Kinetic Fusillade Breakpoints
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Hello fellow exiles. As there is no skill gem feedback for skill (yet or ever, we shall see) Lets do this here:
So first of all, for those not in the know, kinetic fusillade is an attack skill which generates hovering projectiles and fire them after a short duration. See also: https://www.poewiki.net/wiki/Kinetic_Fusillade Now, there are many builds of this but essentially, to make this skill usable you need to reduce the duration of the skill to make the cast "instant". The big question now is exactly how much is needed? My Understanding of this is the following: Attackspeed plus duration must fit into a window, lets say you make 9.87 (because thats the current attack speed of my char: https://pobb.in/2crf4Og_xhl6) attacks per second: This is an attack every 0.101 seconds. In my intuition it would be enough to get the duration of fusillade under 0.10 seconds, so even 0.09 second duration should suffice to generate the maximum 1 tick projectile load. I actually tried to eyeball it but due to the skill overlapping most of the time it wasn't conclusive. And here comes my question(s): First, It seems clunkier with 0.08 or 9 duration to 0.03 (which the possible max as far as I found out), I haven't tested this extensively and will remedy this today. Is my math wrong? Path of building still adds dmg for less duration nodes even when I'm under the attack plus duration cap. Is their math wrong? Is there some Servertick trickery i haven't thought of? When does the Charging stage of the skill actually begin? I guess we are at least at 3 serverticks as far as i tried? Anyone knows? edit: so i played around a bit and i can't really see a difference in 0.03, 0.05 and 0.09 timings, but i had 18% reduced ATS with teh last one, i just dsropped the ring. hmmm.... ok, after 0.1 duration it starts going bad, but im still not sure if this is an issue with my attackspeed -> ok yes it is xD Current Build: Penance Brand God build?! https://pobb.in/bO32dZtLjji5 Last edited by tsunamikun#0433 on Dec 10, 2025, 12:38:43 PM Last bumped on Dec 18, 2025, 6:30:11 AM
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ok for all those that interested a few things I found out:
Attackspeed and duration of the skill are intertwined, as far as i see it, with less attackspeed the durationcan be longer. But not too much. action speed my also have an interaction outside of the simple increase of ATS. with a 0.1 second duration the skill behaves wacky with a wrong attackspeed. It will still fire roughly per attack but will fires only half as much projectiles at least in my experiments. when tapping the attack it still fires all projectiles (but tapping inherently has less ATS or lets the skill to fully charged always) UP to 9.9 attacks per second I couldn't find a operative difference between 0.03, 0.05 which lines up with my understanding of the skill With the nature how this works, eyeballing if there is one ot two less projectiles with 0.05 was beyond me. This means 10% reduced duration from the tree might be actually worthless, depending on your Attack speed. As far as I understand it in Pob every projectile fired need the duration before actually firing at have, themselves a constant time of 0.005 seconds for each individual. So for me, it would be 0.045 seconds for all projectiles to fire + chargeup time which need to fit into the attack time window. Without hasty demise I can switch onslaught to quicksilver and remove 14% ATS from tree and should not detect any dps differences. Which i will look up today. But the guys from Pob are also saying this might be speculative, we shall see. Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5 |
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So tested, Pob seems to be right with attack rates for projectiles yay.
EoL gamble with mb failed not yay. Ah well see you next league Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5 |
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On reddit they have postulated that you need a 0.05 second or more on your attack time compared to your delay to ensure instant firing.
Meaning, if your duration is 0.10 seconds, then your attack time should not be more than 0.15 seconds, or sometimes POE will not fire before you add more projectiles with the next attack (which is obviously unwanted). "This is an attack every 0.101 seconds. In my intuition it would be enough to get the duration of fusillade under 0.10 seconds, so even 0.09 second duration should suffice to generate the maximum 1 tick projectile load." This should be true, except the mechanics of the PoE engine may not be calculating every 0.0001 seconds. I can't confirm the math above but it does seem to help to have duration significantly under the attack time, not just under it. |
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Yep thats about it.
As far as I understand it now: in between your attack rate you need to have enough time for the duration of teh skill to pass and additionally you need time for every projectile (num_proj*0.005) with at maximum for deadeyes with dying sun is 0.06 seconds. Serverticks also play a role in cutting off the timnings a bit, but a lot more important is jkust attacktime and duration + projectile time. and the community fork guys seem to have that cleanly build in already. This whoel thought chain only existed because i wanted to fit in tranquility instead of hasty demise for the annoint, but hey the more you know. Not that the skill won't be nerfed into the ground next league :D Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5 |
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