Oro's Righteous Fire Marauder [1.2.0]

Level 68 RF and this build is rapping everything!



This is my gear and this is my passive tree atm (I need to level UP!!!!)


https://www.pathofexile.com/passive-skill-tree/AAAAAgEAAdwCcQSzBS0LYQxfEmkUTRccFy8Y2xmFGmwb-iFgJKoksCXfJy8o-imlNZI26TwtPfxAoEGHROdHfkz_TipYY1uvXz9gS2EhZU1qO3F5dO108XgNeWh674CkgseDOITZhO-G0YjxjM-YrZ2unrmiAKQZpKynCKgYqW6rxa1Kr2y18rc-uJO8n76KwQTFisauxtjNJuLq45_r7u8O73zwH_Iv8932SPno-tL-Cg==
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schlurpidurp wrote:
Since EleWeakness is way more party-friendly, I do not recommend using Vulnerability~

40% increased at my 4k burn calculation gives 1,6k dps

25% res less is 25% MORE dmg... meaning AFTER the calculations from nodes etc... bigger boost.


This is a quote from GGG on how Vulnerability works (so I think your math is wrong):
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Mark_GGG wrote:
"
Lo4f wrote:
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Zaanus wrote:
Question, does the 40% burning damage work like example A or example B

ticks of 100 base burning with 30% increased from passives

A) 100 x 1.3 x 1.4 = 182

or

B) 100 x 1.7 = 170

A) This would be case if vulnerability said "Cursed enemies take 40% more damage from Damage Over Time effects"

B) This is the right idea. Combine all 'increased' bonuses and apply them.
Not true, as they are not applying to the same thing. There's a difference between modifying damage dealt and modifying damage taken.

increased burning damage applies to how much DPS is set in the burning debuff when it's created. It modifies how much damage you put on the enemy in your burn.

"take increased damage from damage over time effects" applies each game tick to the amount of damage actually taken by the buff for that time interval. It's changing the amount of damage the enemy gets dealt by the burn they now have.

It's impossible for them to stack additively because they apply at different times to (slightly) different things, and are not in the same stats set (you have your stats, the enemy has their stats. they are separate).

I'll probably change it to "more" for now since that'll be more intuitive to some players - you don't need to know this stuff to understand it (and it matches the similar "take more physical damage",) but if we eventually do have other increases to damage taken from degen, it will stack additively with them, not multiplicatively, and will need to be changed back.

If you have a stat which increases your damage, and the enemy has a stat which increases the damage they take, those stats will not (and can not) stack additively - the increased/more distinction describes how stats stack with other stats of the same kind which are applying to the same thing, which is not the case here.
Where one stat is applied when you're working out how much damage you deal, and another is applied when that damage is dealt to work out how much enemy actually takes, those are different (although similar) things being changed and it's impossible for those to be additive with each other, although stats on each side can and often are additive with each other.


I use Vulnerability on Hit gloves with Cyclone, so the party-friendly thing doesn't really matter. I'll have to do some tests to see if Ele Weakness seems to do more damage though or not.
IGN: DrunkBarbarian / SupernalScion
Last edited by DeathTouch#6609 on Mar 29, 2014, 5:58:33 PM
Current gear at level 89 on ambush
(hp at 6950~, res 92/78/78)

Am i ready for atziri?
Last edited by MDGeizt#2677 on Mar 30, 2014, 12:15:49 AM
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schlurpidurp wrote:
Since EleWeakness is way more party-friendly, I do not recommend using Vulnerability~

40% increased at my 4k burn calculation gives 1,6k dps

25% res less is 25% MORE dmg... meaning AFTER the calculations from nodes etc... bigger boost.

This isn't math, nor is this appropriate identification of game mechanics. Elemental Weakness is not necessarily as good as you think it is, and Vulnerability is better.

The 'increased damage taken' text on the Vulnerability gem refers to a particular stage in damage calculation at the target. Damage recipient calculations occur after all damage source calculations have been completed. This means that the '40% increased' modifier Vulnerability applies can be most concisely treated as a '40% more' modifier on the player.

