Lightning Strike projectiles damage formula?

I have a question regarding projectiles damage formula for Lightning Strike, so I can calculate my ranged DPS. The tooltip is correct only for melee hit, right?

Does anyone know how exactly is it calculated for LS projectiles? I assume it's something like that:

Let's say my LS tool tip DPS is 1000 and let's say I have 400 strength and Iron Grip passive and 24% increased projectile damage from passives and I use LMP linked to LS.

So, LS projectiles deal 30% less damage. That would make projectiles do 700 DPS. And then further reduced by 30% by LMP would be 490 DPS. Then increased by combined Iron Grip and projectile passives (80%+24%) which would be 1000 DPS again (999,6 rounded up). Is this right?

I'm not sure when it's multiplicative and when additive. I wish LS would display separate DPS values for projectiles in the tool tip.

Sorry if this has been answered somewhere before, but I could not find it.

Thanks
less, more = multiplicative
reduce, increase = additive

your forumla should be correct. but...

if your tooltip says 1000 dps it includes some physic damage as well, at least 50 % in case you dont have other elemental damge types added such as added fire dmg on rings for example.

lets say your tooltip says 1000 dps and your damage source is physical damage only.

50 % of physical converts to lightning damage, so your lightning dmg is 500

combined with irongip and projectile passives = 500 x 2,04 = 1020 projecile lightning dmg

combined with lmp and LS = 1020 x 0,7 x 0,7 = 499,8 projectile lightning dmg

i am not 100 % sure :P
insane in the membrane
Последняя редакция: Dudldude#7475. Время: 17 сент. 2013 г., 14:04:01
Oh, that opens up another question. Do LS projectiles deal only lightning damage portion of LS? I always thought they deal same types of damage as LS (physical, lightning and whatever else you have on gear and auras).
"
markotu написал:
Oh, that opens up another question. Do LS projectiles deal only lightning damage portion of LS? I always thought they deal same types of damage as LS (physical, lightning and whatever else you have on gear and auras).


thats a good question. wiki says the bolts benefit from added damage, e.g. as from aura's
(http://pathofexile.gamepedia.com/Lightning_Strike)

But better you check out the lightning strike forums for that since the wiki is not alway correct:
(http://www.pathofexile.com/forum/view-thread/18361/page/43)
insane in the membrane
Последняя редакция: Dudldude#7475. Время: 17 сент. 2013 г., 17:17:49
The bolts deal some physical damage as they leech some life per hit when used with claws. But nowhere near enough to sustain HP / ES, but they let you attack from range so its a great ranged attack option for melee characters.
(b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted.

- PoE TOS.
Lightning Strike is a bit unusual skill, unusual in the sense that different mods affect melee and ranged portion of it.

You can think of it as 'tags', melee hit is an attack has following tags (if, for example using a sword): [melee, sword(weapon), physical] and the part converted to lightning has [lightning(elemental)] too.
Projectiles have a bit different tags: [projectile, sword(weapon), physical] and they also have lightning part with [lightning(elemental)] added

So you would calculate it like this:
Your attack has base physical damage of 100, that means melee part of Lightning Strike does 50 base physical damage and 50 base lightning. Projectile part 30% less damage penalty so it does 35 physical, 35 lightning.

Now you look at tags and see which mods would affect it
Increased physical melee part is affected by following increases:
Increased strength bonus (increases melee physical)
Increased physical damage on skill gem
Increased melee physical damage nodes
Increased sword physical damage
One-handed melee weapon physical damage
- and is multiplied by skill damage effectiveness and melee physical support.

Elemental melee part is based on physical damage so is affected by all of the previous plus these mods:
Increased lightning damage
Increased elemental damage
Increased weapon elemental damage
- and is multiplied by those previous two and weapon elemental support gem

Now, projectile part is affected by only
Increased projectile damage
Increased physical damage on skill gem
Increased sword physical damage
- multiplied only by skill damage effectiveness

Elemental part on a projectile is affected by those three previous and:
Increased lightning damage
Increased elemental damage
Increased weapon elemental damage
- and is multiplied by skill effectiveness and weapon elemental support gem

For detailed converted damage calculation see here http://www.pathofexile.com/forum/view-thread/521907/page/1#p4665098.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Alright, thanks for this excellent post, raics.
The formula is a bit more complex then. :)
"
raics написал:
Lightning Strike is a bit unusual skill, unusual in the sense that different mods affect melee and ranged portion of it.

