[1.2.1][HC] MrKasor's Crit Ash Shot Ranger (Cheap Newbie Friendly Guide)

Crit multiplier math is incorrect:

Base Crit Multiplier = 150%, (crit hits for 50% more then usual)

104% Increased Crit Multiplier would be 306% Crit Multiplier, here's how:

Base Crit Multiplier * (1 + Increased Crit Multiplier)
1.5 * (1 + 1.04)
1.5 * 2.04 = 3.06 (306%, 206% more then usual)
"
Nice guide, playing a similar build but hadnt been focusing on scaling ash. You can get flat pys on gloves and leech on rings and ammy all of which are certainly nice to haves.


Flat Phys on Gloves you say Hmm! And I will add the leeches to the gear section they are nice to have.

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Also if you get decent quality on pierce you can reach 100% chance while pathing the short way around the pierce wheel to save a point. Wont get as much pierce on your single target but you can probably beat the 2% extra damage you get with the extra point.


I was just thinking while farming that I'm maxed out already and you can only have 100% Pierce will probably do that.

"
Edit: Does increased weapon elemental damage w/ weapons only effect the initial hit and not the Herald of Ash damage?


Herald of Ash bases it's damage off the initial hit. So it affects both. Overkill and 15% fire.
[3.2] ✮ MrBones Wild Ride Dancing Dervish Melee Skeleton Summoner ✮ [400%+ Movement Speed]
https://www.pathofexile.com/forum/view-thread/2094226
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Crit multiplier math is incorrect


True good catch!
[3.2] ✮ MrBones Wild Ride Dancing Dervish Melee Skeleton Summoner ✮ [400%+ Movement Speed]
https://www.pathofexile.com/forum/view-thread/2094226
"
+271% Physical from tree
+30% Increased Physical Projectile Gem (If 4-Linked only and lvl 1)
+30% Ice Shot increased Physical (lvl 11)
+54% Increased Projectile Damage

Still like eh I dont see it? then we're going in
200 * 1.3 = 260 Physical Projectile Damage
260 * 1.2 = 312 Ice Shot
312 * 4.01 = 1251 Total Physical


Should be:
Bow_DPS * (1 + Increased_Physical_Damage + Increased_Projectile_Damage)
200 * (1 + 2.71 + 0.3 + 0.3 + 0.54)
200 * 4.85 = 970 DPS

Im afraid your math is incorrect again, look up damage mechanics on the wiki.
Damage increase is additive, not multiplicative.
Last edited by NecroX93#1348 on Aug 31, 2014, 3:19:53 AM
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Im afraid your math is incorrect again, look up damage mechanics on the wiki.
Damage increase is additive, not multiplicative.


Right again MrNecro.
All Fixed I believe?

Would the 148% from the overkill would still be (Total * 1.48)/s or would that include the damage over time and burning with it (Total * (1+.48+.45+.40))/s This is the real question

"
Ignites for x% of Overkill Damage

Base amount? then increased by burning/dot?
[3.2] ✮ MrBones Wild Ride Dancing Dervish Melee Skeleton Summoner ✮ [400%+ Movement Speed]
https://www.pathofexile.com/forum/view-thread/2094226
Last edited by MrKasor#6572 on Aug 31, 2014, 3:59:33 AM
This is not to harass or say your build sucks, I'm sure it works great as it is or with some small adjustments, just need to throw this out! Math is incorrect in more then one place, again, doesn't mean this build doesn't work, just that 100k+ might not be true

Looking at the 90 point tree (around lvl 70)


A total of 68% Increased Physical Damage
A total of 54% Increased Projectile Damage
A total of 40% Increased Attack Speed
A Total of 362% Increased Critical Strike Chance
A total of 106% Increased Critical Strike Multiplier

Let's start the math over with your example

We use a 200 pDPS bow for this example again.

