"The Acid rainer"(Updated for Prophecy league!)INSANE DMG

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Zarasi wrote:
I'd respec the points from Blast Cascade. You're spending 5 points to get 30% multiplier as you get extremely easy Power Charges from your Jaws of Agony shield (assuming you're using one). You could drop those points and spend 3 points to pick up Annihilation (95% crit and 15% multi) which would crit cap you without need for the crit enchant on boots, then put 2 points elsewhere (I'd get 1 point above the power charge in Witch area for the 28% spell damage from charges). Could even get Entropy for +37% DoT.


Thanks! I am using a Jaws, so this is helpful. With the boots, the Annihilation Cluster will be dropped as well for 3 more nodes. It is amazing how easy it is to get to 95% crit as Assassin :)

How do you get to 28% for the Witch node? Do you somehow have 7 power charges?

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Zarasi wrote:

Also you don't want to drop one of your poison jewels. Each instance of Poison stacks independently so more chance to poison is more instances of damage ticking at once.


Do you mean that each poison jewel has a 25% independent chance to poison? So theoretically, one hit could deliver 4 poison stacks (one for each jewel)? In that case, Fatal Toxin is an absolute must, as it adds another 10% to poison.
Dear Maligaro,
I left my head in San Francisco, I lost my legs in Peru
My liver and kidney are on holiday in Sydney
And I am sending my Heart to you
--- Love, Malachai
Last edited by Flapdrol on Sep 19, 2016, 4:28:33 AM
"
Flapdrol wrote:
Thanks! I am using a Jaws, so this is helpful. How do you get to 28% for the Witch node? Do you somehow have 7 power charges?

Sorry, miscalculation on my part, would be 6 Power Charges if you took the one from Alira also (so 24% Spell Damage).

"
Flapdrol wrote:
Do you mean that each poison jewel has a 25% independent chance to poison? So theoretically, one hit could deliver 4 poison stacks (one for each jewel)? In that case, Fatal Toxin is an absolute must, as it adds another 10% to poison.

As far as I'm aware this is how it works, however after re-reading some of the fluff around Poison I'm starting to doubt myself. Poison definitely stacks, but whether it stacks from each individual Jewel (allowing up to 5 instances of Poison if you use the node near Fatal Toxins) OR if it's applied from each individual trap is the part I'm hazy on. Such as whether one trap can trigger 5 applications (if you're lucky) using the jewel itself as the source, or whether each trap is classed as the source and if the enemy walked over multiple traps then they'd get more Poison applications even though it's from the same Jewel.

Here's some quotes on it (first is from reddit, second is PoE wiki and the last is Rory):

"
Poison stacks. With 25% chance to poison you will have ~76.3% (1- (1-0.25)5 ) chance to poison at least 1x. On the other hand the chance to poison 5x is ~1% (0.255 ). You do want to posion as often as possible with your hits since multiple poisons stack.

Edit: 5 in the calculation is the number of traps that trigger/hit. To clarify this, the jewels stack up to 100% chance to poison(With 100% chance to poison you will always apply the 5 stacks - assuming you hit 5x the same enemy).


"
A hit of damage that has a chance to poison is capable of inflicting poison. Only physical and chaos damage are able to inflict poison. Poison is a cumulatively stacking debuff. Each application—or 'stack'—of poison remains present on the target dealing chaos damage over time until it runs its course. There is no limit to the number of poison stacks a target can have. A single hit can apply a maximum of one poison stack, therefore having more than 100% chance to poison is redundant.


"
Rory wrote:
Poison can now stack! Rather than dealing the damage of the highest hit (as Ignite does), poison can now have multiple stacks. This means that every hit counts, rather than just the occasional big hit. This also lets it scale much better towards end-game, and differentiates it from other damage-over-time effects.


From above, I read that:
- one source gives one chance to poison (I also dimly remember (at work now, so cannot check) that there is a chance to poison % in your character overview. If this is the case than the chances are additive, and not independent.
- 4 Cluster traps from the same cast would give 4 chances to poison. Given that they have the same source, it could be the case that either all 4 poison, or all 4 do not, but at 95% this does not really matter.

Rolled my 21 Bladefall today :)
Dear Maligaro,
I left my head in San Francisco, I lost my legs in Peru
My liver and kidney are on holiday in Sydney
And I am sending my Heart to you
--- Love, Malachai
Last edited by Flapdrol on Sep 19, 2016, 4:34:35 AM
"
Do you mean that each poison jewel has a 25% independent chance to poison? So theoretically, one hit could deliver 4 poison stacks?


No, one hit cant inflict mutiple instances on poison.

But you can have multiple instances of poison aka poison stacks.


Coated shrapnel gives your traps 25 % chance to poison.

This is additive so with 4 jewels you gain 100% chance to poison or else said every hit of your bladefall does apply one instance of poison.

Thats why clustertrap is so strong because it allows mutiple sources of bladefalls who all can hit the same enemy at the same time and applying poison stacks.


Last edited by EkarPoe on Sep 19, 2016, 12:24:00 PM
Ahh, okay I understand now, so it's not the jewels that are the source of the Poison, it's traps. I had it my thinking the wrong way around, which is actually a lot better this way as instead of 1 BF volley applying up to 4 stacks at 25% chance each it's actually 1 BF volley applies 1 stack at 100% chance, but each trap is its own source and we throw 4 traps so 4 guaranteed stacks of poison (assuming all trigger).

