Rogue Compendium
Last Updated:November 21, 2024|Changelog
ARPG titles like Diablo 4 are notorious for their specific niche interactions that make or break builds. This Rogue Compendium aims to catalog all the known and discovered interactions, allowing you to make more educated decisions when building your character. Due to this being an ever-living document, it is updated as soon as possible to reflect the most up-to-date information available in the community.
Newest Findings
This section contains the latest findings for the rogue class. The entire compendium is updated every season with the most recent findings, however, if you want a quick overview of the most recent discoveries, this section is for you. It includes the PTR findings from the most recent PTR and a Live Findings section including any findings discovered during the most recent live season.
Season 6 Live Findings
Table of Contents
1. Skills
2. Key Passives
3. Passives
4. Glyphs
5. Legendary Paragon Nodes
6. Class Specialization
7. Stats
8. Aspects
9. Uniques
1. Skills
To be populated with live findings.
2. Key Passives
To be populated with live findings.
3. Passives
To be populated with live findings.
4. Glyphs
To be populated with live findings.
5. Legendary Paragon Nodes
To be populated with live findings.
6. Class Specialization
To be populated with live findings.
7. Stats
To be populated with live findings.
8. Aspects
To be populated with live findings.
9. Uniques
To be populated with live findings.
Season 6 PTR Findings
Table of Contents
1. Skills
2. Key Passives
3. Passives
4. Glyphs
5. Legendary Paragon Nodes
6. Class Specialization
7. Stats
8. Aspects
9. Uniques
1. Skills
Shadow Step
Unexpected Interactions
Two bugs related to Disciplined Shadow Step. One is that when used in combination with the Jah Rune, which turns your evade into Teleport, you can cancel the Shadow Step mid-cast, causing the cooldown not to be reduced. The second bug is that Shadow Step has a small "spam cast" protection of 30 frames to prevent you from accidentally using multiple charges of Shadow Step. However, these 30 frames are reduced by Disciplined Shadow Step which means you can spam Shadow Step anyway if your cooldown is below 2.5 seconds.
Rapid Fire
Unexpected Interaction
When you use Rapid Fire, the Jah rune that turns your evade into the sorcerer skill Teleport cannot trigger Advanced Rapid Fire. Any normal evade cast still trigger it though.
Flurry
Returning Bug
On the PTR, an old bug where Advanced Flurry dropped stacks from Lucky Hit triggers returned to the skill. We presume this to not make it to the live version of the game.
Twisting Blade
Lucky Hit Interaction Bug
The Lucky Hit Chance of Twisting Blades continues to differ from expectations. In a brief interaction test of 300 points of data for the base version of Twisting Blades and 500 points of data for Twisting Blades using Bladedancer's, overall Lucky Hit Chance was significantly lower than expected.
Each hit of Twisting Blades was expected to have the Tooltip Lucky Hit Chance% (in this case, 114%). The test was set up in a way where we tracked Doombringer triggers per hit and tracked all damage instances individually using recorded footage. Based on other spell functions, Twisting Blades was expected to have either a 114% Chance to Lucky Hit per hit, or 1-(1-1.14)^(1/2) = 100% chance to Lucky Hit due to the limitations of the formula when a skill has two damage instances on it (more on this in our Lucky Hit Mechanics article). However, it turns out that the data was distributed in the following way:
Without Bladedancer's
Data | Total Triggers of Doombringer | Hits Registered | Calculated Trigger Chance |
---|---|---|---|
Impales | 33 | 147 | 33 / 147 = 22.45% |
Returns | 8 | 147 | 8 / 147 = 5.44% |
Spins | 0 | 0 | 0% |
Total | 41 | 294 | 41 / 294 = 13.95% |
Expected | 114% x 25% x 294 = 83.79 | 294 | 83.79 / 294 = 28.5% |
With Bladedancer's
Data | Total Triggers of Doombringer | Hits Registered | Calculated Trigger Chance |
---|---|---|---|
Impales | 29 | 124 | 29 / 124 = 23.39% |
Returns | 7 | 124 | 7 / 124 = 5.65% |
Spins | 25 | 248 | 25 / 248 = 10.08% |
Total | 61 | 496 | 61 / 496 =12.3% |
Expected | 114% x 25% x 496 = 141.36 | 496 | 141.36 / 496 = 28.5% |
As we can see, the Doombringer Triggers to Total Hits ratio is off by a significant margin compared to the expected ratio. We are getting roughly half the expected triggers, which makes Twisting Blades very poor in Lucky Hit Chance contexts.
Dance of Knives
Interactions
Snapshot
Channeled skills are notorious for snapshotting, so we investigated some potential snapshots to see how Dance of Knives behaved in certain contexts. For example, Fists of Fate aspect value snapshot for the entire duration of the channel (so if you roll a nat 1 and get 1%, your Dance of Knives does 1% of its original damage for the full channel). Other notable snapshots are Countering Concealment and Synergy. The full list of these is investigated when Season 6 hits the live servers.
Imbuement
Dance of Knives can be imbued, and it only loses one charge for starting the channel. This means that if you channel indefinitely, you only consume one charge in total.
Momentum
It appears to be getting roughly one stack per second of channeling and does not generate a stack when you are tapping the skill.
Inner Sight
During Inner Sight, Dance of Knives does not lose any charges.
2. Key Passives
Victimize
New Formula
Victimize% = (1 + 2.2 x ((1 + Vulnerable Additive) x [1.2 x Malice x (Vulnerable Legendary Glyph^Total)] - 1)) x 0.8
Double Dipping
Malice (triple dips during stagger), Legendary effects of Chip, Exploit, and Diminish.
Working Interactions
- Coldclip
- Elements
- Conceited
- Pitfighter's Gull
- Exploit
- Malice
- Trick Attacks
- Enhanced Caltrops
- Enhanced Smoke Grenade
- Inner Calm
- Frigid Finesse
- Vulnerable (individual target tracking)
- Control and its new legendary effect
- Combat and its new legendary effect
- Deadly Ambush
- Fluidity and its new legendary effect
- Pride and its new legendary effect
- Chip and its new legendary effect
- Diminish's new legendary effect
- Exploit's new legendary effect
- Unstable Elixirs
Non-functioning Interactions
- Edgemaster's
- Weapon Mastery
- Impetus
- Fists of Fate
- Versatility
Precision
Old Formula - New additions!
([1+ Crit Damage Additive] x [1.5 x Trick Attacks x (Crit Damage Legendary Glyph^Total)] - 1) x 0.15 + 0.5
Double Dipping
Precision continues its old double-dipping issues with the new Legendary Glyphs and Trick Attacks. These affect the precision multiplier and the final product, making any precision build multitudes better than it should be.
Close Quarters Combat
New Formula
Close Quarters Combat Multiplier: (1+[Close Damage Additive] x 0.15)
No Double Dipping
Close Quarters Combat is unique as the new Legendary Glyph effects do NOT double dip with the Close Quarters Combat scaling. It uses the true additive Close Damage value.
Alchemical Admixture
New Formula
Admixture Multiplier: ((Shadow DMG% x [Shadow Legendary Glyph^Total] x Eldritch Bounty [If Shadow Imbuement]) + (Poison DMG% x [Poison Legendary Glyph^Total] x Eldritch Bounty [If Poison Imbuement]) + (Cold DMG% x [Cold Legendary Glyph^Total] x Eldritch Bounty [if Cold Imbuement])) x (Non-Physical Legendary Glyph^Total) x (1+Elements) x 0.2 + 0.4
Double Dipping
We have certain multipliers double-dipping the final damage and Alchemical Admixture. Effects such as Elements, the new Legendary Glyphs, Eldritch Bounty all multiply the Additive Shadow, Poison and Cold damage you have and also affect the damage you deal with the imbuements themselves.
Momentum
Interaction
We confirmed that only Marksman skills now drop stacks, meaning utility skills such as Imbuements and Smoke Grenade no longer drop Momentum stacks.
3. Passives
Trick Attacks
Still Multiplicative
Trick Attacks should be additive to itself, resulting in a 36% multiplier when fully stacked. However, it compounds causing it to be 1.06^6 = 1.419 = 41.9%. This difference looks small but is large enough especially when combined with Precision to create a big difference.
Weapon Mastery
Description Change
It still does not work for non-direct skill damage sources such as Imbuements and items such as Andariel's Visage.
4. Glyphs
Devious
Description Change
Devious had its description changed from "When you hit an enemy with an attack that applies a Crowd Control effect ..." to "When you hit an enemy or Boss with an attack that applies Crowd Control effect". This was tested with normal Crowd Control sources (such as Smoke Grenade) and procs (from Fists of Fate). Testing shows it works in both contexts.
5. Legendary Paragon Nodes
Deadly Ambush
Previously Bugged Interaction
Deadly Ambush was previously bugged and increased the damage from all damage sources, disregarding its condition of it being a critical strike. This has been fixed during this PTR and no longer functions for non-critical strikes.
Danse Macabre
Interaction
Due to the new abilities such as Dance of Knives and potential archetypes such as Smoke Grenade spam, it was tested to see what happened if you spam a Mobility or Subterfuge skill. it turns out that it works on Smoke Grenade spam, making it a 50% damage multiplier for this build archetype.
