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Revision as of 03:05, 4 October 2016

A witch surrounded by multiple charges. 5 Power charges (blue orbs) and 1 Endurance charge (orange orb).

Charges are temporary stackable buffs, that are represented as glowing orbs around the creature. Charges can also be identified by having a specific silver border around the icon.[1]

There are three types of charges, each corresponding to a different core attribute:

Each type of charge grants different bonuses. Charge bonuses increase proportional to the number of accumulated charges of that type.

Mechanics

Charges are accumulated by the use of certain skills and equipment, and have a duration of ten seconds by default.[2] This duration can be increased with specific passive skills and unique items. Gaining a charge resets the duration of all accumulated charges of the same type.

By default, characters can accumulate a maximum of three charges of each type. This limit can be raised with certain passive skills, equipment, and quest rewards. 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.

Maximum number of charges can also be lowered, the only known source are the three jewels:

  • FragilityFragility
    Crimson Jewel
    -1 to Maximum Endurance ChargesCorrupted"Your flesh will fail you."Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
  • PacifismPacifism
    Viridian Jewel
    -1 to Maximum Frenzy ChargesCorrupted"Your fear will overcome you."Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
  • PowerlessnessPowerlessness
    Cobalt Jewel
    -1 to Maximum Power ChargesCorrupted"Your desires will mislead you."Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.

With 0 maximum charges, modifiers with "at maximum charge" will be permanently active, since 0/0 charge is technically considered to be at maximum charges.

Totems are able to gain Endurance charges but not Frenzy and Power charges. Since these charges would not have any effect on totems, the maximum Frenzy and Power charges on totems is zero. However, Frenzy and Power charges on the owner of the totems can affect the skills used by totems since their values are based on the user's stats.

Effects on characters

Endurance charges: {{#ask:

-Has subobject::Character
Has stat id::~*endurance_charge*
Has stat id::!~*max*
|?Has stat text=
|format=ul
|sort=Has stat text
|mainlabel=- 

}} Frenzy charges: {{#ask:

-Has subobject::Character
Has stat id::~*frenzy_charge*
Has stat id::!~*max*
|?Has stat text=
|format=ul
|sort=Has stat text
|mainlabel=- 

}} Power charges: {{#ask:

-Has subobject::Character
Has stat id::~*power_charge*
Has stat id::!~*max*
|?Has stat text=
|format=ul
|sort=Has stat text
|mainlabel=- 

}}

Effects on mosters and minions

The effects of charges on monsters and minions differs from effects on players.

Endurace charges: {{#ask:

-Has subobject::Monster
Has stat id::~*endurance_charge*
|?Has stat text=
|mainlabel=- 
|format=ul
|sort=Has stat text

}} Frenzy charges: {{#ask:

-Has subobject::Monster
Has stat id::~*frenzy_charge*
|?Has stat text=
|mainlabel=- 
|format=ul
|sort=Has stat text

}} Power charges: {{#ask:

-Has subobject::Monster
Has stat id::~*power_charge*
|?Has stat text=
|mainlabel=- 
|format=ul
|sort=Has stat text

}}

Version history

Version Changes
2.2.0
2.0.0
  • Frenzy Charges now grant 4% Increased Attack Speed and Cast Speed. They also grant 4% more Damage.
1.0.1
  • New art has been added for Endurance, Power and Frenzy charges.
0.11.0
  • Endurance Charges now only provide 4% elemental and physical damage reduction per charge.
0.10.1
  • Updated and shrunk the visual size of Frenzy, Endurance and Power charges.
0.10.0
  • Monsters now gain 15% physical and elemental resistance per Endurance Charge, rather than 20%.
0.9.12qq
  • Fixed a bug where an incorrect number of charges could be displayed around a character.
0.9.12m
  • Fixed two client crashes related to charges and skill cooldowns.
0.9.7d
  • Added two increased duration passives for each Charge type.
0.9.7
  • Base maximum charges for each class are now 3 of each type rather than 2 of each type.
  • The maximum number of additional charges you can get from the passive tree is now +3.
  • All passives that gave bonus effects to charges were removed for now. This allows us to balance the charges to be more useful without making them mandatory.
0.9.5
  • Reduced the bonuses granted by Frenzy and Endurance charges.
0.9.3d
  • Increased the physical damage reduction and resistances per Endurance Charge from 6 to 7.
  • Increased the bonus Critical Strike chance per Power Charge to +50%. For example, if your base Critical Strike chance is 7.5% and you have two Power Charges, the modified Critical Strike chance is 15%.
0.9.3
  • Set the maximum number of each type of charge to two for all classes. Additional ones can be picked up in the passive tree.
  • Charges have been rebalanced. They have large effects now because the default limit is two of each type and it takes a substantial investment in the passive tree to get a large maximum.
0.9.2
  • Reduced the amount of Critical Strike Chance per Power Charge from 3% to 2%.
0.8.8
  • Reduced critical strike chance per Power Charge to 3%.

References

  1. Mark_GGG (October 5, 2015). "Why flasks aren't considered as buffs ?". Path of Exile forums. Retrieved November 17, 2015.
  2. Mark_GGG (October 8, 2013). "buff Charge Duration ! 30%". Path of Exile Forum. Retrieved October 21, 2013.