[1.0.4] CI Flameblast/Infernal Mantle Burning Witch - updated! farm 73map with friendly gears

"
markus7 wrote:
If you use Cold Snap + Added Lightning and Elemental Equilibrium your Flameblast will be even more insanely powerful! :- D Maybe a quality Added Lightning can grant long enough Shock Stacks, even.

Really nice build! Liked the video.


Nice idea! Thanks. :)
Completed all challenges in OB and shared my experience. thread/464722
ST Crit Dagger/Discharge build: thread/570185
Freeze! trap build & one of the best party builds: thread/669129
Low life EK scion/MF/block: thread/684037
CI Flameblast/Infernal Mantle Burning Witch: thread/721079
Hello, lets talk about elemental equilibrium(EE) today. :)

If i picked EE, the rotation is the following.

1.cast Cold Snap

2.enemies +25% cold resist, -50% Fire and lighting resist

3.cast Flameblast << the more damage than skill without EE

4.enemies +25% fire resist, -50% cold and lighting resist

5.Burning stage << ??


In burning stage, enemies owned additional 25% fire resistance. That seem to reduce burning damage. But when the hit damage is increased, it means burning damage is also increased. So it's the better or worse to pick EE in this build? I analyse the result by math. If it's incorrect, please tell me. I will correct it.

Assumed:

Fire skill damage = D

Burning Bounus = B
= 1 + % increased fire damage + % increased burning damage + % increased damage over time
= 1 + (66%+55%) + 80% + 45% *** 66% from passive tree, 55% from gears
= 3.46

Enemies fire resistance = R

Hit damage
= the damage to hit enemies by fire skill
= [Fire skill damage] x [% reduced damage from fire resistance]

Burning damage
= [Hit damage] x 20% x 4sec x [Burning Bounus] x [% reduced damage from fire resistance]


Without EE:

Hit damage = D x (1 - R)

Burning damage
= [D x (1-R)] x [0.2 x 4 x B] x [1-R]
= D x 0.8B x [1 - 2R + R^2]


Total damage
= [Hit damage] + [Burning damage]
= D x [3.768 - 6.536R + 2.768R^2]


With EE:

Hit damage
= D x [1 - (R-50%)]
= D x [1.5 - R]

Burning damage
= [D x (1.5 - R)] x [0.2 x 4 x B] x [1 - (R+25%)]
= D x 0.8B x [1.125 - 2.25R + R^2]


Total damage
= [Hit damage] + [Burning damage]
= D x [4.614 - 7.228R + 2.768R^2]


Compared [3.768 - 6.536R + 2.768R^2](blue line) with [4.614 - 7.228R + 2.768R^2](green line) by chart.




Y value of green line is always the better than blue line. It means the damage with EE is always the better.

So we know EE offer the more damage in this build. :)

PS.May you be cofused about why i didn't pick EE in my char. Actually, i used many regrets in order to get the better build. I ever tried to do high critical chance build, but that didn't make me satisfied. The reason without EE is "i used out my regrets". XD If you paid attention to watch my video, you could find the map owned EE mod.

PS2. When fire resistance of enemies is over 75%, the burning damage would be 0 and it's not minus. So Green line is incorrect at x > 0.75. Y value should be larger.
Completed all challenges in OB and shared my experience. thread/464722
ST Crit Dagger/Discharge build: thread/570185
Freeze! trap build & one of the best party builds: thread/669129
Low life EK scion/MF/block: thread/684037
CI Flameblast/Infernal Mantle Burning Witch: thread/721079
Last edited by miraio#0681 on Dec 25, 2013, 8:01:57 AM
WoW great math there :)

Was doing a small calculation myself but not as deep as yours, my i would prolly throw in a lightning spark after explosion of flameblast to increase burning damage, if they didnt die instantly ..

Btw i'm lvl 24 atm and i'm using my searing touch, and i'd like to mention this as viable main wepon..

it's bonusses are insane..

How did you get that to 6 sockets? o.O
thanks for doing the math, good job :)
For me and probably for many others, it would be interssting to know if the burning dmg with EE is also more effectiv if you dont use the "increased burning" gem in the setup. do to the fact that many people only have 5l armors and not a 6l


greetings

Hello, let's keep the discussion about EE. :)
You should read my the first analysis about EE before reading this post.
My first analysis

Hello, lets talk about elemental equilibrium(EE) today. :)

If i picked EE, the rotation is the following.

