In general, you need ~3000 accuracy in order to have a 100% hit chance against common monsters in the end-game.Īccuracy can be thought of as a damage deflator rather than an inflator. The reason I kept the character initially at level 1 is because I did not want to overcomplicate the item/tree setup in order to account for accuracy. Accuracy is a proxy for your chance to hit. One of the things we need to pay close attention to is our accuracy rating for attack builds. Hit Dmg = Base Dmg x %Increased x More Multi x Effective DPS Base Dmg = (Base Weapon Dmg + Added Flat Dmg) x Effectiveness of Added Dmg The reason I am not using the real formula is because we are going to be talking about flat damage and attacks vs spells in a separate article. Note: The base dmg formula below is slightly inaccurate but it functions as a close approximation. I will write more about this in a follow up article.Īs it stands, with our POB at level 1 we have the following effectiveness: Effective DPS Mod (Pen) = 0.992Īll we need to do now is to plug all the numbers we gathered into the formulas below and then sanity check everything against POB. You can reduce the enemy elemental resistances down to below 0% (example -200% enemy fire res), meanwhile enemy physical resistance can only be reduced to 0% (example when using overwhelm) but it will never go below that cap. Side note: One thing to keep in mind here is that penetration for Physical hits differs slightly from elemental or chaos hits. But at level 90, assuming you are doing end-game content, your enemies will have physical damage reduction of 85%. So at level 1, our enemies have on average physical damage reduction of roughly 1%. One thing to keep in mind here is that as you go through the campaign and start mapping, the deeper you go the tankier your enemies get. In our example we had no effective penetration. Rather than inflating your own damage, it instead makes your enemy more susceptible to a particular type of damage. Penetration is an extremely cool mechanic. So the two damage mechanics should not be confused and lumped together. As you can see below additive growth is not the same for multiplicative growth. This can be best further understood if we imagine two formulas with 3 sources of each mod at a standard value of 2. Most new players assume that More is the same as Increased. So let us start off by gathering some important numbers. In order to understand how damage is calculated, we should actually calculate it manually and then sanity check our work against the PoB. Link to PoB can be found here (copy the code and paste it into your Path of Building). Obviously this is a scuffed and unrealistic character to make in game but the simplicity of the setup will help us keep things from getting out of hand for the time being. You are level 1 Duelist with a few passive points allocated on tree (we do this for simplicity).An Elegant Foil sword with 22-40 Physical Damage and 25% crit multi.Abyssus as a helmet with maximum % crit multiplier. A 3 link Cyclone with Brutality and Melee Phys supports.In order to best visualize this, we will start off with the following hypothetical character: We will be using Path of Building Community Fork thoughout this post.ĭamage in Path of Exile consists of a series of multiplications that happen before a hit is applied to an enemy. The goal of this post is to help you understand how damage is calculated and how you can best maximize your character’s damage output. With the introduction of the 3.15 patch, a lot of new POE players have found it extremely difficult to create characters that can output the damage necessary to progress and deal with end-game content.
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