Charge: Difference between revisions
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[[File:Charges screenshot.jpg|thumb|A Shadow surrounded by multiple charges. 3 Frenzy charges (green orbs) and 2 Power charges (blue orbs).]] | [[File:Charges screenshot.jpg|thumb|A Shadow surrounded by multiple charges. 3 Frenzy charges (green orbs) and 2 Power charges (blue orbs).]] | ||
{{for|flask charge|flask}} | {{for|flask charge|flask}} | ||
'''Charges''' are counters that are represented as glowing orbs around | '''Charges''' are counters that are represented as glowing orbs around an entity. They are not [[buff]]s.<ref name="ChargeIcon"/> | ||
__TOC__ | __TOC__ | ||
==Charge types== | |||
There are three types of charge every character can have, each corresponding to a different core [[attribute]]: | There are three types of charge every character can have, each corresponding to a different core [[attribute]]: | ||
* {{stl|Endurance Charge|Endurance Charge}}s are associated with [[strength]]. | * {{stl|Endurance Charge|Endurance Charge}}s are associated with [[strength]]. | ||
Line 24: | Line 25: | ||
* {{stl|Fanatic Charge}}s from {{psl|Instruments of Zeal}} notable on the [[Inquisitor]] ascendancy. | * {{stl|Fanatic Charge}}s from {{psl|Instruments of Zeal}} notable on the [[Inquisitor]] ascendancy. | ||
* {{stl|Inspiration Charge}}s from {{il|Inspiration Support}}. | * {{stl|Inspiration Charge}}s from {{il|Inspiration Support}}. | ||
==Mechanics== | |||
Charges are counters: they do not grant stats like buffs do, they only set a number that stats possessed by the character or a skill can scale off. All charges are expected to have a duration that refreshes when a new charge of that type is added, and a visual effect that orbits the character.<ref>https://www.reddit.com/r/pathofexile/comments/7za8n3/will_champions_adrenaline_and_berserkers_rage_be/dumoiou/?context=2</ref> | |||
===Charge gain=== | |||
Charges can be gained in many ways, such as [[skill]]s, [[passive]]s, [[item]] [[modifiers]], [[allies]], and even from enemies. | |||
A special limitation applies to Endurance, Frenzy, and Power charge gain from [[hit]]s with skills: most skills are limited to granting 1 of each type of charge per skill use. For example, one use or trigger of {{il|Frenzy}} that hits multiple enemies through [[chain]]ing [[projectiles]] or {{il|Melee Splash Support}} will only grant the user 1 Frenzy charge. | |||
Exceptions to the above rule exist. The following skills may gain multiple charges per skill use:<ref>https://discord.com/channels/174993814845521922/175005585203396622/1208159035770150973</ref> | |||
* [[Channelling]] skills that hit ''while'' channelling (e.g. {{il|Cyclone}}, {{il|Divine Ire}}) | |||
* Skills with a [[reservation]] that hit (e.g. {{il|Tempest Shield}}, {{il|Herald of Ice}}) | |||
* [[Brand]] skills | |||
* [[Orb (gem tag)|Orb]] skills | |||
* {{il|Power Siphon}}, {{il|Blade Vortex}}, {{il|Rage Vortex}}, {{il|Bladestorm}}, {{il|Storm Rain}}, and certain [[Vaal skill]]s | |||
== | ===Charge loss=== | ||
Charges | Charges have a limited duration, which is 10 seconds for the three default charges.<ref name="ChargeDuration"/> This may be extended with modifiers to charge duration (e.g. {{psl|Swift Killer}}) or {{il|Temporal Chains}}. | ||
Charges may also be removed or consumed by item or skill effects. Additionally, map modifiers can allow enemies to steal Endurance, Frenzy, and Power charges from the player. | |||
===Maximum charges=== | ===Maximum charges=== | ||
Characters have a default maximum of three Endurance, Frenzy, and Power charges. This limit can be raised or lowered with certain passive skills and equipment. If the character would gain a charge while already at the limit for that type of charge, no additional charge will be gained. However, the duration of all charges of that type will still be reset. | |||
If maximum charges are lowered to 0, modifiers with "at maximum charge" will be permanently active, since 0/0 charge is considered to be at maximum charges. However, 0/0 charge would not trigger the "reaching maximum charge" effect since your charges can never go from having less than maximum charges to maximum. | |||
===Minimum | ===Minimum Charges=== | ||
Certain mods grant {{c|mod|+X to Minimum Endurance/Frenzy/Power Charges}}, causing your character to always have that amount of charges. | Certain mods grant {{c|mod|+X to Minimum Endurance/Frenzy/Power Charges}}, causing your character to always have that amount of charges. | ||
