Fire Trap
Does the Concentrated Effect support gem affect the burning ground effect of Fire Trap? Earlier in this thread it's been said that it doesn't, but it was a very old post.
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"doesn't chance damage, but does change size |
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" If the problem is about Reflect, I would use a totem linked to your main skill. If you can't (i.e. melee, I see single melee node in the tree) and really want use Fire Trap. Relying on initial detonation does not work. Indeed it has high damage, but it is one-time use. You will have to kill everything with 3 shoots, otherwise you will be forced to waaaaait a lot for recharge. You have limited shots, so this would mean praying for crit. And with 30% crit chace you will no-crit 10 times in a row pretty often. I wouldn't rely on crit, using Fire Trap. You have it in your build, so it is just nice addition. Secondly area of detonation is pretty small, which mean you will never kill all whites. If you want Fire Trap to be effient AoE I would focus on burning damage. The trick is simple: 1. Fire Trap has high initial damage - which means high burning from ignite 2. Chance to ignite is to guarantee ignite every time. Chance to ignite rolled per enemy. If your Fire Trap hits 6 mobs, chance to ignite is applied to each mob. Say you are very unlucky and (with 50% chance to ignite) you managed to ignite only one mob (from pack of 6). What now? Only one is burning, perfect... Why don't benefit from critical here? Because it is rolled once - per cast. You will have 30% to ignite, which is 30% to deal damage. What if you 'miss' 10 times in row? And you know you will. 3. Elemental Poliferation makes whole screen burn. Generally each Fire Trap detonation will ignite at least one mob. And this mean that all mobs will be bruning too. Now you can use the rest of the sockets to increase damage even more. Most efficient gem is Increased Burning Damage - which is 4th socket. 5th socket can be used for your Fire Penetration. It will indeed increase damage, but imho Concentrated Effect will increase moar. Decreased area won't bother you much, because Elemental Poliferation radius is still high enough to burn whole group. TBH I don't think you will need 5th slot. Keep in mind you don't have burning nodes, which would cut off a lot of damage. Maybe up to two times. Of course, Fire Trap will be best used in Searing Touch on switch With your crit chance/multi you will have nice bonus from time to time. http://www.pathofexile.com/forum/view-thread/73928 <-- [Newbie Friendly] Marauder Melee Build IGN: NinjaArabStrategist Last edited by NinjaArabStrategist#0191 on Oct 8, 2013, 5:54:15 PM
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" NAS went over this but I wanted to clarify just a bit further: Chance to Ignite is an on-Hit effect, which are rolled individually for each Hit. Flat Damage causes a Hit, even if the Damage value is zero. The explosion will Hit. Damage over Time does not Hit, or 'tick': it is a constant drain. |
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Thanks a lot for the info, guys!
If I could ask you two more things: -do 2 fire traps stack on top of each other? (double the dot damage?) -if 2 different fire sources ignite a single target, then do they add on top of each other or the second one replace the first one ? Thanks a lot for your time! |
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" no no, due to that you said ignite. if there are different things causing burning damage (ignite status is one of them) like the ground burn and rf and searing bond. then all them add up. if there is a second of any of these (and maybe i missed one), the stronger then the longer lasting one takes priority. |
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I might have not made it clear enough.
I meant ignite as in the dot that is caused by chance to ignite support gem and critical strikes that deal fire damage. Simply put - do 2 ignites caused by 2 different critical strikes add up or not. And if not, which one takes priority? |
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proc chance overlaps between raw chance to ignite and the 100% ignite from the % chance to crit. the strongest burn of those two will always be active and others will just be around not doing anything untill the stronger is gone.
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Thank you!
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Fire trap, dosent the burning ground scale on how much much the trap does in dmg on the explosion ? makes a dot fromthat dmg like 30% of explosion on the ground over 5 sec ?
And does burning dmg nodes/gem affect the ground fire anything ? Ingame name: Jinxedtotem / FearTheMonkeys
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