So how much can Monkey King Bar hurt? [theorycrafting]

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ManiiNames wrote:
Testing w my L13 character and the staff.

Duellist, 121 STR, 28% increased melee physical dmg from nodes by Duellist start. 20% Quality Staff is 38 damage.

(38 Staff) x ((+120% from Staff STR Bonus) + (+24% from STR) + (+28% from nodes)) = 38 x 2.72 = 103, which is dead on for the tooltip so this calc is the correct one.



I just barely got to 13 so that I can equip it, haven't played w gems or anything else yet, that's why the socketed gems look weird =)

Now equip 1-2 plain iron rings and tell us the results.
Unarmed for life! (although I do like maces too recently)
Strength stacking: lightning strike with iron grip is gonna be awesome, triple dipping on strength.
A friend tried this staff and as far as i know, add physical damage from stuff, are added at the end of the damage formula.

23-38 base dmg with let s say 10-15 add phys from ring, won t give a 33-53 base staff dmg to be multiplied by the strenght.

I might be wrong tho, as we didn t speak more than this about this item, and didn t test it myself.
Maker of ZeeL's Amplifier.
Testing w my L13 character and the staff.

Duellist, 121 STR, 28% increased melee physical dmg from nodes by Duellist start. 20% Quality Staff is 38 damage.

(38 Staff) x ((+120% from Staff STR Bonus) + (+24% from STR) + (+28% from nodes)) = 38 x 2.72 = 103, which is dead on for the tooltip so this calc is the correct one.

If I add a basic Iron Ring (add 1-4 physical) then the damage changes from 103 to 107. The 1-4 is not augmented by the staff.

If I add a basic Paua ring I found on the ground that had "add 1-2 physical" then the damage changed from 103 to 105.

Conclusion - the staff is behaving the same way everything else does right now and not multiplying the "Add X-Y Physical Damage" mods, those bonuses are simply added on at the end.

Last edited by ManiiNames#0307 on Apr 12, 2013, 9:12:37 AM
Well that sucks hard. So all the theorycrafting is wasted time as this staff doesn't have the potential everyone was looking for. Even with 1k strength (which is absurd to get) you will only have ~300 average damage per hit :(

I really do hope they will change this later on as in str bonus becomes more dmg and flat physical dmg gets added to weapon base dmg (so that it gets enhanced by the increased dmg mods on it).
Unarmed for life! (although I do like maces too recently)
Mark said that they are looking to make it so that +flat damage from items are affected by increased phys damage/weapon damage and so fourth.

It would make sense as at the moment, elemental flat damage is being increased by ele damage/weapon ele damage etc.

Until that is changed, this item will be gathering dust :D.

Edit: http://www.pathofexile.com/forum/view-thread/313526 thread where Mark discusses this.
ign KlearSpeed

1.3 Torment - Scion Kinetic Build Guide (HC Viable)
http://www.pathofexile.com/forum/view-thread/1146976
Last edited by iMbaQ#2112 on Apr 12, 2013, 6:02:47 PM
Right now it sucks monkey balls. on my level 36 Dualist I've tried it with 516 strenth 168 Dex and 142 Int and the damage it deals is less than half of when I equip a simple


I got my physical damage up by using these


Such a shame. This item could have been so much fun to use. Even the aoe increase is pointless if you have to give up your wand/redbeak/shield to use this.
To make this weapon to scale like crazy you need flat physical. More than increased physical damage, you need added physical. Going for the new 60 dmg helm, Meginords, A normal amulet with +26dmg instead of the Astral, 2 iron rings with 15physical each, and physical dmg gloves. Extra str is secondary since you can get it with passives. Since say 600str would be 600%+120%=720%
and 720% + 25%physical from the unique belt aint that great.
I did calculations, you can do an epic sweep build with massive hp, str and dmg. it hit around 6-7k dmg. It works (mainly because of the new unique helm :P)

unless it only works with the weapon, In that CASE.... ugh, not very good...
Last edited by DeadFrogs#1751 on Apr 12, 2013, 9:36:46 PM
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DeadFrogs wrote:
To make this weapon to scale like crazy you need flat physical. More than increased physical damage, you need added physical. Going for the new 60 dmg helm, Meginords, A normal amulet with +26dmg instead of the Astral, 2 iron rings with 15physical each, and physical dmg gloves. Extra str is secondary since you can get it with passives. Since say 600str would be 600%+120%=720%
and 720% + 25%physical from the unique belt aint that great.
I did calculations, you can do an epic sweep build with massive hp, str and dmg. it hit around 6-7k dmg. It works (mainly because of the new unique helm :P)

unless it only works with the weapon, In that CASE.... ugh, not very good...


you have to admit that the term +25% physical damage on a belt is a little vague as to exactly how it will interact with this staff. GGG REAAALLY needs to get more precision in how they describe all these modifiers

not everyone is gonna do hours and hours of research like Kripp might, some people just want to look at their gear look at their passives and play the dam game without all the guess work, this is one of my two major gripes with this pretty awesome ass game
What you all seemed to miss is that flat physical dmg is not affected by the % increased dmg the staff offers, it is just plainly added to the dmg after all the calculations (some poster above tested it), so even with tons of flat phys dmg it won't be that good, not to mention that you sacrifice important armor slots for some uniques and won't be tanky enough to play the game or maps.
Also, the increased dmg from items like Magnate, Ezomyte or Daresso is 'more dmg' meaning that it actually increases the % increased dmg from the staff multiplicatively (say you have 1k strength and therefore 1000% increased dmg, then a Magnate would make that 1250% increased dmg).
Unarmed for life! (although I do like maces too recently)

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