Molten Strike DPS Calculator

As far as i'm concerned, Ancestral Call for single target is way too unstable for my taste, so i use Vicious Projectiles instead.

Good job for the calculator update Moldy !
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Last edited by xhul#1978 on Oct 31, 2018, 10:37:01 AM
https://www.reddit.com/r/pathofexile/comments/9xk28l/how_does_area_of_effect_work_on_molten_strike/e9sxtho/

It seems your calculation for the outer radius
"
var maxBallLandingDist =
// If R is the default outer radius, r is the (never changing)
// inner radius, m is the aoe multiplier, and d is the scaled
// outer radius, we can solve for d as follows:
//
// pi*d^2 - pi*r^2 = m*(pi*R^2 - pi*r^2)
// m*(R^2 - r^2) = d^2 - r^2
// d^2 = m*(R^2 - r^2) + r^2
// d^2 = m*R^2 - (m-1)*r^2
// d = sqrt(m*R^2 - (m-1)*r^2)
//
Math.sqrt(
MS_DFLT_OUTER_RADIUS * MS_DFLT_OUTER_RADIUS * aoeMult -
MS_INNER_RADIUS * MS_INNER_RADIUS * (aoeMult - 1)
);


is wrong and should've been
"
//pi*d^2 = m * pi*R^2
//d = R * sqrt(m)
var maxBallLandingDist = MS_DFLT_OUTER_RADIUS * Math.sqrt(aoeMult)
"
BlowITA wrote:
https://www.reddit.com/r/pathofexile/comments/9xk28l/how_does_area_of_effect_work_on_molten_strike/e9sxtho/

It seems your calculation for the outer radius
"
var maxBallLandingDist =
// If R is the default outer radius, r is the (never changing)
// inner radius, m is the aoe multiplier, and d is the scaled
// outer radius, we can solve for d as follows:
//
// pi*d^2 - pi*r^2 = m*(pi*R^2 - pi*r^2)
// m*(R^2 - r^2) = d^2 - r^2
// d^2 = m*(R^2 - r^2) + r^2
// d^2 = m*R^2 - (m-1)*r^2
// d = sqrt(m*R^2 - (m-1)*r^2)
//
Math.sqrt(
MS_DFLT_OUTER_RADIUS * MS_DFLT_OUTER_RADIUS * aoeMult -
MS_INNER_RADIUS * MS_INNER_RADIUS * (aoeMult - 1)
);


is wrong and should've been
"
//pi*d^2 = m * pi*R^2
//d = R * sqrt(m)
var maxBallLandingDist = MS_DFLT_OUTER_RADIUS * Math.sqrt(aoeMult)


The way to think about it is that the AoE multiplier scales the total coverage area. The inner radius of the deadzone never changes, but the outer radius does. This makes the formula a little more complicated than most people would otherwise expect. Here's a fuller explanation...

Suppose the following.
  • R is the default outer radius.
  • r is the inner radius (never changes).
  • m is the final AoE multiplier (with the +1 built in to make the formulas easier to read, so 100% more AoE would be m=2, 200% more would be m=3, etc.).
  • d is the scaled outer radius.

We know R = MS_DFLT_OUTER_RADIUS = 20, r = MS_INNER_RADIUS = 5, and m = aoeMult (depends on your build), and want to solve for d = maxBallLandingDist.

The area of a circle is pi*R^2 (where R is used generically here). The area of a 270 degree arc is 3/4*pi*R^2 because 270 degrees is 3/4 of a circle. If we subtract out the deadzone, then the area of the default landing spots is 3/4*pi*R^2 - 3/4*pi*r^2 (we subtract the deadzone 270 degree arc with radius r from the active 270 degree arc with radius R). If we do a little algebra, this comes to defaultArea = 3/4*pi*(R^2 - r^2).

Now if we have an AoE multiplier, what we need to do is scale up the area: finalArea = defaultArea * m. The only thing that can change to do that scaling is that the outer radius can move out. This gives us a second formula: finalArea = 3/4*pi*(d^2 - r^2), where we substituted d, the final outer radius for R.

We can set the two equations equal to each other:

( 3/4*pi*(R^2 - r^2) ) * m = 3/4*pi*(d^2 - r^2)

and then we can simplify away the common 3/4*pi factors

m*(R^2 - r^2) = (d^2 - r^2)

Refer to the comment you quoted for the rest of the derivation. The end result is.

d = sqrt(m*R^2 - (m-1)*r^2)

If you see any algebra mistakes or if you'd like me to find a better way to explain this, let me know.
2.6 BLS Berserker budget shaper farmer build guide: https://www.pathofexile.com/forum/view-thread/1882710
Last edited by MoldyDwarf#0844 on Nov 17, 2018, 12:45:18 AM

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