Culling in PoE 2 is virtually useless

Since Cull has been reworked to only check before damage is dealt as opposed to after (as in PoE 1)- it feels bad. It is especially egregious with the Witch Hunter which has it alone as an entire ascendancy node.

But I wanted to figure out why it felt so bad, so I ran some (at first) basic numbers, and eventually came to the following conclusion: Cull in Path of Exile 2 really is useless in all but 1 scenario, which I will reveal later.

In summary, Cull results in an inverse incentive as it becomes better the worse your build is. In PoE 1, cull really only ever became useless if you dealt more than 100% damage in a single hit against monsters of any rarity, or between 80% and 44% of a monster's HP per hit (assuming 10% Cull Threshold).

Examples for Path of Exile 1, assuming 10% Cull Threshold:
1. You deal 100% damage against any enemy. Cull is useless, because you dealt the full damage, and thus it was never triggered;
2. You deal 90% damage against any enemy. Cull is not useless, since the remaining monster health is within your cull range, and is instantly killed. You gain 10% More damage, but assuming you only deal "hits" with attacks, you really gain 50% damage since Cull saves you an entire hit;
3. You deal 80% damage against any enemy. (Non-Headsman) Cull is useless, because you will always need to attack twice, with or without cull. This remains the case for 70, 60, and 50% damage dealt;
4. At 49-45% damage dealt, Cull can potentially save you a full hit.
5. At 44-40% damage dealt, Cull is useless again, requiring a third hit.

For Cull to be useful in PoE 1, you basically need your damage dealt to end up, after however many attacks, in the cull threshold.

In PoE2 however, you need to deal damage after the enemy is already in cull range- this means that if you ever deal more than 10% damage per hit, cull will never trigger. Put differently, if your damage per hit is equal to or greater than your Culling Threshold, you will never Cull. If your damage is below your Cull Threshold, you may cull, but at that point you are requiring 10+ hits to kill a given mob, which probably means your build has bigger problems than if you're culling or not.

Now I put all of these numbers in a spreadsheet that really illustrates it, but since this forum is old school it's complicated to show it here. But the numbers basically translate to the following use case, so:

TLDR, When is Cull actually useful in PoE2?
1. Your hits are dealing less than your culling threshold in damage (your build has bigger problems)

That's it. That's the only time cull is useful at all, and again, even if you're using rapidfire rounds, hitting every enemy 10 times before you kill them is just objective booty cheeks.

But now comes the insulting part: They introduce a helmet that doubles your cull in Myris Uxor. Now you'll end up with a Cull Threshold of up to 80% on White Mobs depending on your tree. So basically, if you want to Cull, you must always use this helmet, otherwise cull is worthless. This really destroys any build variety using cull.

GGG, I implore you, just revert to the old Cull. It was a much simpler, much more intuitive, and much more FUN implementation of cull. Reduce the thresholds, and call it a day.
Last bumped on Dec 17, 2025, 10:50:28 AM
i didnt read your post but cull isnt useless, its just not a boss killer ability

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