Frost Blades: Difference between revisions

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>Illviljan
>Flickerstreak
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where:
where:


* ID = Total % '''increased''' attack damage ('''including''' both melee and projectile increased attack damage)
* IAD = Sum of all % '''increased''' attack damage ('''not including''' either melee or projectile specific increased damage nor effects from Strength)
* IMD = % '''increased melee''' damage
* IMD = Sum of all % '''increased melee''' damage (including effects from Strength)
* IPD = % '''increased projectile''' damage
* IPD = Sum of all % '''increased projectile''' damage (including effects from Strength if [[Iron Grip]] is applicable)
* MMD = % '''more melee''' damage
* MMD = individual % '''more/less melee''' damage modifiers
* MPD = % '''more projectile''' damage
* MPD = individual % '''more/less projectile''' damage modifiers


(all % values expressed as decimal, e.g. 20% = 0.20)
All % values are expressed as decimal, e.g. 20% = 0.20. '''Reduced''' and '''less''' damage modifiers are expressed as negative values.


<pre>
<pre>
projectile_damage = tooltip_damage * (1.0 + ID - IMD) / (1.0 + ID - IPD) * (1.0 + MPD) / (1.0 + MMD)
projectile_damage = tooltip_damage * (1.0 + IAD + IPD) / (1.0 + IAD + IMD) * (1.0 + MPD) / (1.0 + MMD)
</pre>
If there are multiple '''more/less''' damage modifiers, then repeat the multiplicative terms (1.0 + MMD) and/or (1.0 + MPD) individually for each source.
{| class="wikitable mw-collapsible mw-collapsed"
!Derivation
|-
|
<pre>
tooltip_damage_melee = base_damage * (1.0 + IAD + IMD) * (1.0 + MMD)
tooltip_damage_projectile = base_damage * (1.0 + IAD + IPD) * (1.0 + MPD)
</pre>
divide one by the other to eliminate base_damage
<pre>
tooltip_damage_projectile / tooltip_damage_melee = (1.0 + IAD + IPD)/(1.0 + IAD + IMD) * (1.0 + MPD) / (1.0 + MMD)
</pre>
</pre>


In order to be accurate, IAD, IMD, and IPD must be calculated correctly, including any effects from Strength and [[Iron Grip]] if applicable.


In order to be accurate, ID, IMD, and IPD must be calculated accurately, including any effects from Strength and [[Iron Grip]] if applicable. If there are multiple '''more'''/'''less''' damage modifiers, then repeat the multiplicative terms (1.0 + MMD) and/or (1.0 + MPD) individually for each source.
Note also that this formula is valid only individually for the physical or cold portions of the damage. In the presence of cold or elemental damage modifiers such as [[Fangs of Frost]], [[Hatred]] or [[Weapon Elemental Damage]], then the physical and cold components must be calculated separately and then added together to determine the total damage amount, and multiplied by attack speed for total DPS.
 
|}
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
! Example
! Example
Line 399: Line 413:
  25% less projectile damage (from level 1 Lesser Multiple Projectiles)
  25% less projectile damage (from level 1 Lesser Multiple Projectiles)


  ID = 0.2 + 0.6 + 0.18 + 0.4 = 1.38
  IAD = 0.2
  IMD = 0.6 + 0.18 = 0.78
  IMD = 0.6 + 0.18 = 0.78
  IPD = 0.4
  IPD = 0.4
Line 407: Line 421:
  MMD_2 = 1.3 (30% more)
  MMD_2 = 1.3 (30% more)


projectile_damage = tooltip_damage * (1.0 + ID - IMD) / (1.0 + ID - IPD) * (MPD_1 * MPD_2) / (MMD_1 * MMD_2)
projectile_damage = tooltip_damage * (1.0 + IAD + IPD) / (1.0 + IAD + IMD) * (MPD_1 * MPD_2) / (MMD_1 * MMD_2)
                   = [10, 20] * (1.0 + 1.38 - 0.78) / (1.0 + 1.38 - 0.4)  * (1.35 * 0.75)/(1.3 * 1.3)
                   = [10, 20] * (1.0 + 0.2 + 0.4) / (1.0 + 0.2  + 0.78)  * (1.35 * 0.75)/(1.3 * 1.3)
                   = [10, 20] * (1.6) / (1.98) * (1.0125) / (1.69)
                   = [10, 20] * (1.6) / (1.98) * (1.0125) / (1.69)
                   = [10, 20] * (0.4841)  
                   = [10, 20] * (0.4841)  

Revision as of 21:41, 8 January 2016

Template:Gem Infobox Frost Blades is a cold melee attack skill that strikes with increased range, then has the secondary effect of releasing projectiles from the struck enemies.