1.cast Cold Snap

2.enemies +25% cold resist, -50% Fire and lighting resist

3.cast Flameblast << the more damage than skill without EE

4.enemies +25% fire resist, -50% cold and lighting resist

5.Burning stage << ??


In burning stage, enemies owned additional 25% fire resistance. That seem to reduce burning damage. But when the hit damage is increased, it means burning damage is also increased. So it's the better or worse to pick EE in this build? I analyse the result by math. If it's incorrect, please tell me. I will correct it.

Assumed:

Fire skill damage = D

Burning Bounus = B
= 1 + % increased fire damage + % increased burning damage + % increased damage over time
= 1 + (66%+55%) + 80% + 45% *** 66% from passive tree, 55% from gears
= 3.46

Enemies fire resistance = R

Hit damage
= the damage to hit enemies by fire skill
= [Fire skill damage] x [% reduced damage from fire resistance]

Burning damage
= [Hit damage] x 20% x 4sec x [Burning Bounus] x [% reduced damage from fire resistance]


Without EE:

Hit damage = D x (1 - R)

Burning damage
= [D x (1-R)] x [0.2 x 4 x B] x [1-R]
= D x 0.8B x [1 - 2R + R^2]


Total damage
= [Hit damage] + [Burning damage]
= D x [3.768 - 6.536R + 2.768R^2]


With EE:

Hit damage
= D x [1 - (R-50%)]
= D x [1.5 - R]

Burning damage
= [D x (1.5 - R)] x [0.2 x 4 x B] x [1 - (R+25%)]
= D x 0.8B x [1.125 - 2.25R + R^2]


Total damage
= [Hit damage] + [Burning damage]
= D x [4.614 - 7.228R + 2.768R^2]


Compared [3.768 - 6.536R + 2.768R^2](blue line) with [4.614 - 7.228R + 2.768R^2](green line) by chart.




Y value of green line is always the better than blue line. It means the damage with EE is always the better.

So we know EE offer the more damage in this build. :)

PS.May you be cofused about why i didn't pick EE in my char. Actually, i used many regrets in order to get the better build. I ever tried to do high critical chance build, but that didn't make me satisfied. The reason without EE is "i used out my regrets". XD If you paid attention to watch my video, you could find the map owned EE mod.

PS2. When fire resistance of enemies is over 75%, the burning damage would be 0 and it's not minus. So Green line is incorrect at x > 0.75. Y value should be larger.

If you have read the first analysis, i would talk about the influence of [% increased fire damage + % increased burning damage + % increased damage over time] on damage with EE or without EE today.

Assumed

Fire skill damage = D

Burning Bounus = B
= 1 + % increased fire damage + % increased burning damage + % increased damage over time

Burning duration = Bt

Burning damage
= [Hit damage] x 20% x [Burning duration] x [Burning Bonus] x [% reduced damage from fire resistance]
= [Hit damage] x [0.2 x Bt x B] x [% reduced damage from fire resistance]


Without EE

Hit damage
= Hd
= D x (1 - R)

Burning dmage
= Bd
= D x [0.2 x Bt x B] x [1 - 2R + R^2]

Total damage
= Td
= Hd + Bd


With EE

Hit damage
= HdE
= D x (1.5 - R)

Burning dmage
= BdE
= D x [0.2 x Bt x B] x [1.125 - 2.25R + R^2]

Total damage
= TdE
= HdE + BdE


1.Compared [1 - R] (green line) with [1.5 - R] (purple line) by chart 1.



Purple line always won the fixed value, 0.5. It means HdE is always the larger than Hd, and the value is 0.5D.


2. Compared [1 - 2R + R^2](red line) with [1.125 - 2.25R + R^2](blue line) by chart 2.



We can find the burning damage with EE(blue line) is the better before fire resistance(R) is over 50%. Y value of blue line(burning damage with EE) is zero when R is over 75%.

Analysis

We care about when Td > TdE. Because HdE > Hd, we should find when Bd > BdE. The answer is R > 50% from chart 2. When R = 75%, [Bd - BdE] is the largest. It means [Td > TdE] is the easiest at this condition.

So lets analyse how to make [Td > TdE], when R = 75%.

1.Bt = 4 sec.

Hd = D x (1 - R) = 0.25D

Bd
= D x [0.2 x Bt x B] x [1 - 2R + R^2]
= D x [0.8B] x 0.0625

HdE = D x (1.5 - R) = 0.75D

BdE = 0

Td = Hd + Bd

TdE = HdE + BdE

Td > TdE
=> Hd + Bd > HdE + BdE
=> Bd > [HdE - Hd] + BdE
=> D x [0.8B] x 0.0625 > [0.5D] + 0
=> B > 10 = 1000%

B = 1 + % increased fire damage + % increased burning damage + % increased damage over time

It means the damage without EE would be the better when [% increased fire damage + % increased burning damage + % increased damage over time] is over 900%.


