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They should be back up in approximately .Reaper melee hit and poison in PoB
I am working on my Reaper build in PoB, but there are some things i find very strange.
The Melee Physical Damage support seems to not apply its bonus to some of the special abilities of the Reaper, like "Whirl". Is this a mistake in PoB, or is it because those attacks are not melee hits, but maybe spells instead? If it is the later then that is a major trap for players, as they surely look like melee hits. Poison seems to not benefit from increases to physical damage. I thought a bigger physical hit would give more poison damage, is this not so? Even more strange, poison DPS seems to not depend on the attack speed, but surely more stacks should give more DPS? Last bumped on Aug 6, 2021, 4:53:35 PM
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PoB is not officially supported by GGG and is prone to mistakes, especially with new content. The fact that you see the skill makes me assume you are using the community fork, but if you aren't then you have a very outdated program.
PoEDB tags every ability Reaper has as an attack except for Dash. Bear in mind several of those attacks have the trigger tag, but that isn't relevant to your question. Poison base damage is 30% of the combined physical + chaos damage per second for 2 seconds. The overall damage can be increased by larger initial hit, extending the duration, reducing the tick rate within the duration, DoT multiplier, or increased chaos damage (believe it buffs physical poison only). |
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PoEDB has only the default attack and the ultimate as having both "attack" and "melee". Is PoEDB trustworthy? In that case it seems like a bug to not have the correct melee tags.
My understanding of poison is as you say, however I noticed that the Chance to Poison support gem in-game, says "...based on the 'base' physical and chaos damage...". That could be without the physical % modifiers. If not then PoB is wrong. I am using the newest community version. |
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PoEDB data mines it's information. It's going to be as reliable as any source other barring a GGG employee (love you Mark!).
All melee skills are attacks, but not all attacks are melee. Melee refers to the type of weapon (unarmed) Reaper uses. Attacks refer to damaging skills that are not spells. I'm assuming the triggerable tag replaces the melee tag, but actually looking at it again because all those skills lack the melee tag, none of them would benefit from "Melee" Physical Damage Support. PoB would be correct to not calculate it. |
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Ok thank you for the information. I will report it as a bug, as that is completely unreasonable for the player to figure out.
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Minions have always been sort of a mystery when it comes to scaling dmg.
PoB does already help out a lot since minions dont even have an ingame tooltip xD Poison can be used to scale minions quite a bit if you are using other minions as well. Reaper on its own wont do much. United in Dreams is a weapon you definitely want to take a look at and then find a way to hit the enemy as often as possible to stack poison best you can. https://youtu.be/Hn1z8ydQjzM This is a very old video showing what poison minions can or rather could do to endgame bosses. Keep in mind tho - this is outdated content! However animated weapons still exist in the game and can be used to apply a lot of poison stacks and also help out clearing maps, which is where Reaper lacks the most. |
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There is no mystery to how there damage scales, they scale with Levels. The best options for all minion damage is sharing power charges, frenzy charges, flat phys added on abys jewels, minion damage nodes and most important lv 4 empower or at least lv 3 empower. Minion attack speed is good and a little survivability is also. Try and get a chest piece that has the +1 level to socket gems that will give two more levels to your minions, one strait up and one extra from empower. PS reaper is trash sorry they need to buff it.
Last edited by Hurrin#0418 on Aug 6, 2021, 4:54:17 PM
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