
Imaple was added to build as well because it is absolutely nuts, gems/items were also changed around. Now 100% should be rolled as a BERSERKER. New passives and ascendancies ontop of gem buffs make this build over 3x stronger than it was before and it was already pretty crazy. This should make them even nicer to use than they already were. That being said, most of build remains unchanged and plays the same.ģ.9 Can no longer roll "socketed gems are supported by level 1 maim" on chestpieceģ.7 Reave/Bflurry were both buffed decently in damage and QoL.
#Poe phys dmg rolls mods#
Realistically getting all mods probably won't happen without sacrificing your first born child to Lootcifer.
#Poe phys dmg rolls mod#
Chest piece now is probably something like explody mod + double curse + attack crit % + tons of life. Dual wielding % MORE phys dmg completely removed along with nerfing a lot of the crit/crit multi/dmg nodes on tree.ģ.10 Few fossil/influence changes.

Build still works the same as alwaysģ.11 Cluster jewels added in (make sure to check notes above). No other real changes.ģ.13 Minor ascendancy buffs and some minor reave/vaal reave buffs were all that changed really. This is distict from dual strike, which calculates two damage packages (which include stun), combines them into one damage package, and then apply that one - meaning all the damage is seen as one thing for burning damage, chill duration, etc.3.14 Vaal reave buffed a good bit. Yes, double strike calculates two separate damage packages, sends them out separately, and they are applied separately. I'm 99% sure that in this case they'd be calculated separately, at least for the stuns, right? If the damage is combined for sake of calculation of either stun or burning with regards to dual strike, what about double strike? it's attacks aren't even simultaneous, but are still executed with 1 action. So yes, this is all one damage package and is considered one thing for calculating stun etc. Those stats are what's used when calculating the damage to deal - the calculation doesn't even know about the various stats which make those up. If you look at the character screen you'll see stats giving the range of physical, fire, cold, etc damage, including all sources. It doesn't matter where the damage stats came from (mods, skill, passives) it's a part of the action's stats at the point damage is calculated, and is affecting the total damage stats. It's not so much that it's "combined" as that it was never separate. What if it's distinctly 1 attack/spell (default attack, frost nova, etc.), but has various damage components, such as 100 added lightning damage or something - is all the damage combined for the sake of calculating stun? It is possible that will change at a later date, should we decide it's better for dual strike to be able to Stun, unlike ignite damage, is calculated at the point damage is calculated, rather than when it's dealt (in fact stun is technically 'part' of the damage, in the game) so main and off hand will have stun calculated separately, then the durations (if any) added together.

If it ignites/stuns the target, is the ignite_damage/stun based off just just 1 hit, or both combined?ĭual strike (and dual wield cleave) calculates the damage from the main and off hands separately and then combines them, so they are dealt as one hit for the purpose of chill duration, etc. This means that two different actions can never cause this to happen, but also means multiple projectiles from the same action can't either, as a new action is copied for each one. It is impossible for damage packages from two individual actions to combine. If you deal 2 simultaneous pieces of damage, such as 2 fireballs to the same target The second quote does need amended as the charges increase elemental resistances only, not all resistances (which would include chaos)

Resistances apply to elemental and chaos damage, and are mechanically distinct from physical damage reduction. Endurance charges confer both, but the first quote is correct in saying damage reduction only applies to physical. There is physical damage reduction, and there are resistances. Technically both, but the first is worded confusingly. does that stack multiplicatively or additively with your character's increased item rarity modifier? (I assume multiplicatively)ĭamage reduction from armour and endurance charges only affects physical damage.Įndurance charges are related to the strength attribute and grant +6% damage reduction, and +6% to all resistances per charge. Magic, rare, and unique monsters only drop equipment, and have a large Increased item rarity modifier for those drops.