Eldritch Bounty
Unchanged
It has been previously recorded that Eldritch Bounty did not get triggered when used in combination with Coldclip. This interaction is still broken, which is a shame due to the new interactions with Victimize and Alchemical Admixture.
6. Class Specialization
Preparation
Still Inconsistent
During testing, we kept running into an "overflow" functionality:
- Use Beastfall Boots + Pen shot, spend 233 energy, and get 5 seconds of Cooldown Reduction.
- Spend 28 energy, and get 5 seconds of Cooldown Reduction.
- Spend another 28 energy, and get 5 seconds of Cooldown Reduction.
- Spend another 28 energy, and get 5 seconds of Cooldown Reduction.
- Spend another 28 energy, and get 0 seconds of Cooldown Reduction.
Total Energy Spent: 345 Energy
How many triggers of Preparation should we get? (345)/75 = 4.6
How many triggers of Preparation did we get? 4
So it technically works, but it tracks how much energy you have spent over the cap and redistributes it over the next few skills instead of in one go (which is not how Preparation reads).
7. Stats
Tempering: Deals Double Damage
Functionality
Tempering manuals that state that they have a "Chance to deal Double Damage" were tested to see if they are capped at 100% like "cast twice" tempering manuals. This was the case for Blade Shift when it was tested, as well as Barbarian abilities when they were tested. It is presumed that this is the functionality for all skills.
Main Stats Doubled
Formula
The formula for main stat damage gain was changed on PTR to be double what we expected. This means that the formula for calculating the multiplier for main stat for rogue changed to:
Main Stat Multiplier = [1+(Main Stat/900) x 2]
It is unclear whether or not this was intended and will remain the case when Season 6 launches in October.
8. Aspects
Poisonous Clouds
Lucky Hit Interaction - The aspect of Poisonous Clouds does not have Lucky Hit Chance to pull from, yet it can trigger Lucky Hit effects.
Dark Dance
Tooltip Inaccuracies - Dark Dance still gives too little damage boost compared to what the tooltip suggests. It increases the damage done by 40% each time its effect is available instead of the suggested 80%.
9. Uniques
Paingorger
Working Interactions
- Vulnerable is individually tracked per dummy, damage is not transferred over
- Distance/Close works based on your relative positioning to the echoed targets
- Basic skill damage works
- Chip/Canny (if the target has it stacked, it doesn't automatically spread)
- Malice
- Exploit
- Moonrise
- Elements
- Conceited
- Penitent Greaves (all targets need to be affected by chill/frozen)
- Control (all targets need to be affected by the CC)
- Shard of Verathiel
- Ring of Starless Skies
- Retribution (checks the status of the enemy it echos to regardless if the original target is stunned)
Non-working Interactions
- Weapon Mastery
- Edgemaster's
- Crit Damage: not tracked at all since individual hits cannot crit, and the damage gained from crit does not transfer over
- Overpower: not tracked at all since individual hits cannot Overpower, and the damage gained from Overpower does not transfer over
- Adaptability
- Crown of Lucion
Crown of Lucion
Unchanged - Crown of Lucion was unchanged for this PTR and still breaks the gain from certain Core and Basic modifiers.
Basic Skills
Blade Shift
Attack Speed
The following Attack Speed % sources function for Blade Shift. For a more in-depth explanation of how attack speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Close Quarters Combat (Cutthroat)
- Flurry
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Andariel's Visage
- Ring of Starless Skies
- Culler
- Nimble
- Artillery Shrine (100% AS)
Cap 2
- Close Quarters Combat (Marksman)
- Alchemical Advantage
- Accelerating
- Asheara's Khanjar
- Rapid
- Haste
- Basic Attack Speed (Gear Affix)
- Enhanced Heartseeker
- Cutthroat Attack Speed (Tempering)
Attack Speed Breakpoints
APS = Attacks per Second, AS % = Attack Speed %
Frames | APS | Sword AS % | Sword + Dagger AS % | Dagger AS % |
---|---|---|---|---|
19 | 1.1 | 0% | - | - |
18 | 1.1418 | 3.8% | 0% | 0% |
17 | 1.21 | 10% | 5.2% | 0.8% |
16 | 1.2756 | 16% | 10.9% | 6.3% |
15 | 1.374 | 24.9% | 19.5% | 14.5% |
14 | 1.4916 | 35.6% | 29.7% | 24.3% |
13 | 1.5912 | 44.7% | 38.4% | 32.6% |
12 | 1.7508 | 59.2% | 52.2% | 45.9% |
11 | 1.896 | 72.4% | 64.9% | 58% |
10 | 2.1276 | 93.4% | 85% | 77.3% |
9 | 2.4276 | 120.7% | 111.1% | 102.3% |
8 | 2.6976 | 145.2% | 134.6% | 124.8% |
7 | 3.1932 | 190.3% | 177.7% | 166.1% |
Interactions that work with Blade Shift
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Elements
- Conceited
- Adaptability
- Moonrise
- Edgemaster's
- Passives
- Frigid Finesse
- Exploit
- Enhanced Smoke Grenade
- Malice
- Unstable Elixirs
- Trick Attacks
- Weapon Mastery
- Enhanced Caltrops
- Mixed Shadow Imbuement requires Coldclip
- Mixed Cold Imbuement requires Coldclip
- Enhanced Cold Imbuement requires Coldclip
- Blended Cold Imbuement requires Coldclip
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Exploit Weakness
- Tricks of the Trade
- Deadly Ambush
- Glyphs
- Ambush
- Canny requires Coldclip
- Chip
- Closer
- Combat
- Control
- Devious
- Fluidity
- Pride
- Turf
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Shard of Verathiel
- Locran's Talisman
- Stats
Interactions that partially works with Blade Shift
- Uniques and Mythic Uniques
- Crown of Lucion requires Shard of Verathiel
- Paingorger's Gauntlets
Interactions that do not work with Blade Shift
- Legendary Nodes
- Eldritch Bounty with Coldclip
- Glyphs
- Infusion passive with Coldclip
Forceful Arrow
Attack Speed
The following Attack Speed % sources function for Forceful Arrow. For a more in-depth explanation of how attack speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Close Quarters Combat (Cutthroat)
- Flurry
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Andariel's Visage
- Ring of Starless Skies
- Culler
- Nimble
- Artillery Shrine (100% AS)
Cap 2
- Close Quarters Combat (Marksman)
- Alchemical Advantage
- Accelerating
- Asheara's Khanjar
- Rapid
- Haste
- Basic Attack Speed (Gear Affix)
- Enhanced Heartseeker
Attack Speed Breakpoints
Frames | APS | Crossbow AS% | Bow AS% |
---|---|---|---|
36 | 0.9 | 0% | - |
35 | 0.9225 | 2.5% | - |
34 | 0.9567 | 6.3% | - |
33 | 0.9792 | 8.8% | - |
32 | 1.0017 | 11.3% | - |
31 | 1.0368 | 15.2% | - |
30 | 1.08 | 20% | 0% |
29 | 1.1142 | 23.8% | 1.3% |
28 | 1.1592 | 28.8% | 5.4% |
27 | 1.2042 | 33.8% | 9.5% |
26 | 1.26 | 40% | 14.5% |
25 | 1.3050 | 45% | 18.6% |
24 | 1.35 | 50% | 22.7% |
23 | 1.4175 | 57.5% | 28.9% |
22 | 1.4850 | 65% | 35% |
21 | 1.5525 | 72.5% | 41.1% |
20 | 1.6407 | 82.3% | 49.2% |
19 | 1.7415 | 93.5% | 58.3% |
18 | 1.8432 | 104.8% | 67.6% |
17 | 1.9575 | 117.5% | 78% |
16 | 2.0475 | 127.5% | 86.1% |
15 | 2.205 | 145% | 100.5% |
14 | 2.3742 | 163.8% | 115.8% |
13 | 2.5850 | 187.2% | 135% |
12 | 2.8193 | - | 156.3% |
11 | 3.113 | - | 183% |
Lucky Hit Chance
- Chance to Cast Twice Tempering retains full Lucky Hit Chance per damage instance, making it great at triggering effects such as Andariel's Visage and Victimize.
More on Lucky Hit functionality in our Lucky Hit Mechanics article.
Interactions that work with Forceful Arrow
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Elements
- Conceited
- Adaptability
- Moonrise
- Edgemaster's
- Passives
- Frigid Finesse
- Mixed Shadow Imbuement with Coldclip.
