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Blade Flurry

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Blade FlurryAttack, AoE, Channelling, Physical, Melee
Level: (1-20)
Cost: 4 Mana
Attack Speed: 160% of base
Attack Damage: (32-45)% of base
Effectiveness of Added Damage: (32-45)%
Radius: 14 / 17 / 19
Requires Level 28Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The damage is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Attack SpeedFinal Flurry has 1% increased Area of Effect2% increased Elemental Damage while ChannellingDeals (32-45)% of Base Attack Damage
20% more Damage with Hits and Ailments for each stage
(14-75) to (20-113) Added Attack Physical Damage
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Blade Flurry skill icon.pngBlade Flurry inventory icon.png
Acquisition
Area level: 28
Vendor Prices
Normal1x Orb of Chance
Vendor Offer
1x Scroll Fragment
Metadata
Item class: Active Skill Gems
Metadata ID: Metadata/Items/Gems/SkillGemChargedAttack

Blade Flurry skill screenshot.jpg


Blade Flurry is a channeling melee attack. While channeling, Blade Flurry repeatedly attacks a random enemy in front of the player, also damaging enemies nearby the original target. When released, it will unleash an extra number of attacks equal to the stage reached.

Skill functions and interactions

  • Stages: Each attack, while channeling, applies a single stage that grants 20% more damage, up to 120% more damage total at 6th stage. Each stage will also add an extra attack to the release of Blade Flurry.
  • Dual wielding: The skill alternates between the main hand and the offhand for each hit.[1]
  • Area of effect: Modifiers to area, such as Concentrated Effect SupportConcentrated Effect SupportSupport, AoE
    Icon: o
    Level: (1-20)
    Cost & Reservation Multiplier: 140%
    Requires Level 18Supports any skill with an area of effect, regardless of whether that skill deals damage.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills deal 0.5% increased Area DamageSupported Skills have 0.5% less Area of EffectSupported Skills have 0.5% reduced Enemy Stun ThresholdSupported Skills have 30% less Area of Effect
    Supported Skills deal (35-54)% more Area Damage
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    and Increased Area of Effect SupportIncreased Area of Effect SupportSupport, AoE
    Icon: E
    Level: (1-20)
    Cost & Reservation Multiplier: 140%
    Requires Level 38Supports any skill with an area of effect.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills deal 0.5% increased Area DamageSupported Skills have 0.5% increased Attack and Cast SpeedSupported Skills have 0.5% increased Area of EffectSupported Skills have (30-49)% increased Area of EffectThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    , affect both the radius of the main hit and the radius of the explosion caused by it.
  • Trigger supports: While both Cast On Critical Strike SupportCast On Critical Strike SupportTrigger, Support, Spell
    Icon: &
    Level: (1-20)
    Requires Level 38Must support both an attack skill and a spell skill to work. The attack skill will trigger a spell when it critically strikes an enemy. Cannot support totems, traps, or mines. Vaal skills, channelling skills, and skills that reserve mana cannot be triggered.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills have 1% increased Attack Critical Strike Chance
    Supported Skills have 1% increased Spell Critical Strike Chance
    Supported Skills deal 1% more Attack DamageSupported Skills have 0.5% increased Attack Speed
    Supported Attacks will Trigger a Supported Spell when you Crit an Enemy
    Supported Skills deal (20-29)% more Spell Damage
    You cannot Cast Supported Triggerable Spells directly
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    and Cast while Channelling SupportCast while Channelling SupportSupport, Channelling, Spell, Trigger
    Icon: W
    Level: (1-20)
    Requires Level 38Must support both a channelling skill and a non-channelling spell skill to work. The channelling skill will trigger a spell periodically while channelling. Cannot support skills used by totems, traps, or mines. Vaal skills and skills that reserve mana cannot be triggered.Per 1% Quality:1Superior2Anomalous3DivergentSupported Channelling Skills deal 0.5% increased Damage
    Supported Triggered Spells deal 0.5% increased Damage
    Supported Skills have 0.5% increased Attack and Cast SpeedSupported Skills have 0.5% increased Effect of non-Damaging Ailments on Enemies
    Trigger a Supported Spell every (0.45-0.35) seconds while Channelling Supported Skills
    You cannot Cast Supported Triggerable Spells directly
    Supported Triggered Spells deal (0-9)% more Damage
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    can support Blade Flurry independently, they won't work in tandem; neither will trigger.
  • Multistrike SupportMultistrike SupportAttack, Melee, Support
    Icon: 3
    Level: (1-20)
    Cost & Reservation Multiplier: 160%
    Requires Level 38Supports melee attack skills, making them repeat twice when used, targeting a random enemy each time. Cannot support Vaal skills, totem skills, channelling skills, or triggered skills.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills deal 0.5% increased Melee Physical DamageSupported Skills have 1% reduced Attack Speed
    Supported Skills have 1% increased Area of Effect per Repeat
    Supported Skills have 0.5% increased Attack Speed
    Supported Skills Repeat 2 additional times
    Supported Skills have (35-44)% more Melee Attack Speed
    First Repeat of Supported Skills deals 22% more Damage
    Second Repeat of Supported Skills deals 44% more Damage
    Supported Skills deal (20-10)% less Attack Damage
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    : Blade Flurry (and all channelled skills) cannot be supported by Multistrike.

