Increased Volatile Dead Dmg Enchant

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Increased Volatile Dead Dmg Enchant 9,9/10 5708 votes

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  1. Increased Volatile Dead Dmg Enchant List
  2. Increased Volatile Dead Dmg Enchants
  3. Increased Volatile Dead Dmg Enchant 4
hello man,i just started the league 2 days ago, i had exams :(, and well the price of the pen are 40c each, so im leveling atm with EQ, following the tree but taking some physical nodes to do more damage, do you recommend any skill to level instead EQ?, or ill need to follow a EQ tree and then respec to your build?
Thanks in advanced, i just got in love with this build man, is awesome!
Posted by
on Dec 18, 2017, 10:15:24 PM
Any suggestions for easy dex and int early on? That seems to be an issue for me.
Posted by
on Dec 18, 2017, 10:51:49 PM
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Any suggestions for easy dex and int early on? That seems to be an issue for me.

Search for cheap amulets on poe.trade!
Also, Enchant on Abyssus seems like a bad idea right?
Posted by
on Dec 18, 2017, 11:05:32 PM
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Love the build, i dont have Kaom so using a Carcass Jack Varnished Coat and Ice spear insted of GMP in the pen works wonders , dont have the head enchant yet.
In my 5 link i have Additional Accuracy Support for the bonus to crit from gloves.
Eny tips for improvement ?

Your gear looks solid. I'd recommend getting Acuities and the helmet enchant, drop Carcass Jack for Kaoms' Heart if you want more life. Life on boots and Opal rings are also nice things to have.
Not sure how good running 2 active skills in Poet's Pen is since you're going to reduce your corpse output.

thx
when i started doing maps at lvl 67 the survivability whos realy bad whit 3.5k life , ice spear helped out realy good the first few levels.
Posted by
on Dec 19, 2017, 12:05:12 AM
So ive started playing this build today. And it definitely is one of the most fun leveling experiences i had. Poet's Pens are just amazing. Stuff just melts.
Unfortunately the ball AI is just utter shit. If a boss spawns lots of adds. The balls freak out and single target dps goes down the drain. I havent played much with SRS but i think it suffers from the same issues.
Posted by
on Dec 19, 2017, 12:13:42 AM
Just a little update for some poor people on HC like me. I am using a 40% increased dmg volatile dead mod on a Starkonja which I got for 15c. Instead of Unearth, LMP, GMP with the good enchant I am using Unearth, LMP, and Blind/Culling strike (not sure which is better). Still melting most things.
I can't afford a Kaom's yet so i am running with QOTF/Atziri Step/Grace combo and it is actually working pretty well. I picked up 'Sentinal' and MOM for extra evasion/defense. So far so good. I might consider respecing into VP at some point but for now this is working out well.
Posted by
on Dec 19, 2017, 1:25:18 AM
Yeah im having the same issue. Im jumping up to 4.39 APS when getting hit.
Posted by
kalanikila
on Dec 19, 2017, 1:45:50 AM
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Yeah im having the same issue. Im jumping up to 4.39 APS when getting hit.

I was thinking about pulling out faster attacks for now and throwing in Fortify to deal with this. Bonus for being even tankier.
EDIT: FYI, massive nerf coming to volatile dead helm. 40% damage might better. Given that we are only adding 1 volatile dead, your damage goes from 3x (x = dmg of 1 ball) to 4x. With 40%, you go to 3*(1.4x) = 4.2x.
https://www.pathofexile.com/forum/view-thread/2051270
Posted by
Yoluun
on Dec 19, 2017, 1:47:32 AM
After tomorrow's update, the enchantment will only be available from the Eternal Labyrinth and all existing versions of this enchantment will be changed so that Volatile Dead can only destroy up to 1 additional corpse, down from 2/3 additional corpses.
RIP
Posted by
on Dec 19, 2017, 2:37:56 AM
Hmm right now the enchantment may nerf or go legacy well wait till the patch out then we know
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Posted by
on Dec 19, 2017, 2:39:40 AM

