Phys Dmg To Spell Dmg Poe

Bladefall and blade vortex scaling with spell dmg? So how do you increase these skills damage? Its listed as Spell AOE but does physical damage? So are we stacking physical damage and equiping high phys weapons or we stacking spell damage?

Explosive dmg rifle black ops 4. Call of Duty Black Ops 4 Best Weapons. Call of Duty Black Ops 4 Weapon Tier List. The Call of Duty Black Ops 4 Best Weapons Tier List for Blackout Battle Royal is based on accumulated weapons stats and the meta for each gun type. Jan 18, 2019  Call of Duty: Black Ops 4 – Blackout weapon ranking and best weapons for Blackout mode. Drop into the Blackout map and you’ll find an abundance of weapons and other gear to help you survive in Call of Duty’s new battle royale mode. Oct 16, 2018  Call of Duty has shaken things up with Black Ops 4. The all-new Blackout battle royale mode is just one of those big changes. Like other games in the genre, players drop onto a map, and the last player or team standing wins. Once your boots hit the ground.

  1. Phys Dmg To Spell Dmg Poetry
  2. Phys Dmg To Spell Dmg Poe List
  3. Phys Dmg To Spell Dmg Poe 3
Here's the situation:
I bought this nice wand to try out with a selfcast bladefall build i'm doing (*yes it was pretty expensive)

and I noticed that the phys damage isn't scaling like it would if the 'increased physical damage' were being applied.
Now, before you give me crap about it not saying 'to spells' I will remind you that when there's 'adds 4-15 fire damage' on a weapon (or if you're using a fire skill like molten strike), an affix of '% increased fire damage' will scale attack damage AND spell (say, incinerate) damage.
Also, all the nodes on the passive tree that increase phys damage that DON'T say 'to attacks' or 'with [weapon type]' scale BV, EK, and BF.
What gives? am i doing my math wrong?
Quoting Saltychipmunk:
..I look at the new act 5 boss where you have to hide behind the statues to survive the bullet hell and all I can think is.. how the fuck are zombies going to survive that?
They don't know what hiding is.. they don't know what dodging is.. they are morons.
Last edited by joachimbond on Feb 27, 2016, 6:32:25 AM
Posted by
on Feb 27, 2016, 6:27:57 AM
'
Now, before you give me crap about it not saying 'to spells' I will remind you that when there's 'adds 4-15 fire damage' on a weapon (or if you're using a fire skill like molten strike), an affix of '% increased fire damage' will scale attack damage AND spell (say, incinerate) damage.

That +151% physical damage is a local modifier that applies to your wand's weapon damage. It doesn't apply to spells at all.
Posted by
Starxsword
on Feb 27, 2016, 6:56:02 AM
Just a simple rule to keep in mind:
- Stats on your passive tree are global unless specified otherwise.
- Stats on your items apply only to that item unless they specify otherwise or unless the stat isn't part of the base stats of an item. The base stats are armor/ES/EV, damage, crit chance and attacks per second.
So using your situation as example:
The 'increased phys damage' from your tree applies to your spells as well as to your attacks.
The 'increased phys damage' from your wand will only apply to attacks made by that wand.
The 'increased fire damage' you mention is also applied to spells and attacks, because there is no fire damage in the base stats of the item.
Posted by
Phillybear
on Feb 27, 2016, 7:11:27 AM
'
'
Now, before you give me crap about it not saying 'to spells' I will remind you that when there's 'adds 4-15 fire damage' on a weapon (or if you're using a fire skill like molten strike), an affix of '% increased fire damage' will scale attack damage AND spell (say, incinerate) damage.

That +151% physical damage is a local modifier that applies to your wand's weapon damage. It doesn't apply to spells at all.

