[1.0.2] Tri Element Trapper

"
arkon9944 wrote:
... ditching High Explosives for Master Sapper would give us a total of +22% Trap Damage....


how do you get 22%

Master Sapper gives 24%
and to get to Master Sapper you go around the left side of the circle which is an additional 10%

so Master Sapper and getting there gives 34% Trap Damage
"
jamesl wrote:
"
arkon9944 wrote:
... ditching High Explosives for Master Sapper would give us a total of +22% Trap Damage....


how do you get 22%

Master Sapper gives 24%
and to get to Master Sapper you go around the left side of the circle which is an additional 10%

so Master Sapper and getting there gives 34% Trap Damage


The conversation we were having, and the math that followed had to do with ditching the 7 points it would take to get from the crit node "Bloodthirst" to "High Explosives", and instead invest those 7 points to get from where the 18% HP "Thick Skin" node is to "Master Sapper".

The High Explosive cluster gives 21% Trap Damage to get there.

The Master Sapper cluster gives 43% Trap Damage to get there.

43 - 21 = 22.

There's your +22% to Trap Damage.
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
on harder maps I have been replacing ice nova trap with skelly bro team totem and it has been working nicely.


just wanted to share.
well it still doesn't seem like it gives you 22% Trap Damage
Master Sapper gives you 43% Trap Damage, not 22%

unless what you were trying to say is you get 22% more Trap Damage by getting Master Sapper instead of High Explosives

but you're still getting 43%

and have you given any thought to my previous question about projectiles and Lightning Traps ?
"
jamesl wrote:
question about Master Sapper and Lightning Traps

Master Sapper gives 24% increased trap damage

Lightning Traps have 8 projectiles

so is the 24% divided among the 8 projectiles ?
with the result being the passive actually gives 3% increased damage to each projectile ?

and if that's the case, wouldn't it be better to get a 6% or 8% increased projectile damage passive ?
because wouldn't that give the 6%-8% to EACH lightning projectile ?


of course Increased Projectiles passives would be useless for Bear Traps and Fire Traps, but just focusing on Lightning Traps for the moment - wouldn't Increased Projectile damage be better ?

"
jamesl wrote:
well it still doesn't seem like it gives you 22% Trap Damage
Master Sapper gives you 43% Trap Damage, not 22%

unless what you were trying to say is you get 22% more Trap Damage by getting Master Sapper instead of High Explosives

but you're still getting 43%

and have you given any thought to my previous question about projectiles and Lightning Traps ?
"
jamesl wrote:
question about Master Sapper and Lightning Traps

Master Sapper gives 24% increased trap damage

Lightning Traps have 8 projectiles

so is the 24% divided among the 8 projectiles ?
with the result being the passive actually gives 3% increased damage to each projectile ?

and if that's the case, wouldn't it be better to get a 6% or 8% increased projectile damage passive ?
because wouldn't that give the 6%-8% to EACH lightning projectile ?


of course Increased Projectiles passives would be useless for Bear Traps and Fire Traps, but just focusing on Lightning Traps for the moment - wouldn't Increased Projectile damage be better ?



All projectiles of lightning traps get the benefit of your +damage individually. So if you get a +8% node, each projectile gets +8%. However, Lightning Trap particularly has a pretty low base damage, on top of that, it also has a 90% damage effeciency. Meaning for every 10% + spell dmg/proj dmg/ele dmg whatever you add, it loses 1% of that.

I'm not sure why you would be so interested in trying to make Lightning Trap a main skill in it's current state when it's a pretty underpowered skill just based on it's mechanics. Low base damage, low base crit, and a 90% damage effectiveness...it's just pretty bad. The Quality bonus of Trap Laying Speed is even pretty terrible.

To each their own, and enjoy the game however you see fit, but it's a pretty steep uphill climb if your goal is to try and make Lightning Trap a worthwhile skill.
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
you change something after patch?

and why u use cold pen for frost nova instead of ele prolif now?
Last edited by Azamilol#3025 on Nov 30, 2013, 11:27:25 AM
Can you post all of your gear.

Im new to POE and following this build and loving it so far, however i'm not sure on what stats i should be going for. Such as is dex>int and should i be looking for this on my gear. Posting your gear will help with following your guide

Keep up the good work
"
Azamilol wrote:
you change something after patch?

and why u use cold pen for frost nova instead of ele prolif now?


Nope, haven't changed a thing.

As for Cold Pen over Prolif for Ice Nova. Something I've been testing the last couple days. Here's my reasoning behind it.

First off, Ice Nova has a huge AoE. So if it's gonna crit, it's critting a lot of monsters and freezing them all by itself, help from prolif not needed. Second, it does enough damage that pretty much anything it hits becomes at least chilled. And last, freezing monsters isn't all that great for this build...if you shatter a corpse it stops proliferating ignites from fire traps...I much prefer chills over freezing.
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
Last edited by arkon9944#7814 on Nov 30, 2013, 4:27:24 PM
"
McGuireyo wrote:
Can you post all of your gear.

Im new to POE and following this build and loving it so far, however i'm not sure on what stats i should be going for. Such as is dex>int and should i be looking for this on my gear. Posting your gear will help with following your guide

Keep up the good work


I've posted my gear a few times in this prior posts. As for core stats, the guide has enough natural stats that adding more through gear doesn't really do much, you hit all gem requirements naturally.. As for what each stat does do in case you do have some gear with it...

Str only adds HP. 5 base HP per 10 str.

Dex does absolutely nothing. Accuracy is not needed and Iron Reflexes cancels the +evasion.

Intel is the only one of the 3 stats that you gain both benefits of it. Intel gives 5 mana per 10 Intel, as well as gives % increases to Energy Shield, which is then in turn converted to even more mana because of Eldritch Battery.

I personally don't even bother looking for rares with specific core stats. If it has Int or Str, great. If it doesn't, no biggie either.

IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
Last edited by arkon9944#7814 on Nov 30, 2013, 4:24:04 PM
Hi,

I've been running your build and I find it so far really fun but I got a few questions.

Between a 5-6L chest and Carcass Jack 4L, what do you think would be better for me? I don't have the 5-10exalts that a 5L carc goes for on my server.

Also in your opening post what is that chest armor skinned to look like? It looks cool.

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