Skills and effects that consume charges to activate an effect cannot use these minimum charges. For example, using {{il|Flicker Strike}} with {{c|mod|+1 to Minimum Frenzy Charges}} at 1 Frenzy charge will never use that charge to remove its cooldown. | Skills and effects that consume charges to activate an effect cannot use these minimum charges. For example, using {{il|Flicker Strike}} with {{c|mod|+1 to Minimum Frenzy Charges}} at 1 Frenzy charge will never use that charge to remove its cooldown. | ||
Maximum charges will take priority over minimum charges ( | Maximum charges will take priority over minimum charges (e.g., with -2 to maximum charges and +2 to minimum charges, you will have 1 charge).<ref>https://www.reddit.com/r/pathofexile/comments/9yzfd2/here_is_a_new_veiled_mod_you_may_unveil_in/ea5py9r/?context=1</ref> | ||
Having a net negative number of minimum charges does not have any detrimental effects, although it will counteract your other sources of minimum charges. | |||
===Proxies=== | |||
Because [[proxies]] use the player's skill, and the player's skill has the player's stats, proxies normally cannot benefit from Frenzy or Power charges. To avoid confusion, most proxies are not allowed to gain them.<ref>https://www.pathofexile.com/forum/view-thread/54074#p683293</ref> Proxies ''can'' gain Endurance charges if it would be meaningful for them, like [[totem]]s, in which case they gain the same bonuses as players and minions. Note that stats that check for current charges, such as {{il|Tectonic Slam}}'s {{c|mod|#% more Area of Effect per Endurance Charge}} will still check the player, not the totem. | |||
Mirages summoned by {{il|The Saviour}} may have offensive charges. This does not affect their damage calculation, but the charges may be consumed to e.g. bypass {{il|Flicker Strike}}'s cooldown. | |||
==Effects== | ==Effects on players and their minions== | ||
'''Endurance charges:''' | '''Endurance charges:''' | ||
{{#cargo_query: tables=generic_stats | {{#cargo_query: tables=generic_stats | ||
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|format = ul | |format = ul | ||
}} | }} | ||
==Effects on Monsters== | ==Effects on Monsters== | ||
Enemies gain greater bonuses from charges: | |||
'''Endurance charges:''' | '''Endurance charges:''' | ||
* 15% additional Physical [[Damage reduction|Damage Reduction]] per [[Endurance Charge]] | |||
| | * +15% to all [[Elemental Resistance|Elemental Resistances]] per [[Endurance Charge]] | ||
| | |||
'''Frenzy charges:''' | '''Frenzy charges:''' | ||
* 4% more [[Damage]] per [[Frenzy Charge]] | |||
* 15% increased [[Attack Speed]] per [[Frenzy Charge]] | |||
* 15% increased [[Cast Speed]] per [[Frenzy Charge]] | |||
* 5% increased [[Movement Speed]] per [[Frenzy Charge]] | |||
'''Power charges:''' | '''Power charges:''' | ||
* 200% increased [[Critical Strike Chance]] per [[Power Charge]] | |||
==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
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{{Version history table row|3.17.0| | {{Version history table row|3.17.0| | ||
* Introduced new modifiers that can roll on [[Map]]s, Expedition [[Logbook]]s, Heist [[Contract]]s, [[Blueprint]]s and [[Delve]] areas. | * Introduced new modifiers that can roll on [[Map]]s, Expedition [[Logbook]]s, Heist [[Contract]]s, [[Blueprint]]s and [[Delve]] areas. | ||
** | ** This includes {{ml|MapMonstersStealChargesOnHitMapWorlds}} {{Undocumented}} | ||
}} | }} | ||
{{Version history table row|3.0.0| | {{Version history table row|3.0.0| | ||
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{{Version history table row|0.8.8| | {{Version history table row|0.8.8| | ||
* Reduced critical strike chance per Power Charge to 3%. | * Reduced critical strike chance per Power Charge to 3%. | ||
}} | |||
{{Version history table row|0.8.2| | |||
* You can only gain one charge of each type per action now. (Only applied to frenzy charges, [[power charge]]s, and [[endurance charge]]s) | |||
}} | |||
{{Version history table row|0.8.1| | |||
* You can now only gain one charge of each type per action you perform, all stats gained per active charge are now slightly worse. (Only applied to [[frenzy charge]]s, [[power charge]]s, and [[endurance charge]]s). | |||
}} | }} | ||
{{Version history table end}} | {{Version history table end}} |
Latest revision as of 13:46, 3 April 2024
Charges are counters that are represented as glowing orbs around an entity. They are not buffs.[1]
Charge types
There are three types of charge every character can have, each corresponding to a different core attribute:
- Endurance Charges are associated with strength.