You ignored where I stated that '% increased fire damage' applies not only to weapon damage but spell damage. If its this way for elemental damage types, it should hold true for physical damage as well.
I am not convinced by your answer. It doesn't say 'added to attacks' If it were a flat physical increase, yes, I would agree. But I'm not talking about 'Adds #-# physical damage' I'm talking about '#% increased physical damage', which is a whole different story.
Quoting Saltychipmunk:
..I look at the new act 5 boss where you have to hide behind the statues to survive the bullet hell and all I can think is.. how the fuck are zombies going to survive that?
They don't know what hiding is.. they don't know what dodging is.. they are morons.
Posted by
on Feb 27, 2016, 7:33:26 AM
'

The 'increased phys damage' from your wand will only apply to attacks made by that wand.
The 'increased fire damage' you mention is also applied to spells and attacks, because there is no fire damage in the base stats of the item.

weak sauce man.
I would like the wording to be fixed to say 'to attacks', or have the mod apply to all damage, just as elemental tags do.
Quoting Saltychipmunk:
..I look at the new act 5 boss where you have to hide behind the statues to survive the bullet hell and all I can think is.. how the fuck are zombies going to survive that?
They don't know what hiding is.. they don't know what dodging is.. they are morons.
Posted by
on Feb 27, 2016, 7:37:04 AM
'
Here's the situation:
I bought this nice wand to try out with a selfcast bladefall build i'm doing (*yes it was pretty expensive)

and I noticed that the phys damage isn't scaling like it would if the 'increased physical damage' were being applied.
Now, before you give me crap about it not saying 'to spells' I will remind you that when there's 'adds 4-15 fire damage' on a weapon (or if you're using a fire skill like molten strike), an affix of '% increased fire damage' will scale attack damage AND spell (say, incinerate) damage.
Also, all the nodes on the passive tree that increase phys damage that DON'T say 'to attacks' or 'with [weapon type]' scale BV, EK, and BF.
What gives? am i doing my math wrong?

That wand is a very bad wand XD That 151% dmg is just extra dmg of the wand (local, no apply to spells).
Bethesda is known for having good ideas and terrible realization of them. GGG is a Bethesda subsidiary or what?
Posted by
Actkqk
on Feb 27, 2016, 7:53:36 AM
Posted by
on Feb 27, 2016, 8:04:14 AM
Modifiers that can apply locally by default, do apply locally. Wands have a Physical Damage stat, and thus Increased Physical Damage applies to that value, and nothing else. Wands do not deal Fire Damage by default, so Increased Fire Damage can not apply locally - it's a global value.
Daggers have a base Crit Chance of their own, so an Increased Crit Chance modifier would be local. GGG wanted the implicit to be global however, and thus the implicit explicitly mentions the otherwise-local modifier is global instead.
GGG also wanted to have Crit Chance affixes for both Wands themselves, and Spells. Due to wands also having a base Crit Chance, there's two different modifiers; one that is local, and one that is global, applying to all Spells.
If you equip an Astral Plate with 150% Increased Armour, are you going to complain that your other gear doesn't benefit from the Astral Plate's modifier?
You can tell it's a local modifier because the wand's Physical Damage is just about 151% higher than normal, and is turned blue to show it's being modified.
Last edited by Vipermagi on Feb 27, 2016, 12:19:43 PM
Posted by
on Feb 27, 2016, 12:18:04 PM