DPS Calculation

Blade Flurry's tooltip DPS is not accurate, because it shows Average Damage (ignoring Attack Speed) and doesn't account for stage bonus. Here is how to calculate the actual DPS:

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} DamagePerSecond = Base \times 1.6 \times 2 \times StageMult

   </math>

where Base is the base damage given by gem level, and StageMult ranges from 1.1 to 1.85 (see table in Derivation) depending on which stage level was reached before releasing. This formula also assumes the player's return strike(s) can hit an enemy; remove the 2 in the middle to approximate what happens when the return strikes don't hit an enemy.

For example, at gem level 20, with "perfect channeling," as of patch 3.14:

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} DamagePerSecond = 0.45 \times 1.6 \times 2 \times 1.85 = 2.664

   </math>

or 266% weapon damage per second. Note that the DPS will be slightly lower in practice because players cannot reach perfect channeling, only get very close.

Derivation of the stage multiplier [Expand]

Importantly, these assumptions are based on a theory vs practice test that indicates that Stage bonus is not applied when reaching that stage (aka, first hit doesn't get 20% more damage; second hit gets 20% more damage, third hit gets 40% more damage, and so on) while return strikes get the full stage bonus as reached (aka, one hit and one return strike means the return strike has 20% more damage, two hits and two return strikes mean the return strikes all have 40% more damage, and so on). This can be backed into based on Zrevnur's DPS test in a patch where Blade Flurry had 66.4% of base damage at level 20 and a 65% more Attack Speed multiplier:

"Blade Flurry vs Reave: 2.86x damage vs single target"

((.664*1.65*2.2)+(.664*1.65*1.5))/1.38 = 2.9375, or 2.94x, which is approximately as much as Zrevnur's test, with some adjustment for nonperfect channeling, rounding of time-to-kill, weapon damage variance, etc.

We can begin with the most basic formulation, which is damage without channeling bonuses or return strikes. Let <math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} b

   </math> represent base damage multiplier and 

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} a

   </math> represent attack speed modifier as listed on gem description. Then,

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} dps = b \times (1+a) </math>

 

 

 

 

(1)

and we can add another copy of the same equation for the return strikes:

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} dps = b \times (1+a) + b \times (1+a) </math>

 

 

 

 

(2)

Now, we have to analyze stage bonus. We begin with the 6-stage case, where the return strikes will have the full 20% * 6 = 120% stage bonus:

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} dps = b \times (1+a) + b \times (1+a) \times (1+1.2) </math>

 

 

 

 

(3)

Then, for the build-up strikes, we have the average of strikes. We know strikes 1 through 6 will have stage bonus of n-1, as they will have the previous stage's bonus. This means that the average bonus of 0, 20, 40, 60, 80, and 100 will be 50, or, <math display="inline" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} 1+0.5

   </math>. We get:

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} dps = b \times (1+a) \times (1+0.5) + b \times (1+a) \times (1+1.2) </math>

 

 

 

 

(4)

Now, as the buildup and return strikes have common factor of b(1+a), we can use distributive property to extract it in the manner of (xc + xd) = x(c+d)

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} dps = (b \times (1+a)) \times ((1+0.5)+(1+1.2)) </math>

 

 

 

 

(5)

Now, we know that we essentially started out with "x+x" which is more intuitively accepted as "2x" - the common base is now found in the 1s on the right side of the equation. Instead of <math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} {{1+0.5}+{1+1.2}}