- Frenzy Charges are associated with dexterity.
- Power Charges are associated with intelligence.
Three alternative charges from belts dropped from Maven:
- Brutal Charges (replaces endurance charge).
- Affliction Charges (replaces frenzy charge).
- Absorption Charges (replaces power charge).
Other charges in the game that do not have any default effects, but are required for other skills, items, or passives are:
- Spirit Charges from items like Lightpoacher and Hale Negator.
- Divinity Charges from Module Error: No results found for item using search term "item_name = Garb of the Ephemeral".
- Void Charges from Module Error: No results found for item using search term "item_name = Voidfletcher".
- Siphoning Charges from Module Error: No results found for item using search term "item_name = Disintegrator".
- Challenger Charges from the Arena Challenger notable on the Gladiator ascendancy.
- Blitz Charges from Blitz notable on the Berserker ascendancy.
- Fanatic Charges from Instruments of Zeal notable on the Inquisitor ascendancy.
- Inspiration Charges from Module Error: No results found for item using search term "item_name = Inspiration Support".
Mechanics
Charges are counters: they do not grant stats like buffs do, they only set a number that stats possessed by the character or a skill can scale off. All charges are expected to have a duration that refreshes when a new charge of that type is added, and a visual effect that orbits the character.[2]
Charge gain
Charges can be gained in many ways, such as skills, passives, item modifiers, allies, and even from enemies.
A special limitation applies to Endurance, Frenzy, and Power charge gain from hits with skills: most skills are limited to granting 1 of each type of charge per skill use. For example, one use or trigger of Module Error: No results found for item using search term "item_name = Frenzy" that hits multiple enemies through chaining projectiles or Module Error: No results found for item using search term "item_name = Melee Splash Support" will only grant the user 1 Frenzy charge.
Exceptions to the above rule exist. The following skills may gain multiple charges per skill use:[3]
- Channelling skills that hit while channelling (e.g. CycloneCycloneAttack, AoE, Movement, Channelling, Physical, Melee
Level: (1-20)
Cost: 2 Mana
Attack Speed: 300% of base
Attack Damage: (44-59)% of base
Effectiveness of Added Damage: (44-59)%
AoE Radius: 1.6Requires Level 28Channel this skill to move towards a targeted location while spinning constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.(5-28) to (8-42) Added Attack Physical Damage
10% increased Area of Effect per 0.1 metre additional Melee Strike Range
30% less Movement Speed
Additional Effects From 1-20% Quality:
(0.5-10)% more Movement SpeedPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket., Divine IreDivine IreLightning, Spell, AoE, Channelling, Physical
Level: (1-20)
Cost: (3-5) Mana
Cast Time: 0.22 sec
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 45%Requires Level 28Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.Deals (17-203) to (25-305) Physical Damage
50% of Physical Damage Converted to Lightning Damage
Damages 5 nearby Enemies when you gain Stages
Beam deals 240% more Damage with Hits per Stage after the first
Beam deals 100% more Damage with Ailments per Stage after the first
Additional Effects From 1-20% Quality:
(1-20)% increased beam widthPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.) - Skills with a reservation that hit (e.g. Module Error: No results found for item using search term "item_name = Tempest Shield", Module Error: No results found for item using search term "item_name = Herald of Ice")
- Brand skills
- Orb skills
- Module Error: No results found for item using search term "item_name = Power Siphon", Blade VortexBlade VortexSpell, AoE, Duration, Physical
Level: (1-20)
Cost: (6-16) Mana
Cast Time: 0.50 sec
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 30%Requires Level 12This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.Deals (3-140) to (5-211) Physical Damage
Base duration is 4.00 seconds
+(0-0.2) metres to radius
35% increased Hit Rate for each blade
35% more Damage for each blade
Can have up to 10 active spinning blades
Additional Effects From 1-20% Quality:
+(0.25-5)% increased Hit Rate for each bladePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket., Module Error: No results found for item using search term "item_name = Rage Vortex", BladestormBladestormAttack, AoE, Duration, Melee
Level: (1-20)
Cost: 8 Mana
Attack Speed: 70% of base
Attack Damage: (105-150)% of base
Effectiveness of Added Damage: (105-150)%Requires Level 28Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe. You are in Blood Stance by default.Base duration is 3.00 seconds
(70-108)% more Damage with Bleeding while in Blood Stance
(10-12)% more Attack Speed while you're in a Blood Bladestorm
Maximum of 3 Bladestorms at a time
Sand Bladestorms grant (30-38)% increased Movement Speed to you
Bladestorm deals 50% less Damage with Hits and Ailments
Additional Effects From 1-20% Quality:
+(0.05-1) to Maximum number of Bladestorms at a timePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket., Module Error: No results found for item using search term "item_name = Storm Rain", and certain Vaal skills
Charge loss
Charges have a limited duration, which is 10 seconds for the three default charges.[4] This may be extended with modifiers to charge duration (e.g. Swift Killer) or Module Error: No results found for item using search term "item_name = Temporal Chains".
