Righteous Fire

PLEASE GGG, can you confirm to me what i asked before?

Since this forum (and GGG answers) are the ONLY source of REAL knowledge, i really appreciate an answer from you!!!

I would like to know if:

1)RF calculate the selfinflicted damage on the TOTAL life pool or on the CURRENT life pool?

2)RF self inflicted damage take count of the life reserved from auras?

Example: i have 1000 Life, i reserve 80%, i sit at 200 Life, the self inflicted damage (aka "you burn for..") is calculated on 1000 HP or 200 HP since i reserved 80% of my life pool?

an answer from GGG is REALLY REALLY appreciated
It's based on Max Life/ES, not current, and it doesn't matter if you reserve a part of it. Damage is always based on the max before damage or reservation.
[3.22] 💀The Grim Reaper💀 - Hexblast Poison Mines Assassin
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[3.22] ❄️⚡CantripN's Hadoken! - Lightning Conduit / Crackling Lance / Arc Permafreeze⚡❄️
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Last edited by CantripN on Jul 5, 2014, 10:48:51 AM
Well this is what they should change, so someone is free to make an ES RF build without being forced of getting 20% life regen OR 90% fire res.

Would be a great improve to add some piece of gear (besides Rise of the Phoenix) that gives you around 8% maximum Fire res...dunno like an Amulet for example or a pair of boots.

The problem at the moment is that you are forced always to go down below Marauder starting point and this screw up an ES based RF build.
+5-15% elemental resistances
+1% maximum resistances per endurance charge
-0.5% life regen per endurance charge
+1.5% life regeneration
Amethyst Ring base

or
-15% elemental res
+1% energy shield regen per power charge
40% reduced critical strike chance per pow charge
+40% inc AoE damage while low life
+40% inc AoE size while full life
-10% less life
diamond ring base

worst uniques ever? hey, you asked for something that would help and i'm vomiting potential ideas. considering you wanted to help towards RF, a unique should have penalties for its gains and also open up interesting paths.
"
stogirosbrego wrote:
Mark you need to answer me this questiona swell please.

RF HP dmg is based on your current HP pool Correct? (this mean even if u cast RF and change gear and this will affect your HP pool u will take dmg from RF in a modular way)

the question is, Do RF count the current HP (the red bubble on the left) or it count the total pool even with aureas casted on HP?

example: i got 5000HP i cast auras on my HP and i get to 1000 hp and AFTER i casted my aureas on my hp i cast RF, do RF burn me for 90% of 5000 or for 90% of my 1000hp remaining?
RF burn is based on your maximum life and maximum energy shield. Amounts you have spent, lost or reserved do not affect the maximum value.
Hello

I was wondering if it is possible, or is there a future update coming, that updates the Righteous Fire Character Offence/Misc/Defence section.

Trying to figure out what the DPS is a nightmare.
Working it out just based on Life and ES does not give a true total.
With all the different bonuses and penalties from the passive tree, as well as equipped item bonuses, I would love to see a correct total.
All the Offence section shows for me atm is; burning damage increase, cast speed increase, casts per second, and stun duration.

Giving a DPS rating in the Offence section of the Character screen, gives players the opportunity to see what passive nodes, item bonuses, and support gems actually work.

All other Gems (melee, spell, auras, totems) give totals(?).

Please think about adding Righteous Fire dps in the near future.

Thanks

(ps I think it would stop a lot of "discussion")
With the upcoming update, I'm assuming there will be a nerf to Righteous Fire, and would just like to throw out my opinion on the skill based on my usings of it.

I have a Righteous Fire MF character, with around 280% rarity and 90% quantity and it's one of the easiest magic finders I have used before, with the whole point of stacking health and regen, the damage output is insane for such an easy skill and I believe the damage portion (based on your hp/es) needs to be nerfed.

HOWEVER

The nerf should not affect the spell damage given by RF. As it stands now, RF is used as a primary damage dealer instead of a buff that needs specialist gear to run.

Ways that Righteous Fire can be changed:

Reduce the damage RF deals based upon your maximum fire resist (It becomes a short duration damage nuke)
Straight up reduce the damage burn from RF
Make RF Burn for more self damage based on how many enemies are being burnt currently (Them being on fire burns you for damage too)
Enemies burn for the same amount that you do (Their damage taken is based upon your fire res)
IGN: AintNotKeen/FistMyCyst
Last edited by heathy95 on Jul 25, 2014, 4:02:28 AM
Snapshotting with Catalyst/redbeaks might not work in the next patch, but - I'm about to go into a RF build and I'm very curious which effects the snapshotting fix next patch will have.

I guess RF will still remain on even if used in the weapon swap? Otherwise it would to easy to wepswap it off for burst builds.

I can see several options where you can still save one gemslot and get a decent running RF if this is the case. However not as OP as redbeak low life increases (lol)

Was thinking of using:



or even Searing Touch.

Last edited by Harmster on Jul 25, 2014, 7:34:43 AM
Just curious, do the support gems that add damage (Inc Burn, Conc Effect, etc.) to RF make you also take more damge?

RF gem states that we take 90% of life as damage per second, so do these gems make the damage go above the 90%?
IGN - Zginc
no

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