Soul Eater Double Strike trait works terribly

So I decided last week to build a double strike slayer to play with this passive. So I spent hours getting a weapon made, then reroll the character.

I then equipped the sword was was deeply disappointed. The trait is literally correct, and even though it says "100% chance", in reality, its like 30-50% chance.

Why? Anything specifically not double strike doesn't proc it. I believe impales, melee splash, or your extra strike clones cannot proc it. its hard to test specifically, but I noticed if I'm on directly on top of the rare, I never get soul eater.

Its just so disappointing, it was part of my league start plan.
Last bumped on May 18, 2023, 10:10:51 AM
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I've done some testing with this trait as well and I can confirm that the proc rate is a lot lower than expected.

To test this I ran several blood aqueduct with the same setup each time. The setup was dual wielding claws, one of the claws with the trait (50% chance to proc on killing rares) and one without, no totems, no minions, no HoA crawler, nothing but my own hits and poison.

In total I killed 47 rares and given a 50% proc chance I would expect around 23.5 procs or at least close to that.

The actual amount of procs I got was 10 out of 47 killed rares. Or about 20%

Possible reasons:

The description is wrong and the real number is something else.
The trait is local and only count killing blows with that weapon.
Mobs killed by poison and not a hit doesn't count for the proc
The sample size was to small and it is in fact 50% (unlikely)


My guess would be on number one or number two.
Number two seems to be contradicted by OP, but I haven't tested with a 2-hander my self.

Number three seems unlikely, but it is easily tested by removing any source of dots from the build.

It seems more likely that it's a case of a faulty description however.
is soul eater refreshed or it runs its 20 secs course and then restart from scratch
apparently it doesnt refresh on new kills which is fine as then your souls would keep resetting to 0 on every rare kill

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