As for Elemental Weakness - resistance penalties cannot be calculated in the way that you did; at least, not in the way that your language implies. Because monster resistances are capped at 75%, but may vary above 75% or below 0%, calculating a change in damage due to a subtraction operation like Elemental Weakness applies requires knowledge of target fire resistance. Consider:

A monster has 0% fire resistance. A level 5, 0% quality Elemental Weakness curse is cast on it. Its fire resistance is now -34%, so all fire damage sources deal 134% of their usual value. (34% more real damage than it was without the curse.)

A monster has 75% fire resistance. The same curse is cast on it, and its new fire resistance is 41%. Fire damage sources deal 59% of their nominal value. (136% more real damage than it was without the curse.)

A monster has -50% fire resistance due to Elemental Equilibrium. EW is cast on it, bringing it to -84%. Fire damage sources deal 184% of their listed values. (~23% more real damage than it was without the curse.)

A monster has 150% fire resistance. Elemental Weakness is cast on it, and the new fire resistance is 116%. The 75% resistance cap applies and fire damage sources remain at 25% of their nominal effectiveness. (No more damage than was dealt was before the curse.)

The point here is that the effect of curses like Elemental Weakness is circumstantial. The best use can be made of such effects when combined with other similar effects - i.e., Elemental Weakness, Flammability, and Elemental Equilibrium. Because Kaom's Heart leaves this build has so little room for gems or luxury items like Doedre's Damning or Windscream, Vulnerability presents the best option for consistent improvement in real damage. (It's also worth noting that a level 1 Vulnerability gem can be used to the same effectiveness as a level 20 gem, which is not the case for Elemental Weakness).

Note: as I write this, I see that DeathTouch has provided similar information. I'll leave this in in hopes that it may further clarify the point.

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v1br0 wrote:
alternate eq and gems:
Spoiler

That is the strangest loadout of any Righteous Fire user I've ever seen.

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MDGeizt wrote:
Hey guys i wanna respec my templar and tried to build a tree close to this, with some less points adjusted to my level:

You can format this text, by the way.

id be glad if anyone would look over it and give his opinion/optimation advice. thanks

Some choices could be argued for or against. Skipping the aura effect nodes in the Sovereignty cluster concerns me. I suggest you skip the two Block nodes between the templar and marauder areas for the single Dexterity node to save yourself a point.
How are you guys surviving with RF ? Total regen from nodes excluding frenzy charges should be around 10~11% right ? With RF burning at 9% hp wouldn't it mean that we will only regen effectively at 1~2% only ?
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LunaPark wrote:
How are you guys surviving with RF ? Total regen from nodes excluding frenzy charges should be around 10~11% right ? With RF burning at 9% hp wouldn't it mean that we will only regen effectively at 1~2% only ?


You should have like 13% regen from the tree and vitality, and you use ruby pots to be immune to fire and gain all of your regen for 4.2 seconds even with 10% regen, at 6k hp that's 600/s which is just over 2400hp, and you have a granite too, you just use a granite/ruby every time you go in to a remotely dangerous pack and it's faceroll easy, you kill everything so fast that you always have flasks up too.
Hi guys!

From the start I will say that I'm a newbie in RF (changed whole gear just yesterday). I have a problem with swapping gear for 2x Redbeak and the same with carcass jack chest armour. I believe that I'm doing everything as ORO did in video but I don't see any changes in stats so I don't really know is this working or not. Is there any way to check this? THX!

My gear :
Spoiler


Last edited by MichaelDeAngelo#3009 on Mar 30, 2014, 3:58:00 PM
I didn't catch it earlier, but what's a good level to switch to RF from your leveling build?
The silent majority.
I've done it at lv 78 and I think it is enough to sustain rf with number of nodes at this lv.

I can feel downsides of doing this too early only in dmg and in time of killing mobs but that's all i believe.

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