Shockwave Totem Math 0.3.0 (spreadsheet) -- UPDATED

I put together a spreadsheet comparing Shockwave Totem from 0.2.0 to 0.3.0 here:

https://docs.google.com/spreadsheets/d/e/2PACX-1vR8h_oSvS_HBmI763dTJBqwUGptmIT8SY5VQpbj21_BLZf5uB4qbc4-OvQ77HLjQjfI6JsdYZC8SEL3/pubhtml

TLDR: You need to explode Jagged Ground

I identified a level-appropriate base weapon type used at each of the various gem levels (as determined by player level requirement). If it was really close, I tended to pick a mace that was a level or two above the the requirement since you'd likely upgrade the weapon shortly after upgrading the gem. Data sources are referenced in the document.

Obviously nobody is going to use a white base weapon on its own -- everyone will use the best rare they can slot. I didn't want to estimate how much 'increased damage' a typical weapon would have because that's just a circular debate that will never end.

From the computations, we see how far apart the base weapons are from the original 0.2.0 totem weapon damage. I then computed how much added damage you'd need to break even (assuming no increased weapon damage).

With base level weapons, the 0.3.0 Shockwave Totem is very underwhelming -- BUT -- all that changes when you consider Jagged Ground.

The second tab shows the effects of exploding Jagged Ground with the totem's slam attack. Remember Jagged Ground explosion got a significant boost for shockwave totems in 0.3.0. Now all damage numbers look way better!!! In fact 2H maces are all more damage than the 0.2.0 version. The 1H maces fall off at higher levels. Both 1H and 2H falloff a bit at gem level 20 (vs. gem level 19) because there is no mace upgrade at character level 90.

Remember this is with base (white) maces -- you cannot get lower damage than what is shown in the table. The only direction is up :).
Last edited by Kozikuru#3127 on Aug 24, 2025, 8:25:58 PM
Last bumped on Aug 26, 2025, 8:30:23 AM
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Am I missing anything that would make 0.3.0 look better?


For clearing, use leap slam + bone shatter
For st, basic attack until you get end game stuff to spec RS or the mace throwing skill

That's probably it for warrior this league. Maybe warcries will be decent? Probably not, unless you're a warbringer.
Last edited by FPSPV#4195 on Aug 24, 2025, 4:35:58 PM
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FPSPV#4195 wrote:
"
Am I missing anything that would make 0.3.0 look better?


For clearing, use leap slam + bone shatter
For st, basic attack until you get end game stuff to spec RS or the mace throwing skill

That's probably it for warrior this league. Maybe warcries will be decent? Probably not, unless you're a warbringer.


Im probably going fire titan, and im going to hate it, and continue to feel that way about poe2.

If its good, and endgame is better ( i doubt it) maybe this game stands a chance (i doubt it)
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FPSPV#4195 wrote:
"
Am I missing anything that would make 0.3.0 look better?


For clearing, use leap slam + bone shatter
For st, basic attack until you get end game stuff to spec RS or the mace throwing skill

That's probably it for warrior this league. Maybe warcries will be decent? Probably not, unless you're a warbringer.


That's not bad advice, but doesn't really address how much worse the damage is on Shockwave Totem in 0.3.0.

I updated the table to have an example using 1H mace with a 40% increased damage affix. This is a huge value at low levels and a mediocre value at high levels. Regardless, it did not raise the damage above 0.2.0 levels on its own.

You'll need a combination of added damage and increased physical damage just to break even. It's debatable how much of an increase would be considered achievable by the average player (i.e. not mirror crafting or buying 10 div weps).
leap slam -> boneshatter is so incredibly boring and dangerous. If we had frostblink this might be playable. If you leap slam into dangerous rares without realizing it before you get there you have potential to have a bad time.

What other class tries to force you to jump in the middle of packs to be able to clear? with no way to get out of the pack once youre there.

Did we get phasing or something in .2 and i didnt know about it?
Ok I figured out what was missing... Jagged Ground explosion!!!

If you add in Jagged Ground the damage skyrockets. Since the totems attack 50% slower, it should be easy to slip some jagged ground attacks into your rotation between the totem slams.

It gets a little janky if you have multiple totems trying to get the same number of jagged grounds out between all the totem slams -- but it seems like the only way to go to make shockwave totem good in 0.3.0.

I edited my original post to reflect this new information.
Last edited by Kozikuru#3127 on Aug 24, 2025, 6:39:40 PM
I did some further testing and the jagged ground explosions look viable -- primarily because the jagged ground is not consumed with the explosion.

So if you have 4 totems and 4 patches of jagged ground, you're getting 16 explosions every attack cycle (which is anywhere from 1.3s to 1.8s depending upon base weapon type).

Earthquake obviously makes jagged ground -- one per swing with 75% of base attack speed.

Volcanic fissure gets interesting with the jagged ground support -- 50% chance to get a jagged ground along the length of the fissures (we get 3 by default in 0.3.0). There's a c/d of 0.2s to erupt a fissure, but that's not really a problem because mace is slow, even with 5 totems. There's also an 8 fissure limit. I have not observed a jagged ground limit when triggered via support.

At this point I'm thinking I'll do a shockwave totem + earthquake for league start -- transitioning to volcanic fissure w/jagged ground support at the appropriate level. I still need to examine the fire skill and ignite changes for 0.3.0 to see if there's any synergy with this build concept.
The tag "physical" will be removed from shockwave totem.

Can you use heft and brutality support on it?
34pre98qua
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stkmro#2432 wrote:
The tag "physical" will be removed from shockwave totem.

Can you use heft and brutality support on it?


That's a really good question. I'm not sure why physical was removed from the totem, other than to prevent "Physical Mastery" support from being used. That doesn't really seem like a good motivator. Maybe it'll become clear after 0.3.0 launches.

That being said, I carved a "Molten Blast" skill gem: https://poe2db.tw/us/Molten_Blast

This gem does not have a physical tag, but I was able to slot Brutality support in it, along with Heft. That suggests Shockwave Totem should get to use the physical supports.
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Kozikuru#3127 wrote:
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stkmro#2432 wrote:
The tag "physical" will be removed from shockwave totem.

Can you use heft and brutality support on it?


That's a really good question. I'm not sure why physical was removed from the totem, other than to prevent "Physical Mastery" support from being used. That doesn't really seem like a good motivator. Maybe it'll become clear after 0.3.0 launches.

That being said, I carved a "Molten Blast" skill gem: https://poe2db.tw/us/Molten_Blast

This gem does not have a physical tag, but I was able to slot Brutality support in it, along with Heft. That suggests Shockwave Totem should get to use the physical supports.


I think physical tag is just a mere indication of the base damage type of the skill just like other elemental tags and it doesnt prevent you from using fire, cold and lightning infusions.

As long as there is a damage conversion involved you can use both physical and elemental supports, thats why molten blast can have brutality and heft without the physical tag on it.

They removed phys tag because totem in 0.3 will basically use our weapon to deal damage which can have multiple damage types so instead of adding every single tag they just removed physical to avoid wall of text (totem, melee, slam, physical, fire, cold, lightning, AoE, Nova, duration).
Just guessing.

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