Skill Functions and Interactions

An attack with Frost Blades consists of two parts:

When an enemy is hit by this skill, multiple homing projectiles fly out from behind the enemy and target nearby enemies. This skill increases the melee range by an appreciable degree. Unlike Lightning Strike, if the initial attack does not hit an enemy, then no projectiles are released.

The projectiles do the same damage as the initial attack, with the same cold damage conversion. However the initial melee attack scales with melee damage modifiers (such as Melee Physical Damage), whereas the projectiles scale with projectile damage modifiers. Both components scale equally with (unspecified) attack, physical, and cold damage modifiers.

Multistrike uses the increased attack range of this skill when selecting targets to attack. Melee Splash does not release additional projectiles from secondary targets struck by the initial melee splash, nor does it splash the projectiles' damage. Faster Projectiles will increase the speed and effective range of the secondary projectiles. Physical Projectile Attack Damage scales all the damage of the projectiles, but not the initial melee attack: attack speed is NOT reduced since the attack animation itself is melee, rather than projectile.

Note: the tooltip DPS shows only the melee attack component damage and DPS. It does not show damage values for the projectile component. To calculate the projectile component, use the formula at the bottom of this page.

Gem level progression

Template:GemLevelTable |- ! 1 | 1 | 0 | 100% | 4 | 18 | 0% | 0 | 0 |- ! 2 | 2 | 0 | 101.2% | 4 | 18 | 1% | 70 | 70 |- ! 3 | 4 | 16 | 102.4% | 4 | 18 | 2% | 308 | 378 |- ! 4 | 7 | 22 | 103.6% | 4 | 18 | 3% | 1,554 | 1,932 |- ! 5 | 11 | 31 | 104.8% | 4 | 18 | 4% | 6,667 | 8,599 |- ! 6 | 16 | 41 | 106% | 5 | 19 | 5% | 26,047 | 34,646 |- ! 7 | 20 | 50 | 107.2% | 5 | 19 | 6% | 49,725 | 84,371 |- ! 8 | 24 | 58 | 108.4% | 5 | 19 | 7% | 95,714 | 180,085 |- ! 9 | 28 | 67 | 109.6% | 5 | 19 | 8% | 169,595 | 349,680 |- ! 10 | 32 | 75 | 110.8% | 5 | 19 | 9% | 283,759 | 633,439 |- ! 11 | 36 | 83 | 112% | 6 | 20 | 10% | 453,996 | 1,087,435 |- ! 12 | 40 | 92 | 113.2% | 6 | 20 | 11% | 703,128 | 1,790,563 |- ! 13 | 44 | 100 | 114.4% | 6 | 20 | 12% | 1,061,223 | 2,851,786 |- ! 14 | 48 | 109 | 115.6% | 6 | 20 | 13% | 2,065,870 | 4,917,656 |- ! 15 | 52 | 117 | 116.8% | 6 | 20 | 14% | 2,507,110 | 7,424,766 |- ! 16 | 56 | 125 | 118% | 7 | 21 | 15% | 5,798,936 | 13,223,702 |- ! 17 | 60 | 134 | 119.2% | 7 | 21 | 16% | 15,083,919 | 28,307,621 |- ! 18 | 64 | 142 | 120.4% | 7 | 21 | 17% | 27,792,735 | 56,100,356 |- ! 19 | 67 | 148 | 121.6% | 7 | 21 | 18% | 43,869,739 | 99,970,095 |- ! 20 | 70 | 155 | 122.8% | 7 | 21 | 19% | 242,081,556 | 342,051,651 |- ! 21 | 72 | 159 | 124% | 8 | 22 | 20% | class="table-na" style="text-align: center; " | N/A | class="table-na" style="text-align: center; " | N/A |- ! 22 | 74 | | 125.2% | 8 | 22 | 21% | class="table-na" style="text-align: center; " | N/A | class="table-na" style="text-align: center; " | N/A |- ! 23 | 76 | | 126.4% | 8 | 22 | 22% | class="table-na" style="text-align: center; " | N/A | class="table-na" style="text-align: center; " | N/A |- ! 24 | 78 | | 127.6% | 8 | 22 | 23% | class="table-na" style="text-align: center; " | N/A | class="table-na" style="text-align: center; " | N/A |- ! 25 | 80 | | 128.8% | 8 | 22 | 24% | class="table-na" style="text-align: center; " | N/A | class="table-na" style="text-align: center; " | N/A |- ! 26 | 82 | | 130% | 9 | 23 | 25% | class="table-na" style="text-align: center; " | N/A | class="table-na" style="text-align: center; " | N/A |- ! 27 | 84 | | 131.2% | 9 | 23 | 26% | class="table-na" style="text-align: center; " | N/A | class="table-na" style="text-align: center; " | N/A |- ! 28 | 86 | | 132.4% | 9 | 23 | 27% | class="table-na" style="text-align: center; " | N/A | class="table-na" style="text-align: center; " | N/A |- ! 29 | 88 | | 133.6% | 9 | 23 | 28% | class="table-na" style="text-align: center; " | N/A | class="table-na" style="text-align: center; " | N/A |- ! 30 | 90 | | 134.8% | 9 | 23 | 29% | class="table-na" style="text-align: center; " | N/A | class="table-na" style="text-align: center; " | N/A |}