- Exploit
- Enhanced Smoke Grenade
- Malice
- Unstable Elixirs
- Trick Attacks
- Weapon Mastery
- Enhanced Caltrops
- Mixed Cold Imbuement with Coldclip
- Enhanced Cold Imbuement with Coldclip
- Blended Cold Imbuement with Coldclip
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Exploit Weakness
- Tricks of the Trade
- Deadly Ambush
- Glyphs
- Ambush
- Canny with Coldclip
- Chip
- Ranger
- Combat
- Control
- Devious
- Fluidity
- Pride
- Turf
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Shard of Verathiel
- Locran's Talisman
- Stats
Interactions that partially works with Forceful Arrow
- Uniques and Mythic Uniques
- Crown of Lucion requires Shard of Verathiel
- Paingorger's Gauntlets
Interactions that do not work with Forceful Arrow
- Legendary Nodes
- Eldritch Bounty with Coldclip
- Glyphs
- Infusion passive with Coldclip
Heartseeker
Attack Speed
The following Attack Speed % sources function for Heartseeker. For a more in-depth explanation of how attack speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Close Quarters Combat (Cutthroat)
- Flurry
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Andariel's Visage
- Ring of Starless Skies
- Culler
- Nimble
- Artillery Shrine (100% AS)
Cap 2
- Close Quarters Combat (Marksman)
- Alchemical Advantage
- Accelerating
- Asheara's Khanjar
- Rapid
- Haste
- Basic Attack Speed (Gear Affix)
- Enhanced Heartseeker
Attack Speed Breakpoints
Frames | APS | Crossbow AS% | Bow AS% |
---|---|---|---|
36 | 0.9 | 0% | - |
35 | 0.9225 | 2.5% | - |
34 | 0.9567 | 6.3% | - |
33 | 0.9792 | 8.8% | - |
32 | 1.0017 | 11.3% | - |
31 | 1.0368 | 15.2% | - |
30 | 1.08 | 20% | 0% |
29 | 1.1142 | 23.8% | 1.3% |
28 | 1.1592 | 28.8% | 5.4% |
27 | 1.2042 | 33.8% | 9.5% |
26 | 1.26 | 40% | 14.5% |
25 | 1.3050 | 45% | 18.6% |
24 | 1.35 | 50% | 22.7% |
23 | 1.4175 | 57.5% | 28.9% |
22 | 1.4850 | 65% | 35% |
21 | 1.5525 | 72.5% | 41.1% |
20 | 1.6407 | 82.3% | 49.2% |
19 | 1.7415 | 93.5% | 58.3% |
18 | 1.8432 | 104.8% | 67.6% |
17 | 1.9575 | 117.5% | 78% |
16 | 2.0475 | 127.5% | 86.1% |
15 | 2.205 | 145% | 100.5% |
14 | 2.3742 | 163.8% | 115.8% |
13 | 2.5850 | 187.2% | 135% |
12 | 2.8193 | - | 156.3% |
11 | 3.113 | - | 183% |
Lucky Hit Chance
- The extra attacks from Primary Heartseeker retains the full Lucky Hit Chance of Heartseeker.
- Chance to Cast Twice Tempering retains full Lucky Hit Chance per damage instance, making it great at triggering effects such as Andariel's Visage and Victimize.
- Heartseeker Duration Tempering increases the duration of all Heartseeker durations, meaning Enhanced Heartseeker, Fundamental Heartseeker, and the base duration of Heartseeker.
More on Lucky Hit functionality in our Lucky Hit Mechanics article.
Double Combo Points with Heartseeker
Using the tempering manual to cast Heartseeker twice, Heartseeker generates guaranteed two Combo Points instead of one. This interaction is independent of other pieces of gear, and solely something that occurs when you have Chance for Heartseeker Projectiles to Cast Twice on your gear. This is unique to Heartseeker and does not happen for other basic attacks.
Interactions that work with Heartseeker
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Elements
- Conceited
- Adaptability
- Moonrise
- Edgemaster's
- Passives
- Frigid Finesse
- Mixed Shadow Imbuement with Coldclip.
- Exploit
- Enhanced Smoke Grenade
- Malice
- Unstable Elixirs
- Trick Attacks
- Weapon Mastery
- Enhanced Caltrops
- Mixed Cold Imbuement with Coldclip
- Enhanced Cold Imbuement with Coldclip
- Blended Cold Imbuement with Coldclip
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Exploit Weakness
- Tricks of the Trade
- Deadly Ambush
- Glyphs
- Ambush
- Canny with Coldclip
- Chip
- Ranger
- Combat
- Control
- Devious
- Fluidity
- Pride
- Turf
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Shard of Verathiel
- Locran's Talisman
- Stats
Interactions that partially works with Heartseeker
- Uniques and Mythic Uniques
- Crown of Lucion requires Shard of Verathiel
- Paingorger's Gauntlets
Interactions that do not work with Heartseeker
- Legendary Nodes
- Eldritch Bounty with Coldclip
- Glyphs
- Infusion passive with Coldclip
Invigorating Strike
Attack Speed
The following Attack Speed % sources function for Invigorating Strike. For a more in-depth explanation of how attack speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Close Quarters Combat (Cutthroat)
- Flurry
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Andariel's Visage
- Ring of Starless Skies
- Culler
- Nimble
- Artillery Shrine (100% AS)
Cap 2
- Close Quarters Combat (Marksman)
- Alchemical Advantage
- Accelerating
- Asheara's Khanjar
- Rapid
- Haste
- Basic Attack Speed (Gear Affix)
- Enhanced Heartseeker
- Cutthroat Attack Speed (Tempering)
Attack Speed Breakpoints
Frames | APS | Sword AS% | Sword + Dagger AS% | Dagger AS% |
---|---|---|---|---|
33 | 1.1 | 0% | - | - |
32 | 1.1275 | 2.5% | 0% | - |
31 | 1.1825 | 7.5% | 2.8% | 0% |
30 | 1.2156 | 10.5% | 5.7% | 1.3% |
29 | 1.26 | 14.5% | 9.6% | 5% |
28 | 1.3056 | 18.7% | 13.5% | 8.8% |
27 | 1.35 | 22.7% | 17.4% | 12.5% |
26 | 1.4125 | 28.4% | 22.8% | 17.7% |
25 | 1.4556 | 32.3% | 26.6% | 21.3% |
24 | 1.53 | 39.1% | 33% | 27.5% |
23 | 1.59 | 44.5% | 38.3% | 32.5% |
22 | 1.68 | 52.7% | 46.1% | 40% |
21 | 1.734 | 57.6% | 50.8% | 44.5% |
20 | 1.8456 | 67.8% | 60.5% | 53.8% |
19 | 1.9656 | 78.7% | 70.9% | 63.8% |
18 | 2.0556 | 86.9% | 78.7% | 71.3% |
17 | 2.202 | 100.2% | 91.5% | 83.5% |
16 | 2.322 | 111.1% | 101.9% | 93.5% |
15 | 2.502 | 127.5% | 117.6% | 108.5% |
14 | 2.652 | 141.1% | 130.6% | 121% |
13 | 2.9076 | 164.3% | 152.8% | 142.3% |
12 | 3.1056 | 182.3% | 170.1% | 158.8% |
11 | 3.465 | - | - | 188.8% |
Interactions that work with Invigorating Strike
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Elements
- Conceited
- Adaptability
- Moonrise
- Edgemaster's
- Passives
- Frigid Finesse
- Mixed Shadow Imbuement with Coldclip.
- Exploit
- Enhanced Smoke Grenade
- Malice
- Unstable Elixirs
- Trick Attacks
- Weapon Mastery
- Enhanced Caltrops
- Mixed Cold Imbuement with Coldclip
- Enhanced Cold Imbuement with Coldclip
- Blended Cold Imbuement with Coldclip
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Exploit Weakness
- Tricks of the Trade
- Deadly Ambush
- Glyphs
- Ambush
- Canny with Coldclip
- Chip
- Closer
- Combat
- Control
- Devious
- Fluidity
- Pride
- Turf
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Shard of Verathiel
- Locran's Talisman
- Stats
Interactions that partially works with Invigorating Strike
- Uniques and Mythic Uniques
- Crown of Lucion requires Shard of Verathiel
- Paingorger's Gauntlets
Interactions that do not work with Invigorating Strike
- Legendary Nodes
Eldritch Bounty with Coldclip
- Glyphs
Infusion passive with Coldclip
Puncture
Attack Speed
The following Attack Speed % sources function for Puncture. For a more in-depth explanation of how attack speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Close Quarters Combat (Cutthroat)
- Flurry
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Andariel's Visage
- Ring of Starless Skies
- Culler
- Nimble
- Artillery Shrine (100% AS)
Cap 2
- Close Quarters Combat (Marksman)
- Alchemical Advantage
- Accelerating
- Asheara's Khanjar
- Rapid
- Haste
- Basic Attack Speed (Gear Affix)
- Enhanced Heartseeker
Attack Speed Breakpoints
Frames | APS | Sword AS% | Sword + Dagger AS% | Dagger AS% |
---|---|---|---|---|
26 | 1.1 | 0% | - | - |
25 | 1.1418 | 3.8% | 0% | - |
24 | 1.1693 | 6.3% | 1.6% | 0% |
23 | 1.23 | 11.8% | 7% | 2.5% |
22 | 1.3956 | 18.6% | 13.5% | 8.7% |
21 | 1.3596 | 23.5% | 18.2% | 13.3% |
20 | 1.44 | 30.9% | 25.2% | 20% |
19 | 1.50 | 36.4% | 30.4% | 25% |
18 | 1.6056 | 45.9% | 39.6% | 33.8% |
17 | 1.68 | 52.7% | 46.1% | 40% |
16 | 1.80 | 63.6% | 56.5% | 50% |
15 | 1.9056 | 73.2% | 65.7% | 58.8% |
14 | 2.07 | 88.2% | 80% | 72.5% |
13 | 2.2596 | 105.4% | 96.4% | 88.3% |
12 | 2.4276 | 120.6% | 111% | 102.3% |
11 | 2.7120 | 146.5% | 135.8% | 126% |
10 | 2.9256 | 165.9% | 154.3% | 143.8% |
9 | 3.3660 | - | 192.7% | 180.5% |
Lucky Hit Chance
- Puncture is unique because each blade from Fundamental Puncture retains its full Lucky Hit Chance.
