Lv96 Poutsos' Flicker Nuke - Outdated



That's my current dagger, just 237 dps, snagged it for 5 gcp. A slower dagger would be much better, since so much depends on being able to do as much damage as possible with each flicker to keep going.

As for play style, I only use LS to build charges on trash, rest of the time I am flickering. I keep granite up all the time, watching the timer, and use diamond whenever I go into a pack of higher life mobs. Also watching charges ofc. You might see your charges drop to 2, then back up to 6, since flicker never hits a mob more than once in a row if another is close. With watching charges and flasks I can keep flickering until my screen starts tearing from desync. About 10-15 sec, then I have to chase another pack.

My IGN is Riftrazor if anyone wants to try some maps :)
@dolx. When you upgrade you dagger not all upgrades are equal. Some have hidden costs or benefits. For example faster attack speeds give more dps but require more mana to keep casting. If you have mama problems slower attack speeds do the same dps but with fewer casts and fewer frenzy charge uses.

Increased base crit on the dagger means more benefit from your crit chance increases. So I would always pick a dagger with the same base stats, same phys increase but with 25% crit instead of 25% increased attack speed even though the phys dps on the attack speed shows up as a higher base dps, in reality, in game on the icon, the crit damage is more if you have much grit multiplier, even though it doesn't appear to be on the way phys dps is often calculated.
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I cant quote examples while on my tablet, but basically what I am saying is that the mods below are really important, not just the phys dps. Go for a slower dagger type with higher base damage and get increased grit chance as one mod. Also accuracy is really important and not often calculated into the dps. Attack speed is also good but can hinder charges and mana.

Go off pure top end average phys damage first, then the base crit chance, then add accuracy and attack speed, ele mods, mana mods and so on. After all this compare the dps as calculated by poe.xyz. if they are close choose the right type.

I guess what I am saying is that crits are better in many ways because of the math from dealing damage. More damage means more piercing armor because armor reduces less on the spiky high hits. Also crit have bonuses like freezing length and faster deaths help keep up the charges. So killing a mob per hit with a nearly constant crit is ideal, even if top end damage appears as a lower number on the sheet.

90% crit is ideal because of hatred constantly freezing most of the hardest mobs for defense, crits one shotting for endless charges and more damage on targets with armor. Even though fire looks great on the charts.
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Last edited by Sblak#3093 on Aug 1, 2013, 4:56:13 PM
"
Sblak wrote:
I cant quote examples while on my tablet, but basically what I am saying is that the mods below are really important, not just the phys dps. Go for a slower dagger type with higher base damage and get increased grit chance as one mod. Also accuracy is really important and not often calculated into the dps. Attack speed is also good but can hinder charges and mana.

Go off pure top end average phys damage first, then the base crit chance, then add accuracy and attack speed, ele mods, mana mods and so on. After all this compare the dps as calculated by poe.xyz. if they are close choose the right type.

I guess what I am saying is that crits are better in many ways because of the math from dealing damage. More damage means more piercing armor because armor reduces less on the spiky high hits. Also crit have bonuses like freezing length and faster deaths help keep up the charges. So killing a mob per hit with a nearly constant crit is ideal, even if top end damage appears as a lower number on the sheet.

90% crit is ideal because of hatred constantly freezing most of the hardest mobs for defense, crits one shotting for endless charges and more damage on targets with armor. Even though fire looks great on the charts.


I bought another dagger to test the differences.
This is what I had already:


218,37 pDPS
268,83 DPS

This is what I bought:


223 DPS/pDPS

Both of the daggers equal out at roughly the same DPS on the tooltip. But the new one has a higher CSC and IGCSC therefore do you think it's better? Should we focus on pDPS and CC more than the overall DPS of the dagger, then?
IGN: FrontierPsychiatrist_
Last edited by Dolx#2071 on Aug 1, 2013, 5:28:52 PM
I think the second dagger you linked will be slightly higher dps, and better in usability, yes. What I am trying to point out as the hidden but incredibly important DPS factor is the increased critical on the rolled mods.



