5 passive points for Arcane Potency?
Hi guys, quick question. Is it efficient enough for me to invest 5 passive points to get the arcane potency cluster or would it be wiser to invest those points in raw damage or even cast speed?
Cluster gives me 50 spell crit and 30 spell crit multi. (I need to deviate away from the core pathing and spend 2 points on int to get there.) Build: Crit EK Last edited by gtrans#4236 on Aug 18, 2015, 7:11:34 PM
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My general impression from games is that because Critical Chance and Critical Multiplier synergize so well, no matter what type of game you're playing, if you're going crit, you need to commit pretty hard for it to make a noticeable difference. So, instinctively, the answer would be "yes, it is worth it," given that crit is important enough in your build to find its way into your build name.
Let's maybe take a look at a few examples? ----- Firstly, we note that each x% increase in critical multiplier adds 1.5 * x% to the critical multiplier (because 150% is the base critical multiplier, so increases apply to that base). Secondly, we note that Ethereal Knives' base critical strike chance is 6%, which means % increases in critical strike chance will scale based on that (100% increased crit chance will give +6% crit chance). Let's assume that instead of spending 5 points towards Arcane Potency, you go for the Spell nodes near Templar: Light of Divinity and Retribution. Just so that we have something comparative to work with. That would give you a total of 29% increased Spell Damage and 9% increased Cast Speed. Case 0*: Assuming existing 0% increased Spell Damage and existing 0% increased Cast Speed: Base DPS multiplier: (1+0.5+0.29) * (1+0.09+0.1) = 2.1301 More DPS from Spell Damage/Cast Speed nodes: 113% more DPS Case 1: Assuming existing 50% increased Spell Damage and existing 10% increased Cast Speed: Base DPS multiplier, initial: (1+0.5) * (1+0.09) = 1.635 Base DPS multiplier, final: (1+0.5+0.29) * (1+0.09+0.1) = 2.1301 More DPS from Spell Damage/Cast Speed nodes: 2.1301/1.635 = 1.3028 (approx) = Approx 30.3% more DPS Case 2: Assuming existing 100% increased Spell Damage and existing 20% increased Cast Speed: Base DPS multiplier, initial: (1+1) * (1+0.2) = 2.4 Base DPS multiplier, final: (1+1+0.29) * (1+0.2+0.1) = 2.977 More DPS from Spell Damage/Cast Speed nodes: 2.977/2.4 = 1.24 (approx) = Approx 24% more DPS Case 3: Assuming existing 200% increased Spell Damage and existing 30% increased Cast Speed: Base DPS multiplier, initial: (1+2) * (1+0.3) = 3.9 Base DPS multiplier, final: (1+2+0.29) * (1+0.3+0.1) = 4.606 More DPS from Spell Damage/Cast Speed nodes: 4.606/3.9 = 1.181 (approx) = Approx 18.1% more DPS Case 4: Assuming existing 300% increased Spell Damage and existing 40% increased Cast Speed: Base DPS multiplier, initial: (1+3) * (1+0.4) = 5.6 Base DPS multiplier, final: (1+3+0.29) * (1+0.4+0.1) = 6.435 More DPS from Spell Damage/Cast Speed nodes: 6.435/5.6 = 1.1491 (approx) = Approx 14.9% more DPS Case Alpha: Assuming existing 0% increased Critical Strike Chance and 0% increased Critical Strike Damage Critical DPS Multiplier, initial: 1 + 0.06 * (1.5 - 1) = 1.03 Critical DPS Multiplier, final: 1 + (0.06 + 0.03) * (1.5 + 0.45 - 1) = 1.0855 More DPS from Critical nodes: 1.0855/1.03 = 1.0539 (approx) = Approx 5.4% more DPS Case A: Assuming existing 130% increased Critical Strike Chance and 30% increased Critical Strike Damage Critical DPS Multiplier, initial: 1 + ((1+1.3) * 0.06) * (1.5 * (1+0.3) - 1) = 1.1311 Critical DPS Multiplier, final: 1 + ((1+1.3+0.5) * 0.06) * (1.5 * (1+0.3+0.3) - 1) = 1.2352 More DPS from Critical nodes: 1.2352/1.1311 = 1.092 (approx) = Approx 9.2% more DPS Case B: Assuming existing 230% increased Critical Strike Chance and 60% increased Critical Strike Damage Critical DPS Multiplier, initial: 1 + ((1+2.3) * 0.06) * (1.5 * (1+0.6) - 1) = 1.2772 Critical DPS Multiplier, final: 1 + ((1+2.3+0.5) * 0.06) * (1.5 * (1+0.6+0.3) - 1) = 1.4218 More DPS from Critical nodes: 1.4218/1.2772 = 1.1132 (approx) = Approx 11.3% more DPS Case C: Assuming existing 375% increased Critical Strike Chance and 106% increased Critical Strike Damage Critical DPS Multiplier, initial: 1 + ((1+3.75) * 0.06) * (1.5 * (1+1.06) - 1) = 1.59565 Critical DPS Multiplier, final: 1 + ((1+3.75+0.5) * 0.06) * (1.5 * (1+1.06+0.3) - 1) = 1.8001 More DPS from Critical nodes: 1.8001/1.59565 = 1.1281(approx) = Approx 12.8% more DPS *Why did I number this case 0? In case you're new to building characters, in order to maximize DPS, you need a combination of all four stats: Cast Speed, Increased Damage, Critical Strike Chance, and Critical Strike Multiplier. If not, sorry for preaching to the choir. Thus, Case 0 almost certainly guarantees raw damage/cast speed would be better, and almost certainly is not happening on your current build. ----- So, surprisingly, spell damage and cast speed might be the better choice for you, especially since there aren't many Physical Damage nodes in the tree. This means only Spell Damage nodes would boost 100% of EK's power, which makes each Spell Damage node more valuable, but also means you might have to stray even more points to get to Spell Damage nodes. Of course, the optimum would probably be to get both the crit cluster and raw damage/cast speed nodes. Need game info? Check out the Wiki at: https://www.poewiki.net/
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Haha m8. thanks for that answer. Kinda went overboard with the calculations. Although, I cant say I didn't appreciate the read.
Just after a quick thought, I figured no, I wouldn't use 5 points on those JUST NOW. I'll leave that as a luxury for late game. Something around 90+. For now, literally every other nodes that I can find is more efficient than Arcane Potency. Thanks again :) Last edited by gtrans#4236 on Aug 18, 2015, 7:21:28 PM
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