- Chance to Cast Twice Tempering also retains full Lucky Hit Chance per blade, making it an excellent driver for Lucky Hit Chance builds.
- When paired with Pestilent Points], each blade applies a fully functioning Poison Imbuement with its normal Lucky Hit Chance. However, if 2 or more blades hit the same target, you only get the Lucky Hit as if one Poison Imbuement was applied.
More on Lucky Hit functionality in our Lucky Hit Mechanics article.
Interactions that work with Puncture
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Elements
- Conceited
- Adaptability
- Moonrise
- Pestilent Points has full Poison Imbuement functionality.
- Edgemaster's
- Passives
- Frigid Finesse
- Mixed Shadow Imbuement with Coldclip.
- Exploit
- Subverting Poison Trap with Pestilent Points.
- Enhanced Smoke Grenade
- Malice
- Unstable Elixirs
- Trick Attacks
- Weapon Mastery
- Enhanced Caltrops
- Mixed Cold Imbuement with Coldclip
- Enhanced Cold Imbuement with Coldclip
- Blended Cold Imbuement with Coldclip
- Mixed Poison Imbuement with Pestilent Points
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Eldritch Bounty with Pestilent Points
- Exploit Weakness
- Tricks of the Trade
- Deadly Ambush
- Glyphs
- Ambush
- Canny with Pestilent Points and Coldclip
- Chip
- Combat
- Control
- Devious
- Fluidity
- Pride
- Ranger
- Turf
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Shard of Verathiel
- Locran's Talisman
- Stats
Interactions that partially works with Puncture
- Uniques and Mythic Uniques
- Crown of Lucion requires Shard of Verathiel
- Paingorger's Gauntlets
Interactions that do not work with Puncture
- Passives
- Enhanced Poison Imbuement with Pestilent Points
- Legendary Nodes
- Eldritch Bounty with Coldclip
- Glyphs
- Infusion passive with Coldclip and Pestilent Points.
Core Skills
Barrage
Attack Speed
The following Attack Speed % sources function for Barrage. For a more in-depth explanation of how attack speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Close Quarters Combat (Cutthroat)
- Flurry
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Andariel's Visage
- Ring of Starless Skies
- Culler
- Nimble
- Artillery Shrine (100% AS)
Cap 2
- Close Quarters Combat (Marksman)
- Alchemical Advantage
- Accelerating
- Asheara's Khanjar
- Haste
- High Velocity
- Enhanced Heartseeker
Attack Speed Breakpoints
Frames | APS | Crossbow AS% | Bow AS% |
---|---|---|---|
36 | 0.9 | 0% | - |
35 | 0.9225 | 2.5% | - |
34 | 0.9567 | 6.3% | - |
33 | 0.9792 | 8.8% | - |
32 | 1.0017 | 11.3% | - |
31 | 1.0368 | 15.2% | - |
30 | 1.08 | 20% | 0% |
29 | 1.1142 | 23.8% | 1.3% |
28 | 1.1592 | 28.8% | 5.4% |
27 | 1.2042 | 33.8% | 9.5% |
26 | 1.26 | 40% | 14.5% |
25 | 1.3050 | 45% | 18.6% |
24 | 1.35 | 50% | 22.7% |
23 | 1.4175 | 57.5% | 28.9% |
22 | 1.4850 | 65% | 35% |
21 | 1.5525 | 72.5% | 41.1% |
20 | 1.6407 | 82.3% | 49.2% |
19 | 1.7415 | 93.5% | 58.3% |
18 | 1.8432 | 104.8% | 67.6% |
17 | 1.9575 | 117.5% | 78% |
16 | 2.0475 | 127.5% | 86.1% |
15 | 2.205 | 145% | 100.5% |
14 | 2.3742 | 163.8% | 115.8% |
13 | 2.5850 | 187.2% | 135% |
12 | 2.8193 | - | 156.3% |
11 | 3.113 | - | 183% |
Lucky Hit Chance
- Barrage has both Branching Volleys and High Velocity adding more damage instances per cast. All of these retain their full Lucky Hit Chance.
- Chance to Cast Twice Tempering also retains full Lucky Hit Chance per Arrow, making it an excellent driver for Lucky Hit Chance builds, such as Andariel Rogue.
More on Lucky Hit functionality in our Lucky Hit Mechanics article.
Interactions that work with Barrage
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Elements
- Conceited
- Edgemaster's
- Accelerating
- Expectant
- Blood Boiling
- High Velocity
- Branching Volleys
- Passives
- Frigid Finesse
- Mixed Shadow Imbuement requires imbuements
- Exploit
- Subverting Poison Trap with Poison Imbuement
- Enhanced Smoke Grenade
- Malice
- Unstable Elixirs
- Trick Attacks
- Weapon Mastery
- Enhanced Caltrops
- Mixed Cold Imbuement
- Enhanced Cold Imbuement
- Blended Cold Imbuement
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Eldritch Bounty requires imbuements
- Exploit Weakness
- Tricks of the Trade
- Deadly Ambush
- Cunning Stratagem with Combo Points
- Glyphs
- Ambush
- Canny requires imbuements
- Chip
- Combat
- Control
- Devious
- Fluidity
- Infusion
- Pride
- Ranger
- Turf
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Locran's Talisman
- Beastfall Boots
- Banished Lord's Talisman
- Condemnation
- Windforce
- Tibault's Will
- Skyhunter
- Scoundrel's Leathers
- Saboteur's Signet
- Grasp of Shadow
- Stats
- Chance for Barrage Projectiles to Cast Twice
Interactions that partially works with Barrage
- Aspects
- Dark Dance, which gives 40% damage instead of 80%
- Uniques and Mythic Uniques
- Crown of Lucion
Interactions that do not work with Barrage
N/A
Flurry
Attack Speed
The following Attack Speed % sources function for Flurry. For a more in-depth explanation of how attack speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Close Quarters Combat (Cutthroat)
- Flurry
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Andariel's Visage
- Ring of Starless Skies
- Culler
- Nimble
- Artillery Shrine (100% AS)
Cap 2
- Close Quarters Combat (Marksman)
- Alchemical Advantage
- Accelerating
- Asheara's Khanjar
- Haste
- High Velocity
- Enhanced Heartseeker
- Cutthroat Attack Speed (Tempering)
Attack Speed Breakpoints
Frames | APS | Sword AS% | Sword + Dagger AS% | Dagger AS% |
---|---|---|---|---|
43 | 1.1 | 0% | - | - |
42 | 1.133 | 3% | 0% | - |
41 | 1.1605 | 5.5% | 0.9% | - |
40 | 1.177 | 7% | 2.3% | 0% |
39 | 1.2023 | 9.3% | 4.5% | 0.2% |
38 | 1.266 | 15.1% | 10.1% | 5.5% |
37 | 1.278 | 16.2% | 11.1% | 6.5% |
36 | 1.3068 | 18.8% | 13.6% | 8.9% |
35 | 1.3656 | 24.1% | 18.7% | 13.8% |
34 | 1.3956 | 26.9% | 21.4% | 16.3% |
33 | 1.4292 | 29.9% | 24.3% | 19.1% |
32 | 1.4640 | 33.1% | 27.3% | 22% |
31 | 1.5396 | 40% | 33.9% | 28.3% |
30 | 1.5804 | 43.7% | 37.4% | 31.7% |
29 | 1.6224 | 47.5% | 41.1% | 35.2% |
28 | 1.7148 | 55.9% | 49.1% | 42.9% |
27 | 1.7652 | 60.5% | 53.5% | 47.1% |
26 | 1.8192 | 65.4% | 58.2% | 51.6% |
25 | 1.9356 | 76% | 68.3% | 61.3% |
24 | 2.0004 | 81.9% | 73.9% | 66.7% |
23 | 2.07 | 94.8% | 80% | 72.5% |
22 | 2.1432 | 109.9% | 86.4% | 78.6% |
21 | 2.3088 | 118.3% | 100.8% | 92.4% |
20 | 2.4012 | 127.3% | 117.5% | 100.1% |
19 | 2.5008 | 148% | 137.2% | 108.4% |
18 | 2.7276 | 159.7% | 148.5% | 127.3% |
17 | 2.8572 | 172.8% | 161% | 138.1% |
16 | 3.0012 | 187.1% | 174.6% | 150.1% |
15 | 3.1584 | - | - | 163.2% |
14 | 3.5304 | - | - | 194.2% |
Lucky Hit Chance
- Flurry has both the Tooltip Lucky Hit chance per damage instance.
