Cremation projectiles

WHOOPS.

Silly me.

Yeah, that would fox the Point Blank thing. Hah hah hahhh...silly 1453...

>_>
She/Her
quick cheat sheet for cremation, as its a two part spell there is initial corpse explosion and projectiles with duration

conc/increased aoe:
explosion - increased/less area, projectiles- increased/decreased range, damage bonus applies

slow proj:
explosion - no effect, projectiles - just damage bonus

pierce:
explosion - no effect, projectiles - just damage bonus


spell echo:
explosion -double explosion, projectiles - two volcanoes right next to each other, affects how fast they're moving; damage bonus (less damage) applies

faster casting:
explosion- faster cast, projectiles - faster expulsion just like with echo

spell cascade:
explosion- triple explosion with wonky targeting, can get three volcanoes all over the room. good if you want to use it for clear (but you will leave stragglers as its not really a clearspeed skill)
projectiles - damage bonus (in this case less damage) applies

increased duration:
explosion - no effect, projectiles - longer upkeep of volcanoes. not really needed that much as the base time is extremely long for how fast the game is nowadays.

less duration:
explosion - no effect, projectile - damage bonus applies as well as less duration

LMP/GMP:
explosion - no effect, projectiles - increases coverage effectively multiplying total damage output per timeslice, damage bonus still applies

needless to say, best way to scale is 1)added projectiles 2)more multipliers 3) flat damage from anger, heralds and maybe even immolate (Im doing an ignite build and immolate is beasting) due to 80% damage effectiveness


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grepman wrote:
due to 80% damage effectiveness


Just damage effectiveness is a bad way to judge whether its good to scale with added dmg. The base dmg of the skill is just as much of an important factor.
Last edited by Goldarm5#2539 on Dec 13, 2017, 7:28:49 PM
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Goldarm5 wrote:
"
grepman wrote:
due to 80% damage effectiveness


Just damage effectiveness is a bad way to judge whether its good to scale with added dmg. The base dmg of the skill is just as much of an important factor.
well you're right- but I thought that goes without saying. its base damage isnt a 'high damage spell' base damage at 450 avg damage at level 20

in comparison, magma orb is at 800 average damage at level 20 (and with 125% damage effectiveness)
The main part about the scaling is the combination of added projectiles together with added damage, as it's 80% of added damage per projectile (in case this wasn't clear enough) which is a total combined effectiveness of 2560% on default duration, no extra projectiles if every projectile hits the same enemy. Which is pretty much impossible to accomplish. Still, we have about 1000% total effectiveness against stationary bosses which is retardedly high if you think about it.
I make dumb builds, therefore I am.
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FCK42 wrote:
The main part about the scaling is the combination of added projectiles together with added damage, as it's 80% of added damage per projectile (in case this wasn't clear enough) which is a total combined effectiveness of 2560% on default duration, no extra projectiles if every projectile hits the same enemy. Which is pretty much impossible to accomplish. Still, we have about 1000% total effectiveness against stationary bosses which is retardedly high if you think about it.


Thats just plain stupid. Attack/Cast speed and number of Hits are irrelevant for added dmg's effectiveness. The base dmg is applied as well on every hit, so in the end the relative gain is the same no matter the number of hits or hits/second.
Well I have a silly noobish basic question; what does the listed damage of the skill?
Deals (40-357) to (60-535) Fire Damage

Is it pr projectile/ball? Is it damage over time on ground that each ball leaves?

This is NOT clear to me...
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Jarnhand wrote:
Well I have a silly noobish basic question; what does the listed damage of the skill?
Deals (40-357) to (60-535) Fire Damage

Is it pr projectile/ball? Is it damage over time on ground that each ball leaves?

This is NOT clear to me...


Damage per hit. (By the fire balls. The explosion deals damage proportional to the corpse's maximum life.)

Cremation does not have any Damage over Time component other than the natural chance to ignite. Any fire effect on the ground is purely visual.
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Abdiel_Kavash wrote:
"
Jarnhand wrote:
Well I have a silly noobish basic question; what does the listed damage of the skill?
Deals (40-357) to (60-535) Fire Damage

Is it pr projectile/ball? Is it damage over time on ground that each ball leaves?

This is NOT clear to me...


Damage per hit. (By the fire balls. The explosion deals damage proportional to the corpse's maximum life.)

Cremation does not have any Damage over Time component other than the natural chance to ignite. Any fire effect on the ground is purely visual.


Ok thanks! PoE mechanics are not the easiest to understand....

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