2.Bt = 5.8 sec (30% increased ignite duration from "Chance to Ignite" & 15% from Elemental Proliferation)

Bd
= D x [0.2 x Bt x B] x [1 - 2R + R^2]
= D x [1.16B] x 0.0625

Td > TdE
=> Hd + Bd > HdE + BdE
=> Bd > [HdE - Hd] + BdE
=> D x [1.16B] x 0.0625 > [0.5D] + 0
=> B > 6.90 = 690%

It means the damage without EE would be the better when [% increased fire damage + % increased burning damage + % increased damage over time] is over 590%.


3.Bt = 6.6 sec (30% from "Chance to Ignite" & 15% from Elemental Proliferation & 20% from Q20 Flammability)

Bd
= D x [0.2 x Bt x B] x [1 - 2R + R^2]
= D x [1.32B] x 0.0625

Td > TdE
=> Hd + Bd > HdE + BdE
=> Bd > [HdE - Hd] + BdE
=> D x [1.32B] x 0.0625 > [0.5D] + 0
=> B > 6.06 = 606%

It means the damage without EE would be the better when [% increased fire damage + % increased burning damage + % increased damage over time] is over 506%.


Conclusion

When the fire resistance of the enemies is 50% to 99.9% and your [% increased fire damage + % increased burning damage + % increased damage over time] is over 506%, the damage without EE would be the better.
Or EE would offer the more damage! Actually, it's not easy to achieve 506%.

Completed all challenges in OB and shared my experience. thread/464722
ST Crit Dagger/Discharge build: thread/570185
Freeze! trap build & one of the best party builds: thread/669129
Low life EK scion/MF/block: thread/684037
CI Flameblast/Infernal Mantle Burning Witch: thread/721079
Last edited by miraio#0681 on Dec 26, 2013, 10:45:42 AM
I am following this build, only with a Scion and not a Witch, just for fun. So far it's been quite fun, even tho i am only at the early stages.

Still, i do wonder about
- A guild mate shared this one with me, but it's only ilevel 13... How come someone else in this thread posted it with 6 sockets? Cause it's bonuses are quite godly, if only it could be at least 4 linked... Cause obviously 2 links won't do it for late game, even if the bonuses are sick. So what's the deal?
"
Lyesainer wrote:
I am following this build, only with a Scion and not a Witch, just for fun. So far it's been quite fun, even tho i am only at the early stages.

Still, i do wonder about
- A guild mate shared this one with me, but it's only ilevel 13... How come someone else in this thread posted it with 6 sockets? Cause it's bonuses are quite godly, if only it could be at least 4 linked... Cause obviously 2 links won't do it for late game, even if the bonuses are sick. So what's the deal?


It's about the Item Level.

"
Every item in Path of Exile has an item level (also referred to as iLevel). This is not to be confused with the level requirement on a piece of equipment, or the level of a normal item, which are both separate statistics.


The number of sockets that can appear on an item is determined by its item level. Items with a higher item level can receive more sockets. For instance with an item level of 1, an item can have no more than two sockets. Item level has no effect on the number of socket links that an item receives.


The item level is determined by:

- For items dropped by monsters, the level of the monster that dropped it. Normal monsters have a level equal to the monster level of the area. The level of magic monsters is monster level +1, and the level of rare and unique monsters is monster level +2.
- For items dropped by chests, the monster level of the area that the chest is in
- For quest rewards and items purchased from vendors, these items have predetermined item levels depending on vendor or quest. For example items bought from vendors in merciless difficulty will have a higher item level than those bought in normal difficulty.
- For items created using a vendor recipe, the item level of the resulting item varies depending on the recipe. For example, there is a recipe that returns one new random magic item in exchange for five magic items of the same base item type. For this recipe, the created item has an item level equal to the lowest item level of the five magic items consumed by the recipe.
- For race reward items, the item level is always 100.
I know about ilevel... I just didn't know there were 2 versions of that item, one is ilvl 13 and the other 51. I bought the 51 version for 2 chaos today, seems a good deal :)
iLvl of an item depends on the mob that dropped it, so if you find your Searing touch in a lvl 78 map from Dominus itself it would be ilvl 80 for example :)

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