More on Lucky Hit functionality in our Lucky Hit Mechanics article.
Flurry and Combo Points
When you use Flurry with Combo Points, the amount of Combo Points you spend snapshots for as long as you cast Flurry without the Attack Speed buff falling off. In practical terms, if you cast Flurry with 1 Combo Point, you only have 15% Attack speed until the buff runs out even if you refresh it with 3 Combo Points.
Interactions that work with Flurry
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm does not break when you use Improved Flurry
- Elements
- Conceited
- Edgemaster's
- Accelerating
- Expectant
- Blood Boiling
- Encircling Blades
- Breakneck Bandit's
- Passives
- Frigid Finesse
- Mixed Shadow Imbuement requires imbuements
- Exploit
- Subverting Poison Trap with Poison Imbuement
- Enhanced Smoke Grenade
- Malice
- Unstable Elixirs
- Trick Attacks
- Weapon Mastery
- Enhanced Caltrops
- Mixed Cold Imbuement
- Enhanced Cold Imbuement
- Blended Cold Imbuement
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Eldritch Bounty requires imbuements
- Exploit Weakness
- Tricks of the Trade
- Deadly Ambush
- Cunning Stratagem with Combo Points
- Glyphs
- Ambush
- Canny requires imbuements
- Chip
- Closer
- Combat
- Control
- Devious
- Fluidity
- Infusion
- Pride
- Turf
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Locran's Talisman
- Beastfall Boots
- Banished Lord's Talisman
- Condemnation
- Tibault's Will
- Scoundrel's Leathers
- Saboteur's Signet
- Grasp of Shadow
- Stats
Interactions that partially works with Flurry
- Aspects
- Dark Dance, which gives 40% damage instead of 80%
- Uniques and Mythic Uniques
- Crown of Lucion
Interactions that do not work with Flurry
N/A
Penetrating Shot
Attack Speed
The following Attack Speed % sources function for Penetrating Shot. For a more in-depth explanation of how attack speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Close Quarters Combat (Cutthroat)
- Flurry
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Andariel's Visage
- Ring of Starless Skies
- Culler
- Nimble
- Artillery Shrine (100% AS)
Cap 2
- Close Quarters Combat (Marksman)
- Alchemical Advantage
- Accelerating
- Asheara's Khanjar
- Haste
- Enhanced Heartseeker
Attack Speed Breakpoints
Frames | APS | Crossbow AS% | Bow AS% |
---|---|---|---|
45 | 0.9 | 0% | - |
44 | 0.9117 | 1.25% | - |
43 | 0.9342 | 3.75% | - |
42 | 0.9567 | 6.3% | - |
41 | 0.9792 | 8.8% | - |
40 | 1.0013 | 11.3% | - |
39 | 1.0242 | 13.8% | - |
38 | 1.0575 | 17.5% | - |
37 | |||
36 | |||
35 | |||
34 | |||
33 | |||
32 | |||
31 | |||
30 | |||
29 | |||
28 | |||
27 | |||
26 | |||
25 | |||
24 | |||
23 | |||
22 | |||
21 | |||
20 | 2.052 | 128% | 86.5% |
19 | 2.1528 | 139.2% | 95.7% |
18 | 2.259 | 151% | 105.4% |
17 | 2.4387 | 171% | 121.7% |
16 | 2.5828 | 187% | 134.8% |
15 | 2.7335 | - | 148.5% |
14 | 3.0107 | - | 173.7% |
13 | 3.223 | - | 193% |
Lucky Hit Chance
- Chance to Cast Twice Tempering also retains full Lucky Hit Chance per shot, making it an excellent driver for Lucky Hit Chance builds, such as Andariel Rogue.
More on Lucky Hit functionality in our Lucky Hit Mechanics article.
Interactions that work with Penetrating Shot
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Elements
- Conceited
- Edgemaster's
- Accelerating
- Expectant
- Blood Boiling
- Trickshot
- Passives
- Frigid Finesse
- Mixed Shadow Imbuement requires imbuements
- Exploit
- Subverting Poison Trap with Poison Imbuement
- Enhanced Smoke Grenade
- Malice
- Unstable Elixirs
- Trick Attacks
- Weapon Mastery
- Enhanced Caltrops
- Mixed Cold Imbuement
- Enhanced Cold Imbuement
- Blended Cold Imbuement
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Eldritch Bounty requires imbuements
- Exploit Weakness
- Tricks of the Trade
- Deadly Ambush
- Glyphs
- Ambush
- Canny requires imbuements
- Chip
- Combat
- Control
- Devious
- Fluidity
- Infusion
- Pride
- Ranger
- Turf
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Locran's Talisman
- Beastfall Boots
- Banished Lord's Talisman
- Condemnation
- Eaglehorn
- Tibault's Will
- Skyhunter
- Scoundrel's Leathers
- Saboteur's Signet
- Grasp of Shadow
- Stats
- Chance for Penetrating Shot to Cast Twice
Interactions that partially works with Penetrating Shot
- Aspects
- Dark Dance, which gives 40% damage instead of 80%
- Uniques and Mythic Uniques
- Crown of Lucion
Interactions that do not work with Penetrating Shot
N/A
Rapid Fire
Attack Speed
The following Attack Speed % sources function for Rapid Fire. For a more in-depth explanation of how attack speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Close Quarters Combat (Cutthroat)
- Flurry
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Andariel's Visage
- Ring of Starless Skies
- Culler
- Nimble
- Artillery Shrine (100% AS)
Cap 2
- Close Quarters Combat (Marksman)
- Alchemical Advantage
- Accelerating
- Asheara's Khanjar
- Haste
- High Velocity
- Enhanced Heartseeker
Attack Speed Breakpoints
Frames | APS | Crossbow AS% | Bow AS% |
---|---|---|---|
67 | 0.9 | 0% | - |
66 | 0.9113 | 1.3% | - |
65 | 0.9225 | 2.5% | - |
64 | 0.338 | 3.8% | - |
63 | 0.945 | 5% | - |
62 | 0.9783 | 8.7% | - |
61 | 0.99 | 10% | - |
60 | 1.0013 | 11.3% | - |
59 | 1.017 | 13% | - |
58 | 1.035 | 15% | - |
57 | 1.053 | 17% | - |
56 | 1.071 | 19% | - |
55 | 1.0908 | 21.2% | 0% |
54 | 1.1115 | 23.5% | 1% |
53 | 1.1340 | 26% | 3.1% |
52 | 1.1592 | 28.8% | 5.4% |
51 | 1.1763 | 30.7% | 6.9% |
50 | 1.2024 | 33.6% | 9.3% |
49 | 1.2348 | 37.2% | 12.3% |
48 | 1.251 | 39% | 13.7% |
47 | 1.278 | 42% | 16.2% |
46 | 1.305 | 45% | 18.6% |
45 | 1.3338 | 48.2% | 21.3% |
44 | 1.368 | 52% | 24.4% |
43 | 1.395 | 55% | 26.8% |
42 | 1.431 | 59% | 30.1% |
41 | 1.467 | 63% | 33.4% |
40 | 1.503 | 67% | 36.6% |
39 | 1.539 | 71% | 39.9% |
38 | 1.584 | 76% | 44% |
37 | 1.6245 | 80.5% | 47.7% |
36 | 1.6695 | 85.5% | 51.8% |
35 | 1.719 | 91% | 56.3% |
34 | 1.7685 | 96.5% | 60.8% |
33 | 1.8207 | 102.3% | 65.5% |
32 | 1.8765 | 108.5% | 70.6% |
31 | 1.9458 | 116.2% | 76.9% |
30 | 2.025 | 125% | 84.1% |
29 | 2.115 | 135% | 92.3% |
28 | 2.1825 | 142.5% | 98.4% |
27 | 2.2725 | 152.5% | 106.6% |
26 | 2.365 | 162.8% | 115% |
25 | 2.453 | 172.6% | 123% |
24 | 2.563 | 184.8% | 133% |
23 | 2.673 | 197% | 143% |
22 | 2.794 | - | 154% |
21 | 2.9348 | - | 166.8% |
20 | 3.0855 | - | 180.5% |
19 | 3.256 | - | 196% |
Lucky Hit Chance
- Rapid Fire has its tooltip Lucky Hit Chance per arrow. This means increasing the number of arrows produced also increases the chance of causing Lucky Hit events per cast.
- Chance to Cast Twice Tempering also retains full Lucky Hit Chance per Arrow, making it an excellent driver for Lucky Hit Chance builds, such as Andariel Rogue.
More on Lucky Hit functionality in our Lucky Hit Mechanics article.
Jah Rune Interaction
When you use Rapid Fire, the Jah rune that turns your evade into the sorcerer skill Teleport cannot trigger Advanced Rapid Fire. Any normal evade cast still triggers it though.
Animation Cancelling
When you play with Rapid Fire, you are incentivized to evade once the animation of your Rapid Fire begins to able to cast the next one significantly faster. This is a concept known as animation canceling. The more you practice this concept, the more you gain from it. To do this consistently, you need the implicit stat "Attacks Reduce Evade's Cooldown by 1.5 seconds" on your boots.