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Increase Your Spell / Weapon Damage. There are lots of ways you can increase your Spell and Weapon Damage. The weapon that you wield into a fight has the biggest impact on your Spell and Weapon Damage values. You’ll notice that all weapons of all types give a damage stat on them – this is both Spell and Weapon Damage and when. PoB says that with Disintegrator 1 ball deals 522 000 damage. We have 6 balls per 1 Volatile Dead cast. We cast Volatile Dead each 0,35 seconds (2,86 casts per second). 522 000. 6. 2.86 = 8 957 520 dps Cyclone itself deals 127 389 dps So in total we are dealing around 9 million dps against mobs and 5.5 million dps against Shaper.

  1. They both have the AoE tag, but its confusing for Volatile coz it spawns those orbs Doesnt VD have a thing that says the orbs or the explosion isnt affected by modifiers to spell damage? Half truth: The explosion of the corpse can't be modified by spell damage, and can't be reflected.
  2. I mean, Rory talked about there being uber lab enchants only for the new skills. I think he was talking specifically about Cremation at the time but it stands to reason that Volatile Dead was meant to follow the same format and that this is indeed a bug.
  3. Volatile Dead Spell, AoE, Fire Mana Cost: (9-26) Cast Time: 0.80 sec Critical Strike Chance: 5.00% Effectiveness of Added Damage: 120% Requires Level 12 Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area.
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Increased Volatile Dead Dmg Enchant List

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InstallEnsure you have 8 or later installed. I'm not interested in adding lots of options. Mac os x dmg torrent. Then run the following: $ npm install -global create-dmgUsage $ create-dmg -helpUsage$ create-dmg destinationOptions-overwrite Overwrite existing DMG with the same name-identity= Manually set code signing identity (automatic by default)-dmg-title= Manually set title of DMG volume (only used if app name is 27 character limit)Examples$ create-dmg 'Lungo.app'$ create-dmg 'Lungo.app' Build/ReleasesDMGThe DMG detects the minimum runtime of the app, and uses ULFO (macOS 10.11 or later) or UDZO as appropriate.

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commented Jan 24, 2018

Increased Volatile Dead Dmg Enchants

Increased Volatile Dead Dmg Enchant 4

Volatile Dead's damage calculation for its corpse explosion is currently including too many damage sources in Path of Building. I assume this could also be true for Detonate Dead and Cremation but I have not tested this.

I will here list the two sources that I find to be incorrectly added to its damage calculation.

  1. Volatile Dead's corpse explosion should not have its damage increased by the flat damage described on the gem itself.
    On a new character in path of building, when you set enemy corpse life to a low amount or zero it lists the damage of Volatile Dead's corpse explosion as being the same as its spell part. This is incorrect and the corpse explosion should do little to no damage in this case.
    I tested this by using a level 1 unearth to create a corpse and using a level 20 volatile dead to consume it so that both damaged the same mob. The corpse explosion is then not even able to kill level 2 monsters while the balls easily kill it as well as monsters in much higher levels.
  2. Volatile Dead's corpse explosion should not have its damage increased by sources that add flat damage to spells (spells being the keyword here) eg. the cremating prefix for weapons which might say 'Adds 36 to 73 Fire Damage to Spells'.
    I have a weapon, a ring (elder) and a jewel that adds fire damage to spells. When I equip either of them in path of building the corpse explosion damage is increased.
    However using either of them with a level 1 unearth and a level 1 volatile dead I did not see any damage increase from the corpse explosion and it was still unable to kill level 2 monsters while I did see a significant increase in the ball's damage.

I have tested the gems Added Lightning Damage Support and Innervate Support as well as The Embalmer gloves and they do add damage to the explosion so I assume all other sources that does not specify spells will still work as Path of Building assumes it too.

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