Viper Strike

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The thieves guilds of Oriath teach a wicked skill to all initiates - the feared Viper Strike. Employing the skill, a claw, dagger or sword user coats their weapon with deadly venom, a concoction so virulent it permanently marks any weapon it contacts. Once the toxin is applied, the weapon will poison any it strikes, burning deep into their veins, causing wracking, crippling pain. Additional hits will increase the concentration of the toxin, stacking it up to lethal levels quickly. Few have survived an assault of Viper Strike and those who have never forget the agony.

Viper Strike is an attack that hits the enemy with chaos damage and applies poison.

Skill Functions and Interactions

Viper Strike applies Poison on hit that unlike the default lasts 8 seconds. Viper Strike specifically overrides the poison duration with its own base skill duration.

Gem level progression

LevelRequired LevelRequired DexterityDamage
Effectiveness
Attack
Damage
Exp.Total Exp.
11090%90%00
22093%93.4%7070
341697%96.7%308378
4722100%100.1%15541932
51131103%103.5%66678599
61641107%106.8%2604734646
72050110%110.2%4972584371
82458114%113.6%95714180085
92867117%116.9%169595349680
103275120%120.3%283759633439
113683124%123.7%4539961087435
124092127%127.1%7031281790563
1344100130%130.4%10612232851786
1448109134%133.8%20658704917656
1552117137%137.2%25071107424766
1656125141%140.5%579893613223702
1760134144%143.9%1508391928307621
1864142147%147.3%2779273556100356
1967148151%150.6%4386973999970095
2070155154%154%242081556342051651
2172159157%157.4%N/AN/A
2274N/A161%160.7%N/AN/A
2376N/A164%164.1%N/AN/A
2478N/A167%167.5%N/AN/A
2580N/A171%170.8%N/AN/A
2682N/A174%174.2%N/AN/A
2784N/A178%177.6%N/AN/A
2886N/A181%180.9%N/AN/A
2988N/A184%184.3%N/AN/A
3090N/A188%187.7%N/AN/A
3191N/A189%189.4%N/AN/A
3292N/A191%191.1%N/AN/A
3393N/A193%192.7%N/AN/A
3494N/A194%194.4%N/AN/A
3595N/A196%196.1%N/AN/A
3696N/A198%197.8%N/AN/A
3797N/A199%199.5%N/AN/A
3898N/A201%201.2%N/AN/A
3999N/A203%202.8%N/AN/A
40100N/A205%204.5%N/AN/A

Damage Formula

Specify the reason an update is needed using |reason=. Optimizing Viper Strike damage output requires striking a balance between physical, chaos and DoT damage modifiers.

Calculations of total damage must account for the fact that each hit has only a 50% chance to apply a DoT charge, which is achieved here by applying half of the DoT damage to every hit (the 0.5 factor). Over a sufficiently large number of hits this method of approximation is accurate.

Total Damage = (VS Hit) + 0.5 * (VS DoT)

We'll get better insight into how the total damage depends on physical damage, chaos bonuses, and DoT bonuses if we can express these two basic components of VS damage, (VS Hit) and (VS DoT), in terms of those other factors.

VS Hit

The first of the two components of total VS damage is the VS Hit, or the initial strike. The Viper Strike gem increases the physical damage of the basic attack, and then also applies an additional 10% of this hit as chaos damage. This chaos damage is further modified by any chaos damage bonuses the character may have.

First of all, we need to calculate the physical damage without any global "increased" modifiers. We start with the Weapon Damage (including all physical modifiers found on the weapon - meaning whatever the weapon tooltip shows), and apply any global additional physical damage:

Min = Weapon Min Damage + Added Min Damage
Max = Weapon Max Damage + Added Max Damage

The average will suffice for our calculations:

Base Damage = (Min + Max)/2

Now we split off 10% of the weapon damage for the extra Chaos damage, and apply all "increased" and/or "reduced" damage modifiers accordingly:

Hit Damage = Base Damage * (1 + sum(increased Physical/Melee/Attack Damage)) + Base Damage * 0.10 * (1 + sum(increased Physical/Melee/Attack Damage) + sum(increased Chaos Damage))

Next, we apply our Critical Strike chance and Multiplier:

Total Critical Strike Chance = Weapon Critical Strike chance * (1+ sum(increased Critical Strike Chance))
Total Critical Strike Multiplier = 1,5 * (1 + sum(increased Critical Strike Multiplier)))
Total Hit Damage = Hit Damage * (Total Critical Strike Chance * (Total Critical Strike Multiplier - 1.0) + 1.0)

Note: I only cover the most basic version of this calculation here. I did not include any added Elemental or Chaos damage, nor any "more/less Damage" modifiers. Since "more/less physical damage" is a common occurrence, to add those you simply calculate the Hit Damage as mentioned above, then multiply it by (1 + more/- less) for each of those modifiers.