Phys Dmg To Spell Dmg Poetry

Report Forum Post

Hi everyone.
I have a hard time figuring out which wands, sceptre's, shields etc. to buy for my arc lightning witch, most DPS calculation guides i can find is based on physical damage.
the best i have found is this formula:
avg dmg pr. cast => ((max dmg+min dmg)/2)(spell dmg+elm. dmg + proj dmg)
cast pr. second => 1/(spell cast time/(1+ additional cast speed))
DPS (not. incl. crit) => avg dmg pr. cast * cast pr. second
i am just really confused to where i find the values of the spell dmg, min/amx dmg etc. not to mention the total spell/elemental damaga and cast speed from the passive skill tree ?.
could someone explain this to me ?.. perhaps a guide/tut or even better video explaining it :D
billion thanks.
Last edited by Madsny on Jan 26, 2015, 8:26:42 PM
Posted by
Madsny
on Jan 26, 2015, 8:13:32 PM
Oh hi
The full formula without crit is ((((minD + maxD)/2)*increasedD)*moreD) * ((1/baseCastTime)*increasedCastSpeed)
Increased damage = the sum of elemental + spell + in your case lightning damage
arc does not count as a projectile, so projectile damage wont do anything (you can see the properties of a spell at the top of the tooltip - area, fire, aura, projectile etc)
More damage is limited to a very few items/passives/gems - pain attunement or concentrated effect for example
A little example
MinD = 100
MaxD = 200
Total increased spell/elementalD = 175% = 2,75 multiplier
30 % more spell damage because of pain attunement = 1,3 multiplier
Base cast time = 0.8
Increased cast speed = 50% = 1,5 multiplier
(100 + 200)/2 = 150
150 * 2,75 = 412,5
412,5 * 1,3 = 536,25 <-----your damage per cast
1/0.8 = 1,25
1,25*1,5 = 1,875<-----casts per second
1,875*536,25= 1005<-----damage per second
Min/max damage of your spell can be found on the gem tooltip ( on the gem itself, not on the tooltip at your hotbar) or at the poewiki
Go to poebuilder.com if you want to know the spell damage of your passivetree
Greetings
Last edited by Yalani on Jan 27, 2015, 1:13:10 AM
Posted by
on Jan 27, 2015, 1:10:14 AM
EDIT: figured it all out! See formulas and calculations here.
'
This formula isn't working for me (or more likely, I'm making some error)--can anyone tell me what is wrong?
Inputs:
(Level 18 Flame Surge, no quality and no links to support gems)
(No auras or golems running)
MinD = 428 / MaxD = 642
IncreasedD = 450% (increased % spell + elemental + area + fire dmg from skill tree & gear) = 5.5 multiplier
MoreD = 0% = 1.0 multiplier
BaseCastTime = 0.5
IncreasedCastSpeed = 43% = 1.43 multiplier
Application:
(<[{minD + maxD}/2]*increasedD>*moreD) * ([1/baseCastTime]*increasedCastSpeed)
(<[{428 + 642}/2]*5.5>*1) * ([1/0.5]*1.43)
(<[535]*5.5>*1) * ([2]*1.43)
(<[535]*5.5>*1) * ([2]*1.43)
(<2,942.5>*1) * (2.86)
(2,942.5) * (2.86)
= 8,415.55 DPS
..But, this doesn't include crit. So, to add crit in, I follow this formula:
net DPS = base DPS * 1 + (base Critical Strike Chance * <1 + increased Critical Strike Chance> * [0.5 + {1.5 * increased Critical Strike Multiplier}])
Inputs: 90% increased critical strike chance; 30% increased critical strike multiplier
Application:
net DPS = 8,415.55 * 1 + (0.06 * <1 + 0.9> * [0.5 + {1.5 * 0.3}])
net DPS = 8,415.55 * 1 + (0.06 * <1.9> * [0.5 + {0.45}])
net DPS = 8,415.55 * 1 + (0.06 * <1.9> * [0.95])
net DPS = 8,415.55 * 1 + (0.06 * <1.9> * [0.95])
net DPS = 8,415.55 * 1 + (0.1083)
net DPS = 8,415.55 * 1.1083
net DPS = 9,326.954065
..Unfortunately, this is wrong. Looking at flame surge in my character tab shows that my DPS is actually 9480.7. I've double-checked all my values, and I haven't found anything, so I think there probably is an error in one of my calculations (or I missed 9% increased spell damage somewhere?).
If anyone could deliver me from this mathematics misery, I would be very grateful!
Last edited by Hastibe on Dec 16, 2015, 6:04:45 AM
Posted by
Hastibe
on Dec 14, 2015, 3:22:49 AM

Phys Dmg To Spell Dmg Poe List

Phys dmg to spell dmg poe 4Phys Dmg To Spell Dmg Poe

Phys Dmg To Spell Dmg Poe 3

Report Forum Post

Comments are closed.