Frenzy Charge gain stacking
There are a lot of different ways of obtaining frenzy charges, especially on kill. I remember that when wearing Blood Dance and using Blood Rage they were NOT additive, i.e. it was possible to gain 2 frenzy charges by killing a single enemy. They do have the exact same phrasing though. But I could remember it wrong.
The phrasings:
Do any of them stack? Can anyone perhaps test this? The phrasing does suggest that Blood Rage, Blood Dance and Ice Bite are additive while Poacher's mark is not. Great PoE utilities!
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Ice Bite and Blood Rage aren't additive. You can get 2 for 1 kill.
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Ok, thanks already. Then I suppose none of them are additive? Is there someone who can confirm this?
And wow, GGG inconsistent in naming their effects? :p Great PoE utilities!
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Setup: Blood Dance (21%), Blood Rage (25%), Ice Bite (40%). First kill generated two Charges.
Removing Ice Bite from the equation and killing everything else in the Strand never generated two Charges again. Seems like only Ice Bite is a separate roll; it's statistically unlikely to be bad luck. Poacher's Mark is a separate roll. |
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Thanks Viper for checking it!
Great PoE utilities!
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While we are at it - the "more 4% damage from each f.charge", how does it stack?
Is it a product like all other "more" modifiers so for 3 charges I get 1-(1.04)^3=12.49% more damage? Or maybe they are just added to determine one "final" modifier, which in case of 3 charges would be 12% more? And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
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It's one single modifier, just like Incinerate stacks, so 12%.
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Generally speaking, everything that has the same name is additive (except apparently Ice Bite), everything that has a different one is multiplicative. In the case of increased vs more damage, they both actually do the same. Suppose you are a low-life incinerate build and have as stats the following:
This would give you 100% increased damage and 342% more damage in total. The formula for the complete damage would then be TotalDamage = BaseDamage * (1+%increased) * (1+%more) and as you can see, increased and more do exactly the same. The reason %more damage is highly valued is because it is harder to get. If you have a 100% modifier to divide among both %increased and %more, it is most efficient is they have both at 50% rather than 100% more and 0% increased. Since you'll almost always have more %increased, any percentage invested in %more will be more efficient than %increased. Unless you use Incinerate, then %increased is very efficient. One of the reasons why the skill does so much damage with a low investment. Great PoE utilities! Aura Calculator: https://poe.mikelat.com/ Vorici Chromatic Calculator: http://siveran.github.io/calc.html One-shot calculator: https://goo.gl/IJhYDx Last edited by didii#2669 on Nov 19, 2015, 7:56:03 AM
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Frenzy Charges, Pain Attunement and Incinerate stacks are all separate multipliers though; the calculation would be base * Increased * More * More * More.
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Oh really? ... Well, that does explain why my 7 frenzy charge incinerate build is so incredibly strong I can stunlock some rare enemies with it. The charges would indeed not do that much if they were additive.
Well, thanks again Viper! A valued poster you certainly are :) Great PoE utilities!
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