   </math> we can average this out to represent "average buildup and return strikes' damage bonus", then have a more intuitive "2x for twice the strikes" on the outside: 

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} allhitsStage = 2 \times {(1+0.5)+(1+1.2) \over 2} </math>

 

 

 

 

(6)

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} allhitsStage = 2 \times {3.7 \over 2} </math>

 

 

 

 

(7)

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} allhitsStage = 2 \times 1.85 </math>

 

 

 

 

(8)

Finding averages for buildup strikes for 1 through 5 stages is left as an exercise for the reader (for those who can't imagine the intuitive linear graph for this, you may have to look at all sets {0}, {0, 20}, {0, 20, 40}, {0, 20, 40, 60,} and {0, 20, 40, 60, 80}) This means stage bonus can be as follows, when we remove the 2 from (6) to look at average stage bonus instead of stage bonus and twice-the-hits bonus:

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} averageStage at 6 stages = {(1+0.5)+(1+1.2) \over 2} </math>

 

 

 

 

(9)

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} averageStage at 5 stages = {(1+0.4)+(1+1.0) \over 2} </math>

 

 

 

 

(10)

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} averageStage at 4 stages = {(1+0.3)+(1+0.8) \over 2} </math>

 

 

 

 

(11)

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} averageStage at 3 stages = {(1+0.2)+(1+0.6) \over 2} </math>

 

 

 

 

(12)

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} averageStage at 2 stages = {(1+0.1)+(1+0.4) \over 2} </math>

 

 

 

 

(13)

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} averageStage at 1 stage = {(1+0.0)+(1+0.2) \over 2} </math>

 

 

 

 

(14)

for the following "average stage bonus when combining buildup and return strikes" table:

Stage reached upon release Average stage multiplier
1 110%
2 125%
3 140%
4 155%
5 170%
6 185%

Now, returning to (5), we can use (8) to simplify:

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} dps = (b \times (1+a)) \times 2 \times (StageMultiplier) </math>

 

 

 

 

(15)

where StageMultiplier selects from (9) through (14), as a replacement for 1.85 in the 6-stages example. Moreover, for all levels, the attack speed bonus is 60% more, so dps will always be:

<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} dps = b \times 1.6 \times 2 \times (StageMultiplier) </math>

 

 

 

 

(16)

