Gold Find, Luck, Item Drop Rate, & Experience: while using a Hireling, I didn’t need to put Gold Find on them. only on the Main. but the other three need to be on both Main & Hireling since they get averaged out between the two.
Epiphany: with Epiphany (5), Dodge +60% Cap becomes +75% Cap. with Epiphany (8), Dodge +60% Cap becomes Dodge +84% Cap.
is anyone aware of anything that raises Dodge that isn’t a part of the Dodge Cap? besides Stealth?
Ignore Resist vs. Weaken: Ignore Resist and 90% Crystal Weaken only takes up one space. this post is probably what you read on this subject. although I have read this post before, I just now read it again. basically, Ignore Resist & 90% Crystal Weaken are pretty close, with Weaken being a little better. IR works on every hit whereas Weaken is a % chance to take effect when below 100%. with 2 spaces, you can have +100%+ Weaken on every hit.
in his examples for Weaken, he uses +90% Weaken. if you used +200% Weaken (3 spaces minimum), Base Case = +3x DMG, Resist Case = +2.5x DMG, Greatly Resist Case = +2.25x DMG, Immune Case = +2x DMG, Usual Weakness Case = +3.25x DMG, Usual Weakness & Greatly Resist Case = +2.3125x DMG. if you were using Ignore Resist, all the above would = +1x DMG. I just looked in the Codex, and if you don’t use Challenge Maps with Enemy Immune, then Weaken would be better than Ignore Resist all the time.
the only Resource Systems I have used are Mana (what every one starts with), Equivalence, and Blood Magic. Equality is a Set Affix, but it works great with Equivalence Resource and Harmony Mythic. I finally have a Build idea for trying out Discordance, but I need Crystals again before I can make it.
Blood Magic: your HP becomes your Resource at the cost of double resource to cast spells, so balancing the cost of your spells so you don’t run out of HP while at the same time lowering your HP to make use of doing extra damage with lower HP (200% DMG of missing HP%. not +200%. so if your HP is at 50%, you are doing +100% DMG with Blood Magic)(as of Patch 3.0). you can lower cost +25% with Legend affix or a Myth Stone, or use Wisdom Nature to lower it by +10% each. Cap is +60% Resource Reduction.
I had a build with Blood Magic, Defiant, & Masochism, and it did great, but there were some difficult parts to the build I had to work out.
Equivalence: Reduces DMG taken and Resource Cost 65% of current HP/MP Equality (as of Patch 3.0). so if you have HP/MP 1000/1000 and cast a spell with mana cost 100, your HP & MP becomes 950/950 instead of 1000/900. if you do it right, spell costs stay low, and the DMG Reduction is good for farming on lower floors or PVP Builds.
I just had a thought about using Equivalence with Defiant. I plan on testing this out asap, but if anyone already knows, please share.
Explosive: you are freeing up 4 spaces, so maybe switch 2 of them to Frostbiting and the other two to what you need.
good luck on the Crafting of your Build.