Deadeye Keystone Nodes should be more generic

Can anyone clarify how the additional projectile from Endless Munitions works with LS? Does it spread 4 projectiles in an arc, or does it send the 1st 3 projectiles and then an additional projectile behind the 1st center projectile? Fk me.
"
Ceryneian wrote:
Can anyone clarify how the additional projectile from Endless Munitions works with LS? Does it spread 4 projectiles in an arc, or does it send the 1st 3 projectiles and then an additional projectile behind the 1st center projectile? Fk me.


It will spread 4 projectiles.
Have you made a cool build using The Coming Calamity? Let me know!
My eyes glazed over at some point. :P
Mercenaries: 100
SC: 95 97 96 100 95 96 97 98 95 97 96
HC: 96(dead)
Character archive: view-thread/963707
"
ephetat wrote:

"
Snorkle_uk wrote:
Freeze Pulse will get the bonus if you have pierce change greater than 0%, but it wont automatically get 100% from naturally having 100% pierce I dont think.


It should actually get the bonus... IIRC Freezing Pulse currently gets the damage bonus from Drillneck.



if I stick in a pulse gem on a random non spell, non pierce character it has 3,071 dps, if I then equip a drillneck I get 3,228 dps. That seems to me like its giving me 10% increased damage from the quivers implicit 10% arrow pierce, not 110% increased damage from the implicit + freeze pulses 100% 'pierce chance'. I dont think fp actually has any in built pierce chance, even the gem simply says "an icy projectile which has a chance to freeze enemies it passes through." Thats the wording, it doesnt describe the way it passes through enemies as piercing or quote a % chance to pierce for the skill.

I think it will work with pulse, but only if you support pulse with pierce or spec the global pierce on the tree. I could be wrong though.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
"
Snorkle_uk wrote:

if I stick in a pulse gem on a random non spell, non pierce character it has 3,071 dps, if I then equip a drillneck I get 3,228 dps. That seems to me like its giving me 10% increased damage from the quivers implicit 10% arrow pierce, not 110% increased damage from the implicit + freeze pulses 100% 'pierce chance'. I dont think fp actually has any in built pierce chance, even the gem simply says "an icy projectile which has a chance to freeze enemies it passes through." Thats the wording, it doesnt describe the way it passes through enemies as piercing or quote a % chance to pierce for the skill.

I think it will work with pulse, but only if you support pulse with pierce or spec the global pierce on the tree. I could be wrong though.


Ah, okay. From this information I figure the explanation is the following:

- Drillneck grants 10% Global (applies to the player, inherited by Skills) Arrow Pierce Chance.
- Drillneck's projectile damage bonus is derived from Global Arrow Pierce Chance only.
- Freezing Pulse has 100% Local Pierce Chance (applies to the skill only, enabling it to pierce as it does) but can still query the 10% Global Arrow Pierce Chance from the Player, and gets the 10% proj. damage bonus.

If this is correct, speccing the Pierce nodes on the passive tree (adding Global Pierce Chance to the player) will boost FP damage, but the Pierce support gem (adding Local Pierce Chance to the skill) will not.

Also, Infractem's Arrows Always Pierce mod is Global and sets Arrow Pierce Chance to 100%, allowing for the full 100% bonus from Drillneck.
Have you made a cool build using The Coming Calamity? Let me know!
"
If this is correct, speccing the Pierce nodes on the passive tree (adding Global Pierce Chance to the player) will boost FP damage, but the Pierce support gem (adding Local Pierce Chance to the skill) will not]

It's not correct. Mark explicitly stated this is not the case.

"
Mark_GGG wrote:
"
Char1983 wrote:
And, even more tricky: If I use Fireball with Pierce support, will skilling Powerful Precision increase the Fireball skill crit chance?
Yes.
Last edited by Fearmonger#4921 on Feb 26, 2016, 5:16:04 PM
all these 'pierce+Deadeye' questions while vague etc screams 'CoCS buffs' :/

that destructive playstyle should not get any more buffs and this passive might be one huge buff to it
I don't really understand Deadeye.


At a first glance it seems to be the choice for bow builds but then you find out that the bonuses work for spells and non bow ranged attacks as well.

As others stated, it seems like Deadeye will become the choice for all the mindless offscreen CoC builds and casters instead of being something meant for bow users. I don't think those bonuses should work for anyting but bow skills.


Then you notice the forced pierce chance, which cripples builds relying on chain.

The chance to pierce bonus should be moved to an optional node. As it stands right now, and being a bow user, I have no reason to pick Deadeye since it would be counter-productive for my build.
Just tested (tooltip only) Drillneck + Siege Ballista + Pierce Support: Excess pierce chance (>100%) does not seem to increase damage. So it is probably capped at 100%.

If the "Powerful Precision" keystone works accordingly it looks rather weak to me for skills which already have pierce. Or those that do not want pierce.

What I dislike about the Deadeye tree is the choice restriction for non-attack builds.
IE: Use Chain => only "Powerful Precision" is viable.
No wonder it's lost, it's in the middle of the jungle!
"
Zrevnur wrote:
Just tested (tooltip only) Drillneck + Siege Ballista + Pierce Support: Excess pierce chance (>100%) does not seem to increase damage. So it is probably capped at 100%.

If the "Powerful Precision" keystone works accordingly it looks rather weak to me for skills which already have pierce. Or those that do not want pierce.

What I dislike about the Deadeye tree is the choice restriction for non-attack builds.
IE: Use Chain => only "Powerful Precision" is viable.


thats bad news :-( was hoping it would work based on wiki saying "A projectile with a chance to pierce of 100% or more will always pierce", but I guess arrow pierce is capped on 100% while projectile pierce can go higher. EDIT: or wiki is wrong as Mark_GGG stated in post https://www.pathofexile.com/forum/view-thread/915852/page/2#p7790554 that pierce can never be higher than 100%

idea was spectral throw + powerful precision for 200% increase crit on start of the projectile movement
Last edited by Taudlitz#7803 on Mar 1, 2016, 10:18:19 AM

Report Forum Post

Report Account:

Report Type

Additional Info