Base Damage
Bow_Phys_Dam * (Base + Increased_Physical_Damage + Increased_Projectile_Damage)
200 * (1 + 0.68 + 0.54) =
200 * 2.22 = 444 pDPS

After adding X% Increased X Damage values the pDPS is at following
• 444 pDPS

Critical Damage
Let's assume the bow has a crit chance of 5%

Critical_Chance * (Base + Increased_Critical_Strike_Chance)
0.05 * (1 + 3.62) =
0.05 * 4.62 = 0.231 = ~23.1% Critical Strike Chance

Base_Critical_Strike_Multiplier * (Base + Increased_Critical_Strike_Multiplier)
1.5 * (1 + 1.06) =
1.5 * 2.06 = 3.09 = 309% Critical Strike Chance Multiplier

Bow_Dps_After_Increase * Critical_Strike_Chance * Critical_Strike_Multiplier
444 * 0.231 * 3.09 = ~316.9 pDPS added from critical strikes


• 760.9 pDPS with passive tree physical damage, projectile damage and critical damage

Well, CBA going on with this, but attack speed same thing, you can't treat everything as multipliers.

Support gems increased physical/projectile damage wont be 760.9 * (1 + gem_phys), you would have to bake it into the total equation, this is why people use google docs or excel to calculate and theory craft.
Last edited by NecroX93#1348 on Aug 31, 2014, 3:59:23 AM
Mmm I see thanks for the info and your time!
I will scrap the math.
build still works as intended and is fun.
all that matters to me.

I will just screenshot my stats.
[3.2] ✮ MrBones Wild Ride Dancing Dervish Melee Skeleton Summoner ✮ [400%+ Movement Speed]
https://www.pathofexile.com/forum/view-thread/2094226
Last edited by MrKasor#6572 on Aug 31, 2014, 4:11:12 AM
I can see lots of things I would do different, the one thing i do dislike is that you take too few damage nodes up until level ~70, all damage is added at lvl 70-100, and most people stop characters before lvl 90.

To answer your question about the overkill:

The gem does say Ignites for x% of Overkill Damage

I havn't used Herald of Ash myself yet, but I assume the ignite last for 1 second, not sure if it stacks with multiple targets.

If you damage 1000(after migration) on a mob with 750 life, you would deal 250 overkill damage
The mob would be ignited for this exact value.

Overkill * (1 + Increased_Burn_Damage + Increased_Fire_Damage + Increased_Damage_over_Time)
250 * (1 + 50% + 0% + 45%)
250 * 1.95 = 487.5 Ignite Damage Per Second
And Increased Ignite Duration would basicly increased the time from 1 second to
Time * (1 + Increased_Burning_Duration)
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I havn't used Herald of Ash myself yet, but I assume the ignite last for 1 second, not sure if it stacks with multiple targets.


It lasts for four seconds thankfully
Not clear on the stacking. Doubt it though.

Also too few damage nodes early eh. Roger that. One question I can never figure out when to hit the scion wheel or vaal pact?
[3.2] ✮ MrBones Wild Ride Dancing Dervish Melee Skeleton Summoner ✮ [400%+ Movement Speed]
https://www.pathofexile.com/forum/view-thread/2094226
Last edited by MrKasor#6572 on Aug 31, 2014, 4:15:20 AM
"
MrKasor wrote:
Mmm I see thanks for the info and your time!
I will scrap the math.
build still works as intended and is fun.
all that matters to me.


That's all that matters, build does look fun, but I would still advice you to pick some physical damage earlier and drop some crit for later :)

Defence > Damage
You can't kill if you're dead tho, so don't wait with defence too long, and try to build up some phys damage for when you don't crit.

PS. Chance to hit is really important to builds using crit (not spell casters)
Crit is pretty much double rolled to the chance to hit, once to see if the hit is actually gonna hit the enemy, once to see if it will be a crit.

Well, guess I'm done here then, you did do a good thing sharing the build tho, got you to learn a bit about damage at least :D

For now, I'm off to the bed I guess, take care!
Last edited by NecroX93#1348 on Aug 31, 2014, 4:16:28 AM

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