charges on use.
You would need to kill 80 normal enemies, 22.86 magic enemies, 13.3 rare enemies, or 7.27 unique enemies to refill a Diamond Flask once.

Assuming flask modifiers as follows:
Poacher's Mark - 100% increased flask charges gained
Primal Spirit - 20% Flask Charges Gained
Druidic Rite - 20% Flask Charges Gained, 20% Flask Effect Duration
Alchemist - 12% Increased Flask Effect Duration (and 30% Increased Flask Effect)
Arcane Chemisty - 15% Reduced Flask Charges Used.
Rare belt suffixes - 20% Reduced Flask Charges Used/crafted Tora mod 15% Flask Effect Duration
"Perpetual" Flask mod - 40% Flask Charges Gained

Total:
180% Flask Charges gained
47% Flask Effect Duration
35% Reduced Flask Charges used

Instead of needing to kill 80 normal enemies over 4.2s, you would need to kill 18.57 normal enemies, 5.3 magic enemies, 3.1 rare enemies, or 1.7 unique enemies over 6.174s to have full uptime on a 20q perfectly Perpetual Diamond Flask.

This could potentially be further modified by different belts (Unique belts) and the Pathfinder Ascendancy skills Master Surgeon and Nature's Boon, respectively, which grant 20% chance for Flasks to gain a charge when you deal a critical hit and for Flasks to gain a charge every 3 seconds. The former would reduce this number by a function dependent on your attacks, while the latter would reduce the (normal) kill count to 16.57, roughly.

IGN: ArborealTeapot [Standard]
~Your Happy Hugfriend~ (Not Hugfiend...)
Последняя редакция: Epee#6344. Время: 15 февр. 2016 г., 02:47:01
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Epee написал:
Do "Flask Effectiveness" modifiers from things like Witch's Alchemist node and the jewel Conqueror's Potency affect the calculations for Diamond Flask in any way?
Well if you read the description, "lucky" is just a 2nd roll, nothing more. Now ask yourself, how can this be affected by effectiveness or flask charges? Sure, you'll get more uses with "less charges used/more charges gained" but the "flask effectiveness"? I can't see any way it could be utilized here.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
Последняя редакция: silumit#4080. Время: 15 февр. 2016 г., 03:08:41
flask effectiveness linearly increases flask's mod value, according to the formula from the wiki page, additional critical chance gained (lucky_crit - original_crit) (which is at maximum +25%) could be increased multiplicative with flask effectiveness: which would conclude into following crit chance formula:
original_crit_chance + flask_eff*(lucky_crit_chance - original_crit)

while having 50% original crit and lets say 10% increased flask effect it should increase additional 25% crit chance from lukcy mod to 27.5% (by 10% increase) which would end up at 77.5%.

But I don't think so that ggg would go that far. It's probably just straight forward numerical value increases, such as fire resistance mods.

EDIT: If mechanically it rolls twice and selects the better one rolled, its not possible to roll 2.2 times (2.2 its just pure guess). Its possible to increase flask effect on this flask only if crit chance with that flask is gained via calculating and not rolling twice.
Последняя редакция: Andrius319#4787. Время: 15 февр. 2016 г., 06:20:46
Andrius, the Lucky mod doesn't grant additional Crit Chance. It grants a reroll on the Crit roll.
I haven't seen (nor searched :P) for official confirmation that it rolls twice and not just displays that it rolls twice, just for easier understanding for players. Anyhow I do believe that it actually rolls twice.
Just showed for fun that it is possible to increase lucky mod linearly with flask effectiveness :)
Последняя редакция: Andrius319#4787. Время: 15 февр. 2016 г., 06:43:41
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silumit написал:
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Epee написал:
Do "Flask Effectiveness" modifiers from things like Witch's Alchemist node and the jewel Conqueror's Potency affect the calculations for Diamond Flask in any way?
Well if you read the description, "lucky" is just a 2nd roll, nothing more. Now ask yourself, how can this be affected by effectiveness or flask charges? Sure, you'll get more uses with "less charges used/more charges gained" but the "flask effectiveness"? I can't see any way it could be utilized here.


WTB> Unique Diamond Flask design that directly increases crit chance and multiplier, with some kind of downside like "increased chance to receive critical hits" :P

Either way, seems like throwing a Diamond Flask into a flask build could be a useful DPS boost.
IGN: ArborealTeapot [Standard]
~Your Happy Hugfriend~ (Not Hugfiend...)

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