Interactions that work with Rapid Fire
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Elements
- Conceited
- Edgemaster's
- Accelerating
- Expectant
- Blood Boiling
- Repeating
- Passives
- Frigid Finesse
- Mixed Shadow Imbuement requires imbuements
- Exploit
- Subverting Poison Trap with Poison Imbuement
- Enhanced Smoke Grenade
- Malice
- Unstable Elixirs
- Trick Attacks
- Weapon Mastery
- Enhanced Caltrops
- Mixed Cold Imbuement
- Enhanced Cold Imbuement
- Blended Cold Imbuement
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Eldritch Bounty requires imbuements
- Exploit Weakness
- Tricks of the Trade
- Deadly Ambush
- Cunning Stratagem with Combo Points
- Glyphs
- Ambush
- Canny requires imbuements
- Chip
- Combat
- Control
- Devious
- Fluidity
- Infusion
- Pride
- Ranger
- Turf
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Locran's Talisman
- Beastfall Boots
- Banished Lord's Talisman
- Condemnation
- Tibault's Will
- Skyhunter
- Scoundrel's Leathers
- Scoundrel's Kiss
- Saboteur's Signet
- Grasp of Shadow
- Stats
- Chance for Barrage Projectiles to Cast Twice
Interactions that partially works with Rapid Fire
- Aspects
- Dark Dance, which gives 40% damage instead of 80%
- Uniques and Mythic Uniques
- Crown of Lucion
- Scoundrel's Kiss does not interact well with Repeating. The extra arrows from repeating do not get the unique effect or the damage increase.
Interactions that do not work with Rapid Fire
N/A
Twisting Blades
Attack Speed
The following Attack Speed % sources function for Twisting Blades. For a more in-depth explanation of how attack speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Close Quarters Combat (Cutthroat)
- Flurry
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Andariel's Visage
- Ring of Starless Skies
- Culler
- Nimble
- Artillery Shrine (100% AS)
Cap 2
- Close Quarters Combat (Marksman)
- Alchemical Advantage
- Accelerating
- Asheara's Khanjar
- Haste
- High Velocity
- Enhanced Heartseeker
- Cutthroat Attack Speed (Tempering)
Attack Speed Breakpoints
Frames | APS | Sword % | Sword + Dagger % | Dagger % |
---|---|---|---|---|
28 | 1.1 | 0% | - | - |
27 | 1.1138 | 1.3% | 0% | - |
26 | 1.1688 | 6.3% | 1.6% | 0% |
25 | 1.2128 | 10.3% | 5.5% | 1.1% |
24 | 1.2788 | 16.3% | 11.2% | 6.6% |
23 | 1.32 | 20% | 14.8% | 10% |
22 | 1.3888 | 26.3% | 20.8% | 15.7% |
21 | 1.455 | 32.3% | 26.5% | 21.3% |
20 | 1.542 | 40.2% | 34.1% | 28.5% |
19 | 1.602 | 45.6% | 39.3% | 33.5% |
18 | 1.707 | 55.2% | 48.4% | 42.3% |
17 | 1.821 | 65.5% | 58.3% | 51.8% |
16 | 1.905 | 73.2% | 65.7% | 58.8% |
15 | 2.055 | 86.8% | 78.7% | 71.3% |
14 | 2.223 | 102.1% | 93.3% | 85.3% |
13 | 2.43 | 120.9% | 111.3% | 102.5% |
12 | 2.583 | 134.8% | 124.6% | 115.3% |
11 | 2.859 | 159.9% | 148.6% | 138.3% |
10 | 3.201 | 191% | 178.3% | 166.8% |
Lucky Hit Chance
The Lucky Hit Chance of Twisting Blades continues to differ from expectations. In a brief interaction test of 300 points of data for the base version of Twisting Blades and 500 points of data for Twisting Blades using Bladedancer's, overall Lucky Hit Chance was significantly lower than expected.
Each hit of Twisting Blades was expected to have the Tooltip Lucky Hit Chance% (in this case, 114%). The test was set up in a way where we tracked Doombringer triggers per hit and tracked all damage instances individually using recorded footage. Based on other spell functions, Twisting Blades was expected to have either a 114% Chance to Lucky Hit per hit, or 1-(1-1.14)^(1/2) = 100% chance to Lucky Hit due to the limitations of the formula when a skill has two damage instances on it. However, it turns out that the data was distributed in the following way:
Without Bladedancer's
Data | Total Triggers of Doombringer | Hits Registered | Calculated Trigger Chance |
---|---|---|---|
Impales | 33 | 147 | 33 / 147 = 22.45% |
Returns | 8 | 147 | 8 / 147 = 5.44% |
Spins | 0 | 0 | 0% |
Total | 41 | 294 | 41 / 294 = 13.95% |
Expected | 114% x 25% x 294 = 83.79 | 294 | 83.79 / 294 = 28.5% |
With Bladedancer's
Data | Total Triggers of Doombringer | Hits Registered | Calculated Trigger Chance |
---|---|---|---|
Impales | 29 | 124 | 29 / 124 = 23.39% |
Returns | 7 | 124 | 7 / 124 = 5.65% |
Spins | 25 | 248 | 25 / 248 = 10.08% |
Total | 61 | 496 | 61 / 496 =12.3% |
Expected | 114% x 25% x 496 = 141.36 | 496 | 141.36 / 496 = 28.5% |
As we can see, the Doombringer Triggers to Total Hits ratio is off by a significant margin compared to the expected ratio. We are getting roughly half the expected triggers, which makes Twisting Blades very poor in Lucky Hit Chance contexts. More on Lucky Hit functionality in our Lucky Hit Mechanics article.
Interactions that work with Twisting Blades
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Elements
- Conceited
- Edgemaster's
- Accelerating
- Expectant
- Blood Boiling
- Bladedancer's
- Passives
- Frigid Finesse
- Mixed Shadow Imbuement requires imbuements
- Exploit
- Subverting Poison Trap with Poison Imbuement
- Enhanced Smoke Grenade
- Malice
- Unstable Elixirs
- Trick Attacks
- Weapon Mastery
- Enhanced Caltrops
- Mixed Cold Imbuement
- Enhanced Cold Imbuement
- Blended Cold Imbuement
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Eldritch Bounty requires imbuements
- Exploit Weakness
- Tricks of the Trade
- Deadly Ambush
- Cunning Stratagem with Combo Points
- Glyphs
- Ambush
- Canny requires imbuements
- Chip
- Closer
- Combat
- Control
- Devious
- Fluidity
- Infusion
- Pride
- Turf
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Locran's Talisman
- Beastfall Boots
- Banished Lord's Talisman
- Condemnation
- Tibault's Will
- Scoundrel's Leathers
- Saboteur's Signet
- Grasp of Shadow
- Stats
- Chance for Barrage Projectiles to Cast Twice
Interactions that partially works with Twisting Blades
- Aspects
- Dark Dance, which gives 40% damage instead of 80%
- Uniques and Mythic Uniques
- Crown of Lucion
Interactions that do not work with Twisting Blades
N/A
Imbuement Skills
Cold Imbuement
Cold Imbuement is an imbuement that empowers abilities that can be imbued, such as core skills like Twisting Blades, and converts it to the cold element damage type. Although the imbuement has charges, if your imbued ability hits multiple times per cast, the skill applies the imbuement with every damage instance at the cost of only 1 charge. This implies that tempering that allows your skills to hit multiple times is excellent for frequently applying Cold Imbuement to the target.
Imbuement Potency
The game has a stat called imbuement potency, which can be found on things such as Efficacy and Corruption. Potency increases the effectiveness of the imbuement you use.
- Poison Imbuement: Increases the damage over time it deals.
- Cold Imbuement: Increases the amount of chill you apply to the target
- Shadow Imbuement: Increases the damage it deals.
A misconception within the community was that imbuement potency increased the passive benefits from the enhancement nodes such as Blended Poison Imbuement or Mixed Shadow Imbuement. This has been verified not to be the case, it only increases the functionality of the base skill.
Stagger and Chill Effect
The chill Crowd Control is a bit unique when it comes to staggering bosses. Increasing the Chill % does not increase the amount of stagger Chill generates as the stagger amount is only tied to the duration of the Crowd Control. However, if you reach 100% Chill per attack, each attack Freezes the enemy instead, which does increase the stagger you generate. Sadly, this only occurs if you have 100% Chill per attack, as attacking twice with 50% Chill does not generate the Freeze stagger.
Interactions that work with Cold Imbuement
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Smiting
- Coldclip
- Corruption
- Passives
- Chilling Weight
- Enhanced Cold Imbuement
- Mixed Cold Imbuement
- Blended Cold Imbuement works versus Bosses as well.
- Glyphs
- Efficacy
- Frostfeeder
- Uniques and Mythic Uniques
Penitent Greaves
- Stats
- Crowd Control Duration Increase
Interactions that do not work with Cold Imbuement
- Legendary Nodes
- Eldritch Bounty with Coldclip
Poison Imbuement
Poison Imbuement is an imbuement that empowers abilities that can be imbued, such as core skills like Twisting Blades, and converts it to the poison element damage type. Although the imbuement has charges, if your imbued ability hits multiple times per cast, the skill applies the imbuement with every damage instance. This implies that tempering that allows your skills to hit multiple times is excellent for frequently applying Poison Imbuement to the target. To understand how its damage is calculated and how DoT duration influences the damage dealt, refer to the Damage Calculations accordion below.