You can think of it as 'tags', melee hit is an attack has following tags (if, for example using a sword): [melee, sword(weapon), physical] and the part converted to lightning has [lightning(elemental)] too.
Projectiles have a bit different tags: [projectile, sword(weapon), physical] and they also have lightning part with [lightning(elemental)] added

So you would calculate it like this:
Your attack has base physical damage of 100, that means melee part of Lightning Strike does 50 base physical damage and 50 base lightning. Projectile part 30% less damage penalty so it does 35 physical, 35 lightning.

Now you look at tags and see which mods would affect it
Increased physical melee part is affected by following increases:
Increased strength bonus (increases melee physical)
Increased physical damage on skill gem
Increased melee physical damage nodes
Increased sword physical damage
One-handed melee weapon physical damage
- and is multiplied by skill damage effectiveness and melee physical support.

Elemental melee part is based on physical damage so is affected by all of the previous plus these mods:
Increased lightning damage
Increased elemental damage
Increased weapon elemental damage
- and is multiplied by those previous two and weapon elemental support gem

Now, projectile part is affected by only
Increased projectile damage
Increased physical damage on skill gem
Increased sword physical damage
- multiplied only by skill damage effectiveness

Elemental part on a projectile is affected by those three previous and:
Increased lightning damage
Increased elemental damage
Increased weapon elemental damage
- and is multiplied by skill effectiveness and weapon elemental support gem

For detailed converted damage calculation see here http://www.pathofexile.com/forum/view-thread/521907/page/1#p4665098.


And this formula doesnt take attack speed, crits or misses into consideration... As well as added fire/cold damage (from hatred)

Also, projectiledamage could be affected by Point Blank and (probably) iron grip.

And i want to note - although melee physical damage nodes wont work for projectiles, melee attack speed ones WILL work, because, obviously, attack speed is applied to whole skill.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Thanks for the info, is it worth taking physical damage nodes to boost the base damage for the projectiles then or not? I'm building a LS / Spork Totem shadow atm, I took the spell / elemental damage / projectile damage / acceleration and mental thing (30% crit chance, 20 int) so far.

Should I take the three one handed damage node, or just focus on lightning damage and crits?
(b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted.

- PoE TOS.
"
MortalKombat3 написал:

And this formula doesnt take attack speed, crits or misses into consideration... As well as added fire/cold damage (from hatred)

Also, projectiledamage could be affected by Point Blank and (probably) iron grip.

And i want to note - although melee physical damage nodes wont work for projectiles, melee attack speed ones WILL work, because, obviously, attack speed is applied to whole skill.


Now, now, don't be a nitpicker, man. This isn't a DPS formula, in fact it is no formula at all, just a list stating what works and what doesn't, he'll get the pattern, and I did give a link for a more thorough one.

"
bhavv написал:
Thanks for the info, is it worth taking physical damage nodes to boost the base damage for the projectiles then or not? I'm building a LS / Spork Totem shadow atm, I took the spell / elemental damage / projectile damage / acceleration and mental thing (30% crit chance, 20 int) so far.

Should I take the three one handed damage node, or just focus on lightning damage and crits?


Shadow has a nice assortment of dagger nodes, I think marrying to a weapon is worth it to affect bot direct damage and projectiles at the expense of a single node. Projectile damage nodes at start are useful too, they affect both LS projectiles and Spark.

I'd focus on lightning and crits for your build, lightning damage nodes affect spark and half of your LS damage, one handed damage only affects 100% of melee LS part. Crits, on the other hand affect LS and spark fully and both daggers and spark have high base crit so it's perhaps the best investment in the long run.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Последняя редакция: raics#7540. Время: 19 сент. 2013 г., 04:03:05

Пожаловаться на запись форума

Пожаловаться на учетную запись:

Тип жалобы

Дополнительная информация