Guide: Fireball CI Curser - Proliferated Burning Critical Fire Damage | In-depth | SC |

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Bandits

Kill all bandits or save Alira on normal for +40 mana

Having played this build for quite a while now, and having achieved very high end gear, I have come to the conclusion that the +40 mana point from one bandit is worth it if you reach high character/gear levels. We are talking 25-50+ ex gear and level 89+. If i could respecc right now i would take it at level 89.

EDIT: Note for self: The Eternally Mass Murdering Fireballer
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster#7709 on Jul 16, 2013, 3:10:31 PM
Just wondering, is increased burning damage or concentrated effect better? Let's assume maxed out stats, 69% increased area effect (30% decreased aoe radius) at 160% cost multiplier vs 59% increased burning damage and 120% mana cost multiplier.

Is 10% difference in damage worth the 30% decreased aoe and 40% difference in mana cost?

I am pretty convinced that increased burning damage is the cheaper alternative.

And with all the different multipliers (passives etc) in place, which would be better?
"
andyhrous wrote:
Just wondering, is increased burning damage or concentrated effect better? Let's assume maxed out stats, 69% increased area effect (30% decreased aoe radius) at 160% cost multiplier vs 59% increased burning damage and 120% mana cost multiplier.

Is 10% difference in damage worth the 30% decreased aoe and 40% difference in mana cost?

I am pretty convinced that increased burning damage is the cheaper alternative.

And with all the different multipliers (passives etc) in place, which would be better?


A basic fireball does 10 damage. The burn is 4/3 of this amount, therefore 13.3. Total damage: 23.3.

With conc effect, the initial damage is 16.9. The burn is 4/3 of this amount, therefore 22.5. Total damage: 39.4.

With burn damage, the initial damage is 10. The burn is 4/3 of this amount * 59, therefore 21.2. Total damage: 31.2.

Conc effect is therefore a 26% increase, not 10% as you claim. This is due to double-dippin'. Improving your initial damage is better than improving your burn damage given similar numbers. I suppose you could calculate that a burning damage increase of ... 4/3, obviously, is required to "break even". Say, if the increase provided by burn damage was equal to 4/3*69, which is 92%, you'd break even with conc effect. But then, the latter would still have the advantage of potentially killing enemies outright, improving both efficiency and survivability, so the break-even point may in reality be higher, but valuing utility is a mathematical mindfuck.

This brings up an interesting piece of conversation; when exactly should someone replace the searing touch? You need to figure out when the total crit/crit damage, spell damage, fire damage, cast speed and so on on your wand/offhand/whatever you use will outdo the staff's 70% burning bonus as well as its other stats. So basically, you'll need to look for a tooltip difference that is larger by something like 3/4*70 (~53%) to outdo the added burn.

Put simply, if your tooltip with the searing touch said 100, you'd need a weapon set that brings that nunmber up to 153 to break even or more in terms of damage dealing. Of course, there are a lot more factors, but I think it's a pretty safe way of ballparking something otherwise very hard to estimate. Including that ridiculous +2 to fire gems.
Last edited by Oxygen#7835 on Jul 17, 2013, 2:59:13 AM
I intend to create a build almost like this only with some changes .

I Dont wanna go CI insteed go low-life and pain attunement, elemental equilibrium.
Im gonna use shavronnes armor 5L with fireball, conc effect , fire penetration, elemental proliferation and faster casting.


What do i need to sustain Righteous Fire and not die ? .
This are my passives
ing : @BB_Split
It is also worth noting that Concentrated Effect is "more" damage, so it always acts as a standalone multiplier, whereas increased burning damage stacks with the rest of your burning increases as one multiplier.

In effect it means that a lvl 20 concentrated effect will always increase the damage of your fireball and the burn by 69%, whereas a level 20 increased burning damage will increase only the burning portion of your damage by 24-37%, depending on how much burning damage increases you have and if you are using the staff.

37% is the highest increase you should expect at endgame and assumes that you have only 60% increased burning damage from the pyromaniac cluster:

(160 + 59) / 160 - 1 = 36.9%

And if you are using the searing touch and the extra 20% burning damage in the build you will only increase your burning damage by:

(160 + 20 + 70 + 59) / (160 + 20 + 70) - 1 = 23.6%

What that means is that burning damage only increases your burn damage by roughly half as much as concentrated effect will, but it will not increase your single target damage at all. The only downside to Concentrated effect is the loss of area.

When playing it is very important to have high direct damage as well when facing very high resist monsters. Burning damage is reduced twice when a monster is high resistance since first the hit that burn is based on is lower, then afterwards the burn will be further reduced by resistance again. There will be many situations where your direct damage is your main way of killing.

Burning damage no doubt is the cheaper alternative, it gives you much less damage but in return your area of effect is no longer reduces and it does not increase the damage of fireball as much.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
"
JJgringo wrote:
I intend to create a build almost like this only with some changes .

I Dont wanna go CI insteed go low-life and pain attunement, elemental equilibrium.
Im gonna use shavronnes armor 5L with fireball, conc effect , fire penetration, elemental proliferation and faster casting.


What do i need to sustain Righteous Fire and not die ? .
This are my passives


hey, it looks interesting, and very expensive :D

I think you need zealoths oath as you do have, but to make that work you also need some regen either from passives or gear.

Since my version of the fireballer heals with regular energy shield regen, and you won't be able to when you take damage from rigtheous fire all the time, then you may want to consider using a life leech gem or simply some flasks. You'll have to experiment to figure out how much you need.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Hey guys,

I am gone for some days got some friends staying over. If someone asks something anyone is welcome to answer :)

Peace
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
I haz returned xD
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
I'm doing this build as of now level 37 which of course hadn't unlocked the potential as most late game bloomers.

But i was wondering why not use LMP + fire for leveling up?
it's much more powerful than freezing pulse "at least in my case because i don't have much Crit"
You can use that as well. I didnt do it myself but i've heard of many now who use lmp and/or chance to ignite to keep things flowing early on.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.

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