[v1.7] 39k+ DPS with INFERNAL BLOW, +239% life, +6.8% regen, +145% armor, TRIPLE curses + blinds!

"
magicrectangle wrote:
"
nocebo wrote:
"
Basement wrote:
does anyone know if the 12% phys dmg bandit reward affects inf blow dps?


Partially yes, 50% of the infernal blow DPS (skill description) comes from physical damage, although after the fire based modifiers, the physical damage portion is minimal.

Uh, doesn't it apply before the conversion? Just like melee phsysical mods do?


Yes, but still compared to the damage gain from elemental increases, the physical one is a lackluster.

Although there's few physical nodes you will have to pick, the infernal blow tooltip itself shows roughly 80%/20% ratio to fire/physical damage per hit.

Damage is not an issue with this build. You really shouldn't pick that.
The best music you've never heard; also free to use on your projects! https://www.youtube.com/@NeverheardTunes 🎶😎🌞
"
nocebo wrote:
Yes, but still compared to the damage gain from elemental increases, the physical one is a lackluster.

Although there's few physical nodes you will have to pick, the infernal blow tooltip itself shows roughly 80%/20% ratio to fire/physical damage per hit.

Damage is not an issue with this build. You really shouldn't pick that.


I just did some testing with:


To confirm how it works, and no, physical damage increases are strictly better than elemental/fire damage increases, in terms of their effect on infernal blow's converted damage. The way it works is this:

Infernal blow physical damage = 50% of your base melee physical damage * (sum of all % melee and physical damage bonuses)

Infernal blow fire damage = 50% of your base melee physical damage * (sum of all % melee and physical damage bonuses + sum of all your % fire and %ele damage bonuses)

So 12% increased physical is strictly better than 12% increased fire/elemental, in that it gives the same bonus to the fire damage from infernal blow as 12% fire/elemental does, and then it also gives a little boost to the physical component.

However, if you have a bunch of +x-y elemental damage from sources other than converted damage - IE wrath and anger, or whatnot, obviously only the ele nodes help with that. For a 2h build, these sorts of damage sources are probably not significant. For a fast 1h+shield or dual wield, they might be.

Long story short: for a 2h infernal blow build that gets most of its elemental damage from converted physical damage, % physical / % melee is, in fact, awesome.

That said, I'd probably take 6% attack speed in cruel rather than 12% physical.

Not counting any gear, the build alone gives 166% increased 2h damage (including strength nodes), and 116% increased elemental/fire.

Comparatively, you only have 30% attack speed. Another 6% attack speed is therefor a 4.6% total DPS boost (ignoring gear).

Another 12% physical is a 4.5% physical boost, and a 4.2% fire damage boost. Less on both counts, and that's before you even start talking about WED from gear/skills, which you'll probably have considerably more of than attack speed.

So, attack speed is the better choice for raising your DPS. Particularly when you consider the effect of overkill damage when using big slow weapons. No point killing something dead twice over.
Last edited by magicrectangle#3352 on Apr 15, 2013, 8:07:45 PM
Yes, but you missed one very important part there.

The infernal blow AoE explosion gets the effect from +fire damage only.
Elemental weapon damage won't buff it, nor spell damage. Just pure +% fire.

And that's a big portion of your damage, when you clear crowds.

The unique Vaal Casque can have up to +30% fire damage, with a perfect roll.
The best music you've never heard; also free to use on your projects! https://www.youtube.com/@NeverheardTunes 🎶😎🌞
Last edited by nocebo#2432 on Apr 16, 2013, 10:56:08 AM
"
nocebo wrote:
And that's a big portion of your damage, when you clear crowds.

It mattered a lot before they added melee splash. Now though? The explosions chain pretty much regardless, I don't think buffing them really does much.
"
magicrectangle wrote:
"
nocebo wrote:
And that's a big portion of your damage, when you clear crowds.

It mattered a lot before they added melee splash. Now though? The explosions chain pretty much regardless, I don't think buffing them really does much.


You might be correct here. As I've previously pointed out, I have been away from the actual game for bit over month now. Waiting for 70+ map drops to increase.

Update: Checked what's the melee splash about.

...you do reduce your "main target damage" by 20% with it, in addition of losing the "other beneficial support gem".

I don't really see a reason for this build to use melee splash at all. Infernal Blow has "in built" splash and it's a serious single target damage reduce with 0.8 multiplier in the end. Still. Hard to say without testing it out. :p
The best music you've never heard; also free to use on your projects! https://www.youtube.com/@NeverheardTunes 🎶😎🌞
Last edited by nocebo#2432 on Apr 16, 2013, 12:09:07 PM
"
nocebo wrote:
"
magicrectangle wrote:
"
nocebo wrote:
And that's a big portion of your damage, when you clear crowds.

It mattered a lot before they added melee splash. Now though? The explosions chain pretty much regardless, I don't think buffing them really does much.


You might be correct here. As I've previously pointed out, I have been away from the actual game for bit over month now. Waiting for 70+ map drops to increase.

Update: Checked what's the melee splash about.

...you do reduce your "main target damage" by 20% with it, in addition of losing the "other beneficial support gem".

I don't really see a reason for this build to use melee splash at all. Infernal Blow has "in built" splash and it's a serious single target damage reduce with 0.8 multiplier in the end. Still. Hard to say without testing it out. :p


Default infernal Blow only detonates 1 target, while melee splash allows to detonate 3-8 at once depending on how many enemies are around you. When killing large packs, IB with melee splash is always better.

40% decrease to AoE damage on other targets does not matter, since AoE is used mainly to proc explosions on them.
Increasing Field of View in PoE: /1236921
"
nocebo wrote:
"
magicrectangle wrote:
"
nocebo wrote:
And that's a big portion of your damage, when you clear crowds.

It mattered a lot before they added melee splash. Now though? The explosions chain pretty much regardless, I don't think buffing them really does much.


You might be correct here. As I've previously pointed out, I have been away from the actual game for bit over month now. Waiting for 70+ map drops to increase.

Update: Checked what's the melee splash about.

...you do reduce your "main target damage" by 20% with it, in addition of losing the "other beneficial support gem".

I don't really see a reason for this build to use melee splash at all. Infernal Blow has "in built" splash and it's a serious single target damage reduce with 0.8 multiplier in the end. Still. Hard to say without testing it out. :p


I made you a quick video of a map run so you can see how melee splash works with infernal blow:

Infernal Blow Melee Splash Witch Thicket Map

That isn't actually an IB char, it is my cleave witch with IB and melee splash swapped in place of cleave and weapon elemental. Hurts swapping out weapon elemental but I didn't want to have to re-chrom my chest to get them both in there.

Anyway, you can see that the explosions chain quite well.
I like the build a lot, I love the music though! If I ever need music for a game or short I know were to come :).
Keep it up!
www.youtube.com/omegaxvi2 Path Of Exile Tips & Tricks series and more poe vids.
misclick
Last edited by magicrectangle#3352 on Apr 16, 2013, 3:48:23 PM
"
Xsr wrote:
I like the build a lot, I love the music though! If I ever need music for a game or short I know were to come :).
Keep it up!


Thanks! Always nice to hear! <3
The best music you've never heard; also free to use on your projects! https://www.youtube.com/@NeverheardTunes 🎶😎🌞

Report Forum Post

Report Account:

Report Type

Additional Info