[2.0.1][Tempest] Bloody Explosive Arrow Build (271% Life + 12.3% Life Regen)
1] get arrow stacks up,
2] hit with lightning arrow 3] stacks explode, benefitting from EE (and shock if you are geared for that) 4] BOOM My Shop: http://www.pathofexile.com/forum/view-thread/1338089
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Does A LOT of damage... "A LOT" is relative to what kind of definition you give it.
I was expecting you to carry a full party in a 78 map. Was disappointed. :/ |
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" each explosion should trigger ee so only the first explosion gets the buff. the following explosions consequently do lower damage no? is this not how it works? |
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EE improves EA by adding versatility.
EA is excellent vs dense packs, but weak vs sparse packs. EE improves EA dmg for sparse packs and single targets at the cost of dense pack dmg that would've overkilled anyway. It's obvious that EE improves unstacked damage and also single-target since there's only one big fire hit, and you can easily re-apply EE by shooting again (especially after an ignite so burning can get EE bonus too). To explain how it actually improves sparse pack damage, we need some math: X = damage per EA arrow (max 5 stacks under normal circumstances) R = raw monster res (0%, 50%, 75%, and 125% monster fire res values in particular) T = number of overlapping explosion AoEs hitting a target, represents pack density Effective monster res, assuming you're using Fire Pen (-37% res) No EE monster res is (R0): MIN(75% - 37%, R - 37%) /w EE -res (-50% res) (R1): MIN(75% - 37%, R - 50% - 37%) /w EE +res (+25% res) (R2): MIN(75% - 37%, R + 25% - 37%) Dmg of EA No EE (D0): X * T * (1 - R0) Dmg EA one arrow /w EE -res (D1): X * (1 - R1) Dmg EA one arrow /w EE +res (D2): X * (1 - R2) Dmg EA /w EE & AoE overlaps (D3): D1 + (T - 1) * D2 Explanations: R0, R1, R2 :: Fire Pen reduces both resistance and max res cap D0 :: Five arrow AoEs hitting a target with zero resist = X * 5 * 1 D3 :: One arrow AoE gets EE -res, remaining T - 1 arrow AoEs get EE +res Final Damage Equations, expanded in terms of X, R, and T: D0 = X * T * (1 - MIN(75% - 37%, R - 37%)) D3 = X * (1 - MIN(75% - 37%, R - 50% - 37%)) + (T - 1) * X * (1 - MIN(75% - 37%, R + 25% - 37%)) Let's compare damage for different R and T in terms of X and %change: R, T: D0, D3, %change 0.00, 1: 1.37X, 1.87X, +36% <- sweet! 0.50, 1: 0.87X, 1.37X, +57% <- sweet! 0.75, 1: 0.62X, 1.12X, +81% <- SWEET! 1.25, 1: 0.62X, 0.62X, 0% 0.00, 2: 2.74X, 2.99X, +9% <- sweet! 0.50, 2: 1.74X, 1.99X, +14% <- sweet! 0.75, 2: 1.24X, 1.74X, +40% <- sweet! 1.25, 2: 1.24X, 1.24X, 0% 0.00, 3: 4.11X, 4.11X, 0% 0.50, 3: 2.61X, 2.61X, 0% 0.75, 3: 1.86X, 2.36X, +27% <- sweet! 1.25, 3: 1.86X, 1.86X, 0% 0.00, 4: 5.48X, 5.23X, -5% <- dense pack, low res, no big deal 0.50, 4: 3.48X, 3.23X, -7% <- dense pack, low res, no big deal 0.75, 4: 2.48X, 2.98X, +20% <- sweet! 1.25, 4: 2.48X, 2.48X, 0% 0.00, 5: 6.85X, 6.35X, -7% <- dense pack, low res, no big deal 0.50, 5: 4.35X, 3.85X, -11% <- dense pack, low res, no big deal 0.75, 5: 3.10X, 3.60X, +16% <- sweet! 1.25, 5: 3.10X, 3.10X, 0% Observations: 1. At high R and low T, the first shot's -50% res overcomes the +25% res on AoE overlaps for amazing +%change 2. It's practical to consider low T because we don't always get perfect AoE overlaps. 3. There's slight -%change at low R and high T. However, low R monsters are weak and EA excels at high T, so we don't care. 4. If monsters are really high R (overcapped), then the dmg is the same anyways. 5. At high T (4, 5, or more), EA is so effective it overshadows the EE -res (D3 always above 2.5X) 6. Warning 1: EE does hurt the "repeated EA against the wall" technique, which is useful when X is still low. 7. Warning 2: If your X and T are low and EE isn't applied properly, your damage becomes: X * T * R2, i.e. you'll be doing very little damage. tl;dr: EE improves EA's versatility by giving much better dmg vs high res sparse packs (e.g. rares/bosses) at the cost of minor dmg against low res big packs. EE only after you pump up X high enough for 2X ~ 2.5X to oneshot enemies (via gem lvls, links, fire, aoe, and proj dmg), i.e. timing depends on build and gear. I'm not super rich so I specc'd it pretty late myself (low lvl 70's maps, EA lvl 19, 5L). Last edited by Kache4#2310 on Mar 1, 2016, 1:21:15 AM
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can you post a video of a properly rolled 80+ map?
otherwise it seems like a slowwww clearing, zero-tankyness build tbh |
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any chance of doing a lvl guide for the skill tree for standard league?
thanks IGN: The_Nutcase
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Does projectile damage apply to explosive arrow's explosion ???
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The softcore tree is very ineffective.
http://www.pathofexile.com/passive-skill-tree/AAAAAwAA2E07KPKXlKADlptd2mJuPaiaaHQYVmBDvoB7w1pS-eiDCUrIgsduqij6tfKYrTWS_o_YvU3j_gqmV_JFtz464YPMPC3GroNfxPYn7XKpr6cGDqyq9zIcztR8WfPqGHzZK1AJ9ho4cg_46w3NkFVxhRRx_lQnL3rm8xHZfA48Othj_bFCggffv-w4RtfyQdtPKU-Cm-DD5CKaOyW8Gmyf3zbpna7vfDwFJKqnCAN1wGYWb9gkkSsEs-NqNsVYd6IAHwJfBPAfBAdo8oPbTLNVxpeVOlhSU6yYPV_xbDbYIbBJGzT3Ko2XhexVLpQ= my version. 8% less life but 3 more jewel sockets (for possible 18% life+dmg/stats/resists), 1 more max fireresist, burning nodes, dualcurse, smarter pathing etc. https://www.youtube.com/channel/UCi-NL9JevOxF-6W3n-a7o-w
My Youtube channel with builds, unique and mechanic discussions etc |
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Why no Iron Grip?
GGG fanboy
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" Does projectile damage apply to explosive arrow's explosion ??? |
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