If you see this, one of my daggers has incrased crit strike chance on the bottom rolled mods, which isn't calculated into the DPS calculations by sellers, usually, but is calculated by the game tooltips. If you see the top crit chance is blue and is 7.75 because of the increased crit chance on the bottom. That bottom rolled increased critical percentage - not global crit - is one of the most important numbers for a crit build because all crit chance is based on it as the multiplier. That number can get above 9%. So if you get that kind of number, your 600% increased global crit chance is going to lift you up to 63-66% final crit chance, which is better than starting off from a base of 6.2 plus 600% crit chance which results in total 43% crit chance.

The higher the base crit, the higher increase from the PCoC 200% increased global crit, resulting in more overall damage increase. And crit chance increased plus high crit multiplier is the best way to get insane physical DPS in the game.

Between your two daggers, the second has a higher base crit. 7.1/6.8 is a 4.4% increase in "hidden" damage. If you had increased 25% crit on the bottom of the new 7.1 base dagger, you would have a 8.88% base crit. That higher base crit compared to the first 6.8 base dagger is 31% more crits overall. That is insanely better (dependant on increased crit multiplier a 31% increase in crit chance can be a hundred percent increase in dps on the tooltip). That is what I was trying to say with my ramblings.

What it results to is that your second dagger will hold frenzy charges better and conserve mana better, and be slightly higher dps which increases in difference as you add crit multiplier.
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Last edited by Sblak#3093 on Aug 1, 2013, 6:09:51 PM
I value the mods in this order for a dagger crit build. Assuming you have around 300% increased critical strike multiplier, which you should aim for as a minimum.



Adds phys damage
Increased physical damage %
Increased critical strike chance %
Critical stike chance on the dagger (inherent stat, 6.2 - 7.28 based on dagger model)
Increased attack speed
Increased global critical strike multiplier
+ to accuracy
Increased global critital strike chance (40%, 60% or 80%, inherent to the dagger model)
Adds cold, then lightning, then fire damage
Other useful stuff.
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Last edited by Sblak#3093 on Aug 1, 2013, 7:34:03 PM
dont forget the crit multi; i'd say it's worth more than accuracy and attack speed for our purposes. also, go to page 18 for a comparison of pure phys vs crit on daggers.
Last edited by raqxi#6730 on Aug 1, 2013, 7:22:52 PM
The difference in the damage on page 18 daggers comes not from the multiplier on the dagger but from the increased base critical strike chance inherent on the dagger.

9.9 base crit is 60% higher base crit than 6.2 crit. 60 percent more crits with this higher crit dagger. If the daggers had the same phys damage and stats and only this difference the high crit would do so much more than 60% more damage increase on the tool tip. Perhaps 100% more tooltip increase because of the high inc crit strike multiplier he has.

The secret is both high phys and high crit. Drool.
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Last edited by Sblak#3093 on Aug 1, 2013, 7:45:34 PM
yeah, i was referring to the crit chance, not multi (it does help though). it's still mindboggling to me that such a tremendous difference in dps is overcome by crit chance. someone sold a 9.x% crit chance dagger with very decent dps recently, and afaik it went for something insane like 14 ex.
Here is an example of how base crit chance works:

If your dagger has the same stats and goes up from 6.2 to 9.9 base crit, everything else the same. Take the other numbers from page 18, which are 50 base crit at 6.2 and 650 crit multiplier. Crit chance with the first dagger at 6.2 is 50%. With the second dagger it is 82%. Say the actual phys damage was the same. This is how much he would have increased.

Say the average non-crit damage is 100. Then the average crit damage would be 650. If we hit 10 times, then the total damage from 10 hits would go like this with 50% crit chance.

(100+100+100+100+100+650+650+650+650+650)=2,750 total damage or 275% damage per hit.

If he increased to 82% crit with the same phys damage he would change three of the 100s into 650s.

(100+100+650+650+650+650+650+650+650+650)=5,400 total damage or 540% damage per hit.

That is very close to twice as much damage (96.4% increase). So at 650% crit multiplier and going from 6.2 to 9.2 with the same phys damage you double your damage! 6.2-9.9 crit base is double damage. Because he also gained higher multiplier it would be more than 100% increase if he had the same base damage on the new dagger as on the old.

Base crit is king.
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Last edited by Sblak#3093 on Aug 1, 2013, 9:38:01 PM

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