Now that we have the Total Hit Damage, the DPS shown in the skill tooltip (which only considers the initial hit) can be calculated simply by multiplying it with your total APS as well as your Chance to Hit (which is quite complicated to calculate - simply check your character screen):

Total APS = Weapon APS * (1 + sum(increased Attack Speed))
Tooltip DPS = Total Hit Damage * Total APS * Chance to Hit

VS DoT

Each tick of each charge does chaos damage of 25% of the initial hit per second, which is then further modified by bonuses to chaos and DoT damage as follows:

Damage per Second = 0.25 * Total Hit Damage * (1 + sum(increased Chaos Damage) + sum(increased Damage over Time))
Total DoT Damage = Damage per Second * 7 * (1 + sum(increased Duration))

This is, assuming the DoT stays on for the full duration.

Duration and Attack Speed

In the formula above, you can see that duration is also a factor for total damage. The default duration is 7 seconds, but this can be increased with either support gems or skill duration passives. More than 7 seconds to kill a mob is however already very slow, most mobs should die much faster than that, and so it's probably only in boss fights where the extra duration could be a benefit. Situational use of an increased duration support gem in those cases would probably be a more efficient tactic than passive node investment.

A complementary benefit can come from attack speed, since there is no upper limit on the number of degen charges that can be stacked.

Vulnerability Curse

Vulnerability is an especially good curse to use with Viper Strike. It has an immediate effect on the initial hit, which directly increases the DoT ticks that follow. Above and beyond that, vulnerability introduces extra bonuses for DoT damage, and so the curse has a kind of double-dip effect for boosting total VS damage.

Quest reward

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Vendor reward

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Threshold Jewel

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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.
  • Viper Strike now applies poison on hit and has a 100% chance to do so. Viper Strike now has 25% of its physical damage converted to chaos (instead of 10% physical added as chaos). Poisons applied by Viper Strike have a base duration of 8 seconds (up from 7 seconds). The Base Damage of Viper Strike has been increased from 100% to 130% at level 1, and from 122.8% to 160.4% at level 20.
1.2.0
  • This skill now adds 10% of physical damage as Chaos Damage and has a 50% chance to deal 175% of the attack's damage as chaos damage over seven seconds. The effect duration won't be refreshed by new attacks, but there is no limit to how many Viper Strike debuffs an enemy can have.
1.0.3
  • Damage progression has been increased. It is now around 15% better at level 15 than it was in 1.0.2.
1.0.2b
  • Fixed a bug where area damage bonuses would not benefit Viper Strike when supported by Module Error: No skills found with q_where = skill.active_skill_name="Melee Splash".
1.0.2
  • Generic modifiers to damage dealt will now apply to damage over time that your character causes. Damage over time is not spell damage, nor attack damage, so modifiers specific to those types will not apply. Non-specific "increased damage" modifiers will apply to damage over time. Type-specific modifiers will apply as well. For example, "increased fire damage" modifiers will apply to fire damage over time.
  • Viper Strike can be supported by Module Error: No skills found with q_where = skill.active_skill_name="Melee Splash", now that the damage penalty also applies.
0.9.13
  • Viper Strike is now 38% better at level 1 and 3% better at level 15.
0.9.12qq
  • From 0.35% attack speed per quality point to 0.5%.
0.9.12d
  • Fixed a server crash that could occur with Viper Strike.
0.9.5
  • Fixed Viper Strike so that damage from the degeneration is scaled properly for PvP.
0.9.4
  • Increased the damage.
0.9.2
  • Viper Strike does more damage at higher levels than before.
  • Reduced maximum number of charges to 4.
0.9.1
  • Reduced Viper Strike duration at lower levels.
0.8.7
  • Viper Strike added to the game.