Gem level progression

LevelRequired LevelRequired DexterityRequired StrengthRequired IntelligenceCost and
Reservation
Multiplier
Critical
Strike
Chance
Mana
Cost
Damage
Effectiveness
Stored
Uses
CooldownVaal
souls
Stored
Uses
Soul
Prevention
Time
Attack
Damage
Base durationAttack
Speed
Physical DamageExp.Total Exp.
128420290%0%032%00.00 sec000 sec32%0.00 sec0%14 to 2000
231460320%0%033%00.00 sec000 sec32.7%0.00 sec0%16 to 24199345199345
334500350%0%033%00.00 sec000 sec33.4%0.00 sec0%18 to 27285815485160
437540370%0%034%00.00 sec000 sec34.1%0.00 sec0%21 to 31401344886504
540580400%0%035%00.00 sec000 sec34.7%0.00 sec0%24 to 355543791440883
642600420%0%035%00.00 sec000 sec35.4%0.00 sec0%26 to 394774371918320
744630440%0%036%00.00 sec000 sec36.1%0.00 sec0%28 to 425837862502106
846660460%0%037%00.00 sec000 sec36.8%0.00 sec0%30 to 467103593212465
948680480%0%037%00.00 sec000 sec37.5%0.00 sec0%33 to 4913555114567976
1050710490%0%038%00.00 sec000 sec38.2%0.00 sec0%36 to 5411388775706853
1152740510%0%039%00.00 sec000 sec38.8%0.00 sec0%39 to 5813682337075086
1254760530%0%040%00.00 sec000 sec39.5%0.00 sec0%42 to 6316383388713424
1356790550%0%040%00.00 sec000 sec40.2%0.00 sec0%45 to 68195664810670072
1458820570%0%041%00.00 sec000 sec40.9%0.00 sec0%49 to 73365518414325256
1560840590%0%042%00.00 sec000 sec41.6%0.00 sec0%52 to 79301732717342583
1662870600%0%042%00.00 sec000 sec42.3%0.00 sec0%56 to 85775999525102578
1764900620%0%043%00.00 sec000 sec42.9%0.00 sec0%61 to 911513819340240771
1866920640%0%044%00.00 sec000 sec43.6%0.00 sec0%65 to 982608382566324596
1968950660%0%044%00.00 sec000 sec44.3%0.00 sec0%70 to 10562620247128944843
2070980680%0%045%00.00 sec000 sec45%0.00 sec0%75 to 113211708088340652931
21721000700%0%046%00.00 sec000 sec45.7%0.00 sec0%81 to 122-3406529310
22740000%0%046%00.00 sec000 sec46.4%0.00 sec0%87 to 13000
23760000%0%047%00.00 sec000 sec47.1%0.00 sec0%93 to 14000
24780000%0%048%00.00 sec000 sec47.7%0.00 sec0%100 to 15000
25800000%0%048%00.00 sec000 sec48.4%0.00 sec0%107 to 16000
26820000%0%049%00.00 sec000 sec49.1%0.00 sec0%114 to 17200
27840000%0%050%00.00 sec000 sec49.8%0.00 sec0%123 to 18400
28860000%0%050%00.00 sec000 sec50.5%0.00 sec0%131 to 19700
29880000%0%051%00.00 sec000 sec51.2%0.00 sec0%140 to 21000
30900000%0%052%00.00 sec000 sec51.8%0.00 sec0%150 to 22400
31910000%0%052%00.00 sec000 sec52.2%0.00 sec0%155 to 23200
32920000%0%053%00.00 sec000 sec52.5%0.00 sec0%160 to 24000
33930000%0%053%00.00 sec000 sec52.9%0.00 sec0%165 to 24800
34940000%0%053%00.00 sec000 sec53.2%0.00 sec0%171 to 25600
35950000%0%054%00.00 sec000 sec53.6%0.00 sec0%176 to 26500
36960000%0%054%00.00 sec000 sec53.9%0.00 sec0%182 to 27300
37970000%0%054%00.00 sec000 sec54.2%0.00 sec0%188 to 28200
38980000%0%055%00.00 sec000 sec54.6%0.00 sec0%194 to 29200
39990000%0%055%00.00 sec000 sec54.9%0.00 sec0%201 to 30100
401000000%0%055%00.00 sec000 sec55.3%0.00 sec0%207 to 31100

Item acquisition
Questionmark.png

Related helmet enchantments

The following helmet enchantments affect Blade Flurry. No results found

Alternate skill effects

Blade Flurry has the following alternate skill effects:

ItemEffect(s)
Demonic Blade Flurry EffectDemonic Blade Flurry EffectSkill Gem EffectYour Blade Flurry becomes a Demonic Effect.Your Blade Flurry becomes a Demonic Effect.

Version history

Version Changes
3.7.0
  • Now deals base damage equal to, and has an added damage effectiveness of, 32% at gem level 1 (from 45%), up to 45% at gem level 20 (from 56%).
  • Now adds 14 to 20 physical damage to attacks at gem level 1, up to 75 to 113 at gem level 20.
  • Now has 29% larger target-acquiring radius while channelling, and 47% larger target-acquiring radius after channelling ends.
  • Now has an attack speed multiplier of 160% (rather than 60% more attack speed).
2.6.0
  • Damage reduced by 18% at level 1 of the gem, scaling to a 15% reduction at level 20 of the gem.
  • Radius has gained 2 units on all of its ranges. (The damage area has increased from 12 to 14 units, the channelling targeting area has increased from 15 to 17 units and the release targeting area has increased from 17 to 19 units.)
  • No longer gain increased area of effect radius.
2.5.0
  • Blade Flurry's "More attack speed" modifier has been reduced from 65% more to 60% more attack speed at all levels. Blade Flurry's targeting range has been reduced by 16.6%, and the damage radius of slashes has been reduced by 14.2%.
2.4.2
  • Added new Dexterity/Intelligence skill - Blade Flurry: Repeatedly strike at enemies in a circle in front of you while channelling, dealing damage to and around the struck enemy. The damage is continually boosted while channelling. You unleash an additional strike for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.

References

  1. Bex (November 20, 2016). "Recently Asked Community Questions". Official Path of Exile Forums. Retrieved November 21, 2016.


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