Detonate Dead

Detonate Dead deals Fire (and thus Elemental) Damage. It does not deal Spell Damage. RF and PA are specifically Spell Damage, whilst Redbeak is unspecified Damage. As such, only the latter applies.
Thx guys. Vipermagi used some hard words but I think I now know:) So PA won't work but the weapon will.

Main idea is low life ES MF build to play with friends. In details I think I can choose one of two ways:

First option. Passives with iaoe, ele and fire dmg.

Gems:
Detonate dead + Culling strike + Increased Area of Effect + Concentrated Effect + Life Leech.
I'd like to use fire penetration but I dont have idea which gem should I kick out and for now I can't afford to 6l my shavronnes.

Weapons would be: 2 x Redbeak or 1 x redbeak and es shield.

Second option. Passives with as higher but more on burning dmg.

Gems:
Detonate dead + Chance to Ignite + Elemental Proliferation + Increased Area of Effect + Fire Penetration OR Increased Burning Dmg

In this case burning dmg would be the most important so I guess The Searing Touch should be my choice.

I haven't done any maths yet, but I'll. Any further suggestions would be very helpful!:)





Last edited by kawrr#0328 on Sep 19, 2013, 3:19:13 PM
your second build(?):
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgUABVuLjJ_f4XM8Be0g73xG113GtQTkIhpsna6nCBJp2CSPRhccNsUdFHF5HwI22PrSTDUEB5wt8WxmnuOCKMVMs5eVh2XsVcAaqZVxTecL874tH1JTl_Svt5eFiBtZ83B9UWCaz96wbRk9X0kbKo3vhayqT30aMkNjO-EsnHKpJ-2AVrcxu9bi9_cy891Y9RFQpyv4653Ei3pBqhRxBg4DxmP9_QslrQn2gzgUTQSzgW-ePE3YjHYCcffB
or similar. needs at least 15% extra increased spell damage from equip and flammability curse.
I got one more question - I've started maths:)

Assume that I've got:
1. passives
+78% increased fire dmg
+56% increased elemental dmg
+20% increased aoe dmg

78%+56%+20%= 154% increased dmg

2. gems (option nr 1 without culling strike and with fire pene)
+69% more dmg from concentrated effect
+35% more dmg from fire penetration (I know it's much more complicated but I think I can assume that)
+10% increased dmg from fire penetration

10% increased dmg

3. items - 2 x redbeak
+200% increased dmg
+15% increased fire dmg (amu)

2 x 100% + 15% = 215% increased dmg

Total bonus:
154%+10%+215% = 379%

Base detonate dead dmg is 18% of monster life and assume that it's got 5555 hp so 18% is 999,9. Let's assume that that it's 1k.

1000*4,79*1,69 (concentrated effect)*1,35 (fire penetration) = 10928,39

In other words I'll deal dmg near 200% monster hp.

I think it's to good to be true, so where I made a mistake?







lets not try to even bother with a real number, keep it in a percent.

0.18 [the damage percent of corpse's hp] * 4.79 * 1.69 * .6 (what fire pen really does, or (1 -.75) +.35) = 87.92 % of foe's hp in damage.

edit: oh god the forum text just ate half my post...
Last edited by soul4hdwn#0698 on Sep 19, 2013, 10:46:20 PM
Soul4hdwn if u use 0,6 as fire penetration it will actually decrease dmg. Is it right? It decreases resistance, so increases dmg. Shouldn't u use 1,35 or some numer increasing dmg with +1?
a resistant mob is 25% damage taken from fire damage.
a non resistant mob is 100% damage taken from fire.

with fire penetration of 35% then makes:
resistant mob takes 60% damage taken from fire damage.
non resistant mob takes 135% damage from fire.

i much rather calculate things based on the weakest situation.
Ok so it would be 87.92 % dmg if mob got maxed resistance and I use FP to low it to 40% OR about 200% if it does have resistance 0% (after FP -35%). Yes?
Last edited by kawrr#0328 on Sep 20, 2013, 12:40:20 PM
yes
Do any of you level detonate dead past level 1? Is there a reason to?
GGG listens to its fans!!! Thank you!

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