Quest reward

Lua error in Module:Quest_reward at line 157: type must be either quest_rewards or vendor_rewards.

Vendor reward

Lua error in Module:Quest_reward at line 157: type must be either quest_rewards or vendor_rewards.

Projectile Damage Calculation

To calculate the projectile damage (or DPS) given the melee tooltip damage (or DPS) use the following formula:

where:

  • IAD = Sum of all % increased attack damage (not including either melee or projectile specific increased damage nor effects from Strength)
  • IMD = Sum of all % increased melee damage (including effects from Strength)
  • IPD = Sum of all % increased projectile damage (including effects from Strength if Iron Grip is applicable)
  • MMD = individual % more/less melee damage modifiers
  • MPD = individual % more/less projectile damage modifiers

All % values are expressed as decimal, e.g. 20% = 0.20. Reduced and less damage modifiers are expressed as negative values.

projectile_damage = tooltip_damage * (1.0 + IAD + IPD) / (1.0 + IAD + IMD) * (1.0 + MPD) / (1.0 + MMD)

If there are multiple more/less damage modifiers, then repeat the multiplicative terms (1.0 + MMD) and/or (1.0 + MPD) individually for each source.

Derivation
tooltip_damage_melee = base_damage * (1.0 + IAD + IMD) * (1.0 + MMD)
tooltip_damage_projectile = base_damage * (1.0 + IAD + IPD) * (1.0 + MPD)

divide one by the other to eliminate base_damage

tooltip_damage_projectile / tooltip_damage_melee = (1.0 + IAD + IPD)/(1.0 + IAD + IMD) * (1.0 + MPD) / (1.0 + MMD)

In order to be accurate, IAD, IMD, and IPD must be calculated correctly, including any effects from Strength and Iron Grip if applicable.

Note also that this formula is valid only individually for the physical or cold portions of the damage. In the presence of cold or elemental damage modifiers such as Fangs of Frost, Hatred or Weapon Elemental Damage, then the physical and cold components must be calculated separately and then added together to determine the total damage amount, and multiplied by attack speed for total DPS.

Example
 Tooltip_damage = [10, 20]
 % increased physical damage from passives = 20%
 % increased melee physical damage from passives = 60%
 % increased melee physical damage from 90 Strength = 18% (Iron Grip is not taken)
 % increased projectile damage from passives = 40%
 30% more melee damage (from level 1 Melee Physical Damage)
 30% more melee damage (from level 1 Melee Damage on Full Life)
 35% more projectile damage (from level 6 Physical Projectile Attack Damage)
 25% less projectile damage (from level 1 Lesser Multiple Projectiles)

 IAD = 0.2
 IMD = 0.6 + 0.18 = 0.78
 IPD = 0.4
 MPD_1 = 1.35 (35% more)
 MPD_2 = 0.75 (25% less)
 MMD_1 = 1.3 (30% more)
 MMD_2 = 1.3 (30% more)

projectile_damage = tooltip_damage * (1.0 + IAD + IPD) / (1.0 + IAD + IMD) * (MPD_1 * MPD_2) / (MMD_1 * MMD_2)
                  = [10, 20] * (1.0 + 0.2 + 0.4) / (1.0 + 0.2  + 0.78)  * (1.35 * 0.75)/(1.3 * 1.3)
                  = [10, 20] * (1.6) / (1.98) * (1.0125) / (1.69)
                  = [10, 20] * (0.4841) 
                  = [4.8, 9.6]

Version history

Version Changes
2.1.0
  • Attack skills that have their damage based on the wielded weapon have their mana costs fixed in place from level 1 onwards.
  • Frost Blades has been improved from 2 additional projectiles at all levels to 4 additional projectiles at level 1 and 7 additional projectiles at level 20. It has also been increased from +14 weapon range at all levels to +18 weapon range at level 1 and +21 weapon range at level 20. It now gains 1% projectile speed per level after the first (19% at Level 20) and its base projectile speed has been increased by 25%.
2.0.0
  • Introduced to the game.

References