I guess the next question is whether Fatal Toxins is actually worth it. You can't have more than 100% chance to Poison a target so the 10% Poison chance node is useless, meaning 70% more Poison damage. It's a wild guess but I'd imagine on average only 15 - 20% of our damage is Poison and the majority is upfront physical from Bladefall.
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Zarasi wrote:
I guess the next question is whether Fatal Toxins is actually worth it. You can't have more than 100% chance to Poison a target so the 10% Poison chance node is useless, meaning 70% more Poison damage. It's a wild guess but I'd imagine on average only 15 - 20% of our damage is Poison and the majority is upfront physical from Bladefall.


I don't know the exact numbers, but 15-20% is *way* too low. Doubledipping makes poison *really* good.

My amateurish estimate:
- Poison does 8% of the hit, but then:
- you add about 300% of increased Chaos, doubledipping Trap, doubledipping Area, and DoT damage from the Tree so its 32%
- multiply by 1.4 (from double dipping Trap and Mine Damage support), so it is 44%
- multiply by 1.5 (from double dipping Concentrated Effect support), so it is 66%
- multiply by 1.05% (from the 5% skill duration in Entropy), so it is 69%
- double it from Toxic Delivery, so it is 138% of the hit.

So if you hit a critter, about 60% of the total damage is poison and 40% of total damage is the hit.

However, if you hit a group of critters, it will go up, since they start transferring poison stacks when they die through Bino...

And after this calculation, I need to re-examine the two 16% double-dipping Trap nodes near Clever Construction
Dear Maligaro,
I left my head in San Francisco, I lost my legs in Peru
My liver and kidney are on holiday in Sydney
And I am sending my Heart to you
--- Love, Malachai
Last edited by Flapdrol on Sep 20, 2016, 7:10:31 AM
"
Flapdrol wrote:
I don't know the exact numbers, but 15-20% is *way* too low. Doubledipping makes poison *really* good.

My amateurish estimate:
- Poison does 8% of the hit, but then:
- you add about 300% of increased Chaos, doubledipping Trap, doubledipping Area, and DoT damage from the Tree so its 32%
- multiply by 1.4 (from double dipping Trap and Mine Damage support), so it is 44%
- multiply by 1.5 (from double dipping Concentrated Effect support), so it is 66%
- multiply by 1.05% (from the 5% skill duration in Entropy), so it is 69%
- double it from Toxic Delivery, so it is 138% of the hit.

So if you hit a critter, about 60% of the total damage is poison and 40% of total damage is the hit.

However, if you hit a group of critters, it will go up, since they start transferring poison stacks when they die through Bino...

And after this calculation, I need to re-examine the two 16% double-dipping Trap nodes near Clever Construction


Yeah, that 15 - 20% is a staggeringly low estimate. I did some numbers on it and even if it just has 1 stack it does more damage than the initial hit. I guess it depends what we weigh Fatal Toxins up against to see if it's worthwhile to get. Assuming my numbers are right, Fangs of the Viper, one of the 10% DoT nodes and Entropy will deal more damage than the 70% Poison damage leading up to Fatal Toxins for 1-2 stacks but Fatal Toxins will start dealing more damage when the target hits 3 stacks of Poison. But that's assuming we don't get both sets of nodes. It does depend what nodes we weigh Fatal Toxins against but it is a very good damage increase it seems.
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Zarasi wrote:
Assuming my numbers are right, Fangs of the Viper, one of the 10% DoT nodes and Entropy will deal more damage than the 70% Poison damage leading up to Fatal Toxins for 1-2 stacks but Fatal Toxins will start dealing more damage when the target hits 3 stacks of Poison. But that's assuming we don't get both sets of nodes. It does depend what nodes we weigh Fatal Toxins against but it is a very good damage increase it seems.


I intend to take both. My (ambitious, especially after the 95+ xp nerf) level 97 tree is now (still requiring the crit-when-not-crit boots enchantment):
pathofexile.com/passive-skill-tree/AAAABAYBAAQHBbUGcAceB5kI9A5IEJIRlha_G-AgbiL0I_Yk_SaVKgswcTB8MgEyGDIyM3g31DpCOlg9X0cGSVFJsUt4TI5Ms02STp9QMFFHUlNVS1XGVvpZ8FxAXfJh4mHrYqxjQ2SqajZqQ2qMbAhsC2yMbRltOnBRcFJ2b3aCelN6f3sNfrB_K3_Gg9uEoonTjDaNfY2_j_qQDZMnlS6XlZf0myabhp2qoS-i2bDYshmzA7TFtNG1SLd1uZO8b7zqvorAVMLswwnIDMgUz3rQH9DQ1CPXz9hU2YbbXtvn3ajnOudU6KTo1uv17BjtP-4V74jv6_DV8YryHfLh9W_5N__e

A possible alternative (depending on how my damage works at top-tier maps when all gems are 20-21/20) I may scrape off three damage nodes and take three curse nodes (for 10% extra curse effectiveness) as I run both Temporal Chains and Enfeeble as defense is most important.


BTW: It may not be obvious but Temporal Chains also causes 32% *more* poison damage (with Q20 Blasphemy). From the wiki on TempChains: "Damage over time debuffs will expire more slowly, but will cause the same amount of damage per second they normally would."
Dear Maligaro,
I left my head in San Francisco, I lost my legs in Peru
My liver and kidney are on holiday in Sydney
And I am sending my Heart to you
--- Love, Malachai
Last edited by Flapdrol on Sep 21, 2016, 4:22:19 AM
I'll try that Temporal Chains and Enfeeble set-up and see how it works. Having to use a Doedre's Ring for now which is making is really tight for hitting resistances cap (sitting at 137/136/136). On Temporal Chains though, is it going to help much in terms of offensive by simply increasing the duration of Poison when in most cases trash will die in under 2 seconds (which is the base duration of Poison, or 2.1 with Entropy)?
is this still uber atziri viable?

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