Damage Calculations
Poison Imbuement uses the base damage of the ability it imbues in its damage calculation, meaning the skill % (including Combo Points multiplier) and weapon damage from the imbued skill. This could be summarized as:
Average Damage: [Weapon Damage] x [Imbued Skill %] x [Combo Point Multiplier] x [Imbuement Skill %] x [Additive Multiplier] x [Global Multiplier 1] x [Global Multiplier 2] x ... x [Global Multiplier N]
Essentially, it is the standard damage calculation (which can be found in our in-depth damage article) with the addition of one more skill % and Combo Points multiplier if you play with Combo Points. This implies that anything multiplying your core damage, such as Condemnation does not work for Poison Imbuement damage.
Importantly, the damage from Poison Imbuement is calculated as a summation of poisoning damage. This means each time you attack with Poison Imbuement, you add poisoning damage onto the target. This is then distributed over its full duration across each damage instance. To illustrate this quickly, we can use a quick math example:
- Deal 1000 poisoning damage to the target over 5 seconds, you deal 1000/10 = 100 damage per tick.
- One tick occurs before next application, damage remaining on the target is 900.
- Deal another 1000 poisoning damage, you now deal (900+1000)/10 = 190 damage per tick.
If repeated, we get the curve below.
The consequence of the damage being calculated this way is that adding duration to Poison Imbuement increases the top-end proportionally to the increased duration. For example, adding Tracker to the example above would result in a 41% damage increase once the damage starts declining (as shown below).
Lucky Hit Chance
The Lucky Hit Chance per damage instance for Poison Imbuement is calculated according to the following formula:
Because this formula has (100% - Tooltip LHC%) as a part of its calculation, it was theorized that you gain no more benefit from Lucky Hit once you reach 100% Tooltip Lucky Hit. If the theory was correct, as (100% - Tooltip LHC%) approaches 0, the chance to trigger Lucky Hit effects skyrockets until finally getting to 100% Lucky Hit per tick. At 203.03% Lucky Hit, we would have had 99.99% Tooltip Lucky Hit and an expected proc total of (1-(1-[0.33 x (1+2.03)])^(1/12)) x 0.75 x 792 = 318 X'fals triggers. This was not nearly the case, and similar tests were conducted at other Lucky Hit values to verify this functionality. Further testing has to be conducted, but based on this test, the following was true for Poison Imbuement
DoT Damage Instance LHC = (100% - (100% - 33%)^(1/12)) x (100% + Sum of [+]Lucky Hit Chance)
More on Lucky Hit functionality in our Lucky Hit Mechanics article.
Imbuement Potency
The game has a stat called imbuement potency, which can be found on things such as Efficacy and Corruption. Potency increases the effectiveness of the imbuement you use.
- Poison Imbuement: Increases the damage over time it deals.
- Cold Imbuement: Increases the amount of chill you apply to the target
- Shadow Imbuement: Increases the damage it deals.
A misconception within the community was that imbuement potency increased the passive benefits from the enhancement nodes such as Blended Poison Imbuement or Mixed Shadow Imbuement. This has been verified not to be the case, it only increases the functionality of the base skill.
Imbuement Improvements
- Mixed Poison Imbuement can trigger per damage instance. This means that Barrage with High Velocity and Branching Volleys can trigger Mixed Poison Imbuement on each individual damage instance.
- Blended Poison Imbuement increases the poisoning damage by 75% with the condition that you caused a critical strike with the imbued skill applying Poison Imbuement. This does not mean that Poison Imbuement now scales with Critical Strike Damage.
- Enhanced Poison Imbuement increases the duration by 1 second even though it is not listed in the tooltip. This is likely a bug based on how it used to function.
Interactions that work with Poison Imbuement
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution (Snapshots)
- Inner Calm
- Noxious Ice
- Corruption
- Elements
- Conceited (Dynamic)
- Creeping Death
- Passives
- Frigid Finesse
- Deadly Venom
- Mixed Shadow Imbuement
- Exploit
- Subverting Poison Trap
- Enhanced Smoke Grenade
- Malice
- Enhanced Caltrops
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Eldritch Bounty
- Exploit Weakness
- Glyphs
- Ambush
- Bane
- Canny
- Chip
- Control
- Devious
- Efficacy
- Fluidity
- Tracker
- Versatility
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Yen's Blessing gives one charge
- Stats
- Chance to Cast Twice Tempering
Interactions that do not work with Poison Imbuement
- Aspects
- Expectant
- Edgemaster's
- Encircling Blades
- Breakneck Bandit's
- Passives
- Weapon Mastery
- Impetus
- Legendary Nodes
- Tricks of the Trade
- Uniques
- Condemnation
- Windforce
- Beastfall Boots
- Stats
- Chance to deal Double Damage Tempering
- Damage vs Poisoned Enemy (if only Poison Imbuement is applied)
Shadow Imbuement
Shadow Imbuement is an imbuement that empowers abilities that can be imbued, such as core skills like Twisting Blades, and converts it to the shadow element damage type. Although the imbuement has charges, if your imbued ability hits multiple times per cast, the skill applies the imbuement with every damage instance. This implies that tempering that allows your skills to hit multiple times is excellent for frequently applying Shadow Imbuement to the target. However, unlike the other two imbuements, this does not increase the damage of the imbuement, making overlapping applications useless for Shadow Imbuement.
Imbuement Potency
The game has a stat called imbuement potency, which can be found on things such as Efficacy and Corruption. Potency increases the effectiveness of the imbuement you use.
- Poison Imbuement: Increases the damage over time it deals.
- Cold Imbuement: Increases the amount of chill you apply to the target
- Shadow Imbuement: Increases the damage it deals.
A misconception within the community was that imbuement potency increased the passive benefits from the enhancement nodes such as Blended Poison Imbuement or Mixed Shadow Imbuement. This has been verified not to be the case, it only increases the functionality of the base skill.
Interactions that work with Shadow Imbuement
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Corruption
- Elements
- Conceited
- Passives
- Frigid Finesse
- Mixed Shadow Imbuement
- Exploit
- Enhanced Smoke Grenade
- Malice
- Enhanced Caltrops
- Legendary Nodes
- No Witnesses
- Cheap Shot
- Eldritch Bounty
- Exploit Weakness
- Glyphs
- Ambush
- Canny
- Chip
- Control
- Devious
- Efficacy
- Fluidity
- Versatility
- Uniques and Mythic Uniques
- Penitent Greaves
- Godslayer Crown
- Fists of Fate
- Ring of Starless Skies
- Stats
- Chance to Cast Twice Tempering
Interactions that do not work with Shadow Imbuement
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Expectant
- Edgemaster's
- Creeping Death
- Encircling Blades
- Breakneck Bandit's
- Passives
- Weapon Mastery
- Impetus
- Legendary Nodes
- Tricks of the Trade
- Uniques
- Condemnation
- Windforce
- Beastfall Boots
- Stats
- Chance to deal Double Damage Tempering
Agility Skills
Caltrops
- Enhanced Caltrops retains its max stacks of you overlap Caltrops without letting it fall off or letting the enemy walk out of the circle. Caltrops duration makes this easier.
- Enhanced Caltrops dynamically increases effects such as Poison Imbuement and Andariel's Visage.
- Methodical Caltrops freezes enemies in 4 seconds no matter how much Crowd Control duration you have.
- Caltrops always swaps to your ranged weapon. Because of this, your ranged weapon attack speed dictates how long its animation is.
- Caltrops has its size scaling quadratically with the size increase tempering. So a 100% radius increase results in a 300% area increase.
- Caltrops does not spawn from Scoundrel's Leathers unless you have Caltrops on the bar and at least one charge available. These spawned Caltrops' do not trigger Fluidity.
Dance of Knives
- Dance of Knives snapshots its state from multiple effects in the game. The following is a shortlist of confirmed snapshots.
- Subverting Concealment
- Danse Macabre
- Synergy
- Attack Speed source from Cap 2, such as Asheara's Khanjar, Alchemical Advantage etc.
- Qax
- During playtesting, no multipliers appeared to be broken for Dance of Knives.
- After Season 6 PTR, Dance of Knives got a new linear damage scaling from Attack Speed. So if you have 10% increased attack speed, it functions as a 10% damage increase. Remember that there is a diminishing return on linear increases, meaning the first 10% is worth 10% damage, but the next 10% is worth 9.09% damage due to the relative increase (1.2/1.1=1.090909)
- Dance of Knives does not have attack speed breakpoints. It is the same rate of attack regardless of attack speed.
- Preparation restores all the charges of Dance of Knives.
- Star Shards appears to have some Lucky Hit Chance.
- Currently, there is a bug with Methodical Dance of Knives which gives the skill Stun Grenade and Grenade Skill tags. This means that certain aspects and the Legendary effect from Explosive. This is expected to be fixed. Only multiplicative increases appear to work at the moment.