Charges may also be removed or consumed by item or skill effects. Additionally, map modifiers can allow enemies to steal Endurance, Frenzy, and Power charges from the player.
Maximum charges
Characters have a default maximum of three Endurance, Frenzy, and Power charges. This limit can be raised or lowered with certain passive skills and equipment. If the character would gain a charge while already at the limit for that type of charge, no additional charge will be gained. However, the duration of all charges of that type will still be reset.
If maximum charges are lowered to 0, modifiers with "at maximum charge" will be permanently active, since 0/0 charge is considered to be at maximum charges. However, 0/0 charge would not trigger the "reaching maximum charge" effect since your charges can never go from having less than maximum charges to maximum.
Minimum Charges
Certain mods grant +X to Minimum Endurance/Frenzy/Power Charges, causing your character to always have that amount of charges.
Skills and effects that consume charges to activate an effect cannot use these minimum charges. For example, using Module Error: No results found for item using search term "item_name = Flicker Strike" with +1 to Minimum Frenzy Charges at 1 Frenzy charge will never use that charge to remove its cooldown.
Maximum charges will take priority over minimum charges (e.g., with -2 to maximum charges and +2 to minimum charges, you will have 1 charge).[5]
Having a net negative number of minimum charges does not have any detrimental effects, although it will counteract your other sources of minimum charges.
Proxies
Because proxies use the player's skill, and the player's skill has the player's stats, proxies normally cannot benefit from Frenzy or Power charges. To avoid confusion, most proxies are not allowed to gain them.[6] Proxies can gain Endurance charges if it would be meaningful for them, like totems, in which case they gain the same bonuses as players and minions. Note that stats that check for current charges, such as Module Error: No results found for item using search term "item_name = Tectonic Slam"'s #% more Area of Effect per Endurance Charge will still check the player, not the totem.
Mirages summoned by Module Error: No results found for item using search term "item_name = The Saviour" may have offensive charges. This does not affect their damage calculation, but the charges may be consumed to e.g. bypass Module Error: No results found for item using search term "item_name = Flicker Strike"'s cooldown.
Effects on players and their minions
Endurance charges:
- +4% to all Elemental Resistances per Endurance Charge
- 4% additional Physical Damage Reduction per Endurance Charge
Frenzy charges:
- 4% increased Attack Speed per Frenzy Charge
- 4% increased Cast Speed per Frenzy Charge
- 4% more Damage per Frenzy Charge
Power charges:
- 50% increased Critical Strike Chance per Power Charge
Effects on Monsters
Enemies gain greater bonuses from charges:
Endurance charges:
- 15% additional Physical Damage Reduction per Endurance Charge
- +15% to all Elemental Resistances per Endurance Charge
Frenzy charges:
- 4% more Damage per Frenzy Charge
- 15% increased Attack Speed per Frenzy Charge
- 15% increased Cast Speed per Frenzy Charge
- 5% increased Movement Speed per Frenzy Charge
Power charges:
- 200% increased Critical Strike Chance per Power Charge
Version history
Version | Changes |
---|---|
3.21.0 |
|
3.19.0 |
|
3.18.1c |
|
3.17.0 |
|
3.0.0 |
|
2.2.0 |
|
2.0.0 |
|
1.0.1 |
|
0.11.0 |
|
0.10.1 |
|
0.10.0 |
|
0.9.12qq |
|
0.9.12m |
|
0.9.7d |
|
0.9.7 |
|
0.9.5 |
|
0.9.3d |
|
0.9.3 |
|
0.9.2 |
|
0.8.8 |
|
0.8.2 |
|
0.8.1 |
|
References
- ↑ Mark_GGG (October 5, 2015). "Why flasks aren't considered as buffs ?". Path of Exile forums. Retrieved November 17, 2015.
- ↑ https://www.reddit.com/r/pathofexile/comments/7za8n3/will_champions_adrenaline_and_berserkers_rage_be/dumoiou/?context=2
- ↑ https://discord.com/channels/174993814845521922/175005585203396622/1208159035770150973
- ↑ Mark_GGG (October 8, 2013). "buff Charge Duration ! 30%". Path of Exile Forum. Retrieved October 21, 2013.
- ↑ https://www.reddit.com/r/pathofexile/comments/9yzfd2/here_is_a_new_veiled_mod_you_may_unveil_in/ea5py9r/?context=1
- ↑ https://www.pathofexile.com/forum/view-thread/54074#p683293