Puncture

fair enough, although the new viper strike will be in similar definition soon it seems. =p although in that case it states "as base" damage so its clearer that its step by step.
I suspect that Puncture is going to be baller in the upcoming patch 1.2.
Figured I would give it a go. However one thing I noticed, and don't particularly like about it is how visually indistinctive it is from an ordinary attack, esp with bows.

Half the time I can't tell where I'm shooting as a result. If it had some sort of bloody aura around it then I could see what is going on. Here's hoping.
it has a sound effect instead, then the DoT part has a visual.
The new Shadow start is a godsend for Puncture builds.

I like the fact that it's not very flashy when you fire it. Feels like you're a sneaky assassin.
Last edited by Incompetent#3573 on Aug 24, 2014, 10:04:33 PM
"
dspair wrote:

For example:
Base bow damage (physical): 100
Increased Physical Damage: 20%
Increased DoT: 10%
120 + (20% + 10%) = 156 damage (taking the final damage of the blow and applying both DoT modifiers)

Modifiers apply it twice.
"
Mark_GGG wrote:

There are (since the DoT refactor) four sources of damage:
1) Attack Damage (includes any attack-only modifiers such as melee) - always has base damage come from a weapon.
2) Spell Damage. Base comes from the skill, affected by spell modifiers.
3) "Secondary" Damage. Not affected by spell or attack modifiers, but still hits. Used for stuff like the explosion from Infernal Blow.
4) Damage over time. Not affected by spell or attack modifiers (because it's a separate class of damage), but anything that cares about the type of damage (fire, elemental, chaos, etc), or what deals it (trap, minion) will apply.

http://www.pathofexile.com/forum/view-thread/986804
Last edited by nameforgame#6011 on Sep 1, 2014, 3:35:18 AM
Just want to clarify,Puncture will be nerf?
i hope they wont.
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Daniel_GGG wrote:
Things that will directly affect bleed damage from Puncture (off the top of my head):
  • Damage modifiers
  • Damage over time modifiers
  • Physical damage modifiers
  • Projectile damage modifiers (if applied with a projectile)
  • Area damage modifiers (if applied with an AoE)
  • Totem damage modifiers (if applied with a totem)
  • Trap damage modifiers (if applied with a trap)
  • Mine damage modifiers (if applied with a mine)



Now that the early release of the 1.3 skill tree has Increased Melee Damage nodes in the Templar starting area, so these nodes also effect the bleed damage over time?
Nowhere in that list is 'Melee Damage' mentioned.
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Vipermagi wrote:
Nowhere in that list is 'Melee Damage' mentioned.


I am fairly certain that the "Melee Damage" mods did not exist when that list was made.
...?
There have been Melee Damage nodes since forever (look at the current tree?), Strength has always granted Melee Damage, both Melee Phys Supports grant Melee Damage as the name implies. It's not exactly an uncommon modifier.

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