Lightning Arrow: Difference between revisions

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>Qetuth
(→‎Gem level progression: new mana costs)
>OverweightKoala
(Added table describing phys vs. lightning % modifiers efficiency for final DPS)
Line 20: Line 20:
[[Area of Effect]]: Increased AoE will increase the area within which lightning arrow can hit additional targets.
[[Area of Effect]]: Increased AoE will increase the area within which lightning arrow can hit additional targets.


[[Damage conversion]]: Like all converted damage, the lightning portion of Lightning Arrow's damage will be modified by both lightning damage increases and physical damage increases.
Hits Additional Targets: Arrows will strike a target and up to 3 randomly chosen monsters within range of that target will also be struck for the same amount of damage (not just the lightning portion of the damage).


Hits Additional Targets: Arrows will strike a target and up to 3 randomly chosen monsters within range of that target will also be struck for the same amount of damage (not just the lightning portion of the damage).
[[Damage conversion]]: Like all converted damage, the lightning portion of Lightning Arrow's damage will be modified by both lightning damage increases and physical damage increases. Because physical damage modifiers increase both physical and lightning damage, and lightning/elemental damage modifiers increase only lightning damage, elemental damage modifiers are, by default, less effective. But when you have enough increased physical modifiers, a lightning damage modifier will have a higher increase to your DPS than an equivalent percentage of physical damage modifier. This table shows how much DPS increase you will get from certain amounts of passive damage modifiers at certain levels. In each case, the overall DPS percentage increase is shown for adding 10% to physical or elemental damage modifiers. The physical and elemental damage modifiers have been balanced out, so that adding 10% to either one will be equivalent. For example, if you have an overall 25% increase to your lightning damage and 150% increase to your physical damage, adding 10% damage to either of them will be equivalent in your final DPS, and increase it by 4%. These are equivalent because a 25% increase to ele damage means you are dealing 125% of the base, and a 150% increase to phys damage means you're dealing 250% of the base. Note how the overall physical damage modifier should be exactly twice the lightning damage modifier before adding lightning damage is more efficient to your final DPS.
 
{| class="wikitable"
|-
! Modifier added !! Total increase in DPS !! Lightning % increased before adding 10% !! Phys % increased before adding 10%
|-
| 10% || 4% || 25 || 150
|-
| 10% || 3 1/3% || 50 || 200
|-
| 10% || 2 6/7% || 75 || 250
|-
| 10% || 2 1/2% || 100 || 300
|-
| 10% || 2 2/9% || 125 || 350
|-
| 10% || 2% || 150 || 400
|-
| 10% || 1 81/99% || 175 || 450
|-
| 10% || 1 2/3% || 200 || 500
|-
| 10% || 1 7/13% || 225 || 550
|-
| 10% || 1 3/7% || 250 || 600
|}


==Gem level progression==
==Gem level progression==

Revision as of 21:44, 17 December 2014

Template:Gem Infobox

Lightning Arrow is a ranged attack skill that fires an arrow which deals lightning damage to a target and nearby enemies.

Skill Functions and Interactions

Area of Effect: Increased AoE will increase the area within which lightning arrow can hit additional targets.

Hits Additional Targets: Arrows will strike a target and up to 3 randomly chosen monsters within range of that target will also be struck for the same amount of damage (not just the lightning portion of the damage).

Damage conversion: Like all converted damage, the lightning portion of Lightning Arrow's damage will be modified by both lightning damage increases and physical damage increases. Because physical damage modifiers increase both physical and lightning damage, and lightning/elemental damage modifiers increase only lightning damage, elemental damage modifiers are, by default, less effective. But when you have enough increased physical modifiers, a lightning damage modifier will have a higher increase to your DPS than an equivalent percentage of physical damage modifier. This table shows how much DPS increase you will get from certain amounts of passive damage modifiers at certain levels. In each case, the overall DPS percentage increase is shown for adding 10% to physical or elemental damage modifiers. The physical and elemental damage modifiers have been balanced out, so that adding 10% to either one will be equivalent. For example, if you have an overall 25% increase to your lightning damage and 150% increase to your physical damage, adding 10% damage to either of them will be equivalent in your final DPS, and increase it by 4%. These are equivalent because a 25% increase to ele damage means you are dealing 125% of the base, and a 150% increase to phys damage means you're dealing 250% of the base. Note how the overall physical damage modifier should be exactly twice the lightning damage modifier before adding lightning damage is more efficient to your final DPS.

Modifier added Total increase in DPS Lightning % increased before adding 10% Phys % increased before adding 10%
10% 4% 25 150
10% 3 1/3% 50 200
10% 2 6/7% 75 250
10% 2 1/2% 100 300
10% 2 2/9% 125 350
10% 2% 150 400
10% 1 81/99% 175 450
10% 1 2/3% 200 500
10% 1 7/13% 225 550
10% 1 3/7% 250 600

Gem level progression

Template:GemLevelTable |- ! 1 | 10 || 29 || 10 || class="table-na" style="text-align: center; " | N/A || 9,569 |- ! 2 | 13 || 35 || 10 || 3% || 18,908 |- ! 3 | 16 || 41 || 10 || 6% || 33,871 |- ! 4 | 19 || 48 || 10 || 9% || 56,446 |- ! 5 | 22 || 54 || 10 || 12% || 89,302 |- ! 6 | 25 || 60 || 10 || 15% || 135,415 |- ! 7 | 28 || 67 || 10 || 18% || 283,759 |- ! 8 | 32 || 75 || 10 || 21% || 453,996 |- ! 9 | 36 || 83 || 10 || 24% || 703,128 |- ! 10 | 40 || 92 || 10 || 27% || 1,061,223 |- ! 11 | 44 || 100 || 11 || 30% || 1,570,760 |- ! 12 | 47 || 106 || 11 || 33% || 2,286,879 |- ! 13 | 50 || 113 || 11 || 36% || 3,289,072 |- ! 14 | 53 || 119 || 11 || 39% || 3,351,223 |- ! 15 | 56 || 125 || 11 || 42% || 9,935,033 |- ! 16 | 59 || 132 || 12 || 45% || 21,343,930 |- ! 17 | 62 || 138 || 12 || 48% || 50,689,250 |- ! 18 | 64 || 142 || 12 || 51% || 90,043,412 |- ! 19 | 66 || 146 || 12 || 54% || 147,026,187 |- ! 20 | 68 || 151 || 12 || 57% || class="table-na" style="text-align: center; " | N/A |- ! 21 | 70 || 155 || 13 || 60% || class="table-na" style="text-align: center; " | N/A |- ! 22 | || || || 63% || class="table-na" style="text-align: center; " | N/A |- ! 23 | || || || 66% || class="table-na" style="text-align: center; " | N/A |- ! 24 | || || || 69% || class="table-na" style="text-align: center; " | N/A |- ! 25 | || || || 72% || class="table-na" style="text-align: center; " | N/A |- ! 26 | || || || 75% || class="table-na" style="text-align: center; " | N/A |}

Quest reward

Template:QuestReward/Skill

Version history

Version Changes
1.1.0
  • Fixed a bug where secondary hits from Lightning Arrow would not check evasion.
0.10.0
  • Has been moved to level 10 (from 1).
  • Its mana cost and progression have been flattened.
  • The chance to Shock has been removed.
  • A damage bonus as it levels up has been added.
  • The number of targets is now always 3.
  • Fixed a targeting bug with Lightning Arrow.
0.9.7b
  • Now explodes when hitting terrain as well as monsters.
0.9.7
  • Lightning Arrow has been added to the game.