Credits to M1PY for providing playtest information on Dance of Knives.
Dash
- Dash can be used twice in quick succession to get a guaranteed Impetus proc at the end of the second cast. This can be utilized for one-shot builds that aim to stack multipliers on top of each other.
- Shadowslicer interactions with dash are not entirely intuitive. Below is a list of things that work for it.
- The damage is calculated as Dash % x 300% x ...
- Poison Imbuement
- Ultimate Skill Damage
- No Witnesses bonus passively benefits it without it being active.
- Fluidity
- Versatility
- Below is a list of interactions that do not work with Shadowslicer
- Supreme Shadow Clone
- Synergy
Shadow Step
- Shadow Step has multiple different instances of "durations" in its kit. These are all increased with the Shadow Step Duration Increase tempering manual.
- Shadow Step has a new Shadow Step damage tempering allowing it to cleave to two nearby enemies. This effect has full Lucky Hit inheritance from Shadow Step, making it a powerful choice for triggering effects such as Victimize.
- Shadow Step has a short 0.5-second cooldown to prevent spam usage in cases such as Ravager's. This window is also reduced by Disciplined Shadow Step, which means you can spam this ability with no cooldown if you reach 2.5-second cooldown on Shadow Step.
Subterfurge Skills
Concealment
- The stealth from Concealment is weird like other stealth effects in the game. If activated while enemies can see you, the enemies still walks up to you and hit you once before becoming confused and not attacking.
- Concealment can be used to snapshot Countering Concealment for skills like Dance of Knives.
Dark Shroud
- The Damage Reduction from each active shadow is additive. This means at rank 1 you gain 8% x 5 = 40% Damage Reduction at max stacks. The sum of this Damage Reduction is then inverse multiplied by your overall damage taken.
- Dark Shroud does not work on Damage over Time effects.
- You do not need Dark Shroud on the bar for Umbrous to work.
- Enshrouding is a separate damage reduction that works like a small version of the normal Dark Shroud. When you have max stacks and aspect roll, you gain 4% x 5 = 20% Damage Reduction from this aspect.
- At maximum stacks, your effective hit points (EHP) scale as follows in these examples:
- Rank 1: 66.6% more EHP
- Rank 5: 92.3% more EHP
- Rank 10: 138.1% more EHP
- Rank 15: 215% more EHP
- Rank 20: 354.5% more EHP
Poison Trap
Poison Trap should follow the usual damage over time formula which you can see below:
However, based on testing data, the calculation appears to be using 13 as the total ticks and not Duration x 2. You can find more information on Lucky Hit functionality in our Lucky Hit Mechanics article.
- Poison Trap triggers effects such as Alchemical Advantage and Debilitating Toxins.
- Poison Trap uses the weapon you have equipped to calculate its damage, but the tick rate remains the same (every 0.5 seconds).
- Poison Trap's poisoning effect counts as a trapped effect even when the physical trap is removed, triggering effects such as Exposure.
- Poison Trap has a cap on stuff affecting its arm time, such as Spring-loaded and tempering. This cap is 0.25 seconds.
- Subverting Poison Trap works on all poison damage as long as the target stays inside the trap.
- Deadly Ambush used to work for all damage and not just critical strike damage. This was fixed and now only affects critical strike damage.
Smoke Grenade
- Smoke Grenade was changed in Season 5 to have Lucky Hit Chance and damage, causing Enhanced Smoke Grenade to work versus Bosses.
- Countering Smoke Grenade reduces the cooldown after Cooldown Reduction, and gives you the reduction based on Elite targets hit.
- Explosive Verve makes Smoke Grenade count as a trap effect. This means it works for effects such as Deadly Ambush and Exposure. The target is considered trapped for the duration of the effect on the skill.
- The damage increase on the target from Enhanced Smoke Grenade can be extended with the Smoke Duration tempering manual.
- Quickening Fog accurately makes the enemy take more damage when using Enhanced Smoke Grenade.
- The duration of Subverting Smoke Grenade is increased by effects such as Tracker and from Smoke Grenade Duration.
Ultimate Skills
Death Trap
- Death Trap uses the weapon you have equipped to calculate its damage.
- Scoundrel's Leathers casts Death Trap that triggers No Witnesses. This happens frequently enough that 5 attacks per second generate permanent uptime of No Witnesses.
- Eyes in the Dark causes Death Trap to arm one more time without counting as a cast for effects such as No Witnesses and Preparation.
- Death Trap can self trigger the effect of Exposure.
- While Death Trap is visually on the ground, the target counts as trapped for effects such as Ambush.
Rain of Arrows
- Rain of Arrows hits three times per wave, for a max potential of 6 hits per target.
- Using Word of Hakan with Rain of Arrows causes each hit to have one imbuement each. So each wave applies one cast of Poison Imbuement, Cold Imbuement, and Shadow Imbuement.
- Supreme Rain of Arrows only works on the first wave.
- Prime Rain of Arrows does not work with Word of Hakan.
- Prime Rain of Arrows does work with normal imbuements.
- Corruption does work with normal Rain of Arrows while imbued.
- Corruption does work with extra waves from tempering.
- Rain of Arrows does not use Imbuement charges if used with Word of Hakan.
- Word of Hakan now causes Rain of Arrows to benefit from Arrow Storm multipliers, such as Arrow Storms.
Shadow Clone
- Shadow Clone is notorious for its bugs and unintuitive interactions. Optimizing for its damage is difficult due to the lack of explicitly functioning interactions with it. Because of this, Shadow Clone is not heavily investigated.
- Shadow Clone uses the previously equipped weapon for its damage calculations. This implies that if you cast Puncture into Rapid Fire into Puncture, your Shadow Clone uses melee weapons to damage with Rapid Fire and ranged weapons with Puncture.
- Shadow Clone cannot cause Lucky Hits.
Interactions that work with Shadow Clone
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Inner Calm
- Passives
- Malice
- Legendary Nodes
- Cheap Shot
- Glyphs
- Versatility
- Uniques and Mythic Uniques
- Scoundrel's Kiss
- Stats
- Critical Strike Damage
- Damage vs. Trapped Enemies
- Damage %
- Damage vs. crowd-controlled
- Ultimate Damage
- Vulnerable Damage
- Damage vs Poisoned Enemy
- Damage per Dark Shroud Shadow
Interactions that do not work with Shadow Clone
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Blood Boiling
- Edgemaster's
- Elements
- Conceited
- Retribution
- Passives
- Weapon Mastery
- Advanced Rapid Fire
- Exploit
- Enhanced Caltrops
- Frigid Finesse
- Key Passives
- Precision
- Close Quarters Combat
- Legendary Nodes
- Deadly Ambush
- Exploit Weakness
- Glyphs
- Ambush
- Control
- Devious
- Uniques and Mythic Uniques
- Condemnation
- Penitent Greaves
- Stats
- Overpower Damage
- Marksman Damage
- Cutthroat Damage
- Core Damage
- Chance to Cast Twice Tempering
- Specialization
- Combo Points
Key Passives
Alchemical Admixture
Formula
Admixture Multiplier: ((Shadow DMG% x Nightstalker's Legendary Multi x Eldritch Bounty [If Shadow Imbuement]) + (Poison DMG% x Bane's Legendary Multi x Eldritch Bounty [If Poison Imbuement]) + (Cold DMG% x Eldritch Bounty [if Cold Imbuement])) x (Canny's Legendary Multi, Efficacy's Legendary Multi, and Infusion's Legendary Multi) x Elements x 0.2 + 0.4
If you have Eldritch Bounty, Elements,Poison Imbuement, Bane, Canny, and Efficacy the formula would be:
Admixture Multiplier: ((Shadow DMG%) + (Poison DMG% x [1.104] x [1.2]) + (Cold DMG%)) x (1.104^2) x 1.35 x 0.2 + 0.4
Double Dipping
We have certain multipliers double-dipping the final damage and Alchemical Admixture. Effects such as Elements, the new Legendary Glyphs, Eldritch Bounty all multiply the Additive Shadow, Poison, and Cold damage you have and also affect the damage you deal with the imbuements themselves.
Close Quarters Combat
New Formula
1+[Close Damage Additive] x 0.25
No Double Dipping
Close Quarters Combat is unique as the new Legendary Glyph effects do NOT double dip with the Close Quarters Combat scaling. It uses the true additive Close Damage value.
Exposure
- Exposure can self trigger from abilities such as Death Trap
- Exposure works correctly with Explosive Verve.
- Using Explosive Verve, grenades from Exposure counts as trapped which causes Exposure to trigger infinitely by continuing to use any ability while the grenades are down.
Momentum
- Only Marksman skills now drop stacks, meaning utility skills such as Imbuements and Smoke Grenade no longer drop Momentum stacks.
- Dance of Knives generates 1 stack of Momentum per second.
Precision
Formula
([1+ Crit Damage Additive] x [1.5 x Trick Attacks x Combat Legendary Glyph] - 1) x 0.2 + 0.5
Double Dipping
Precision continues its old double-dipping issues with the new Legendary effect on Combat and Trick Attacks. These affect the Precision multiplier and the final product, making any Precision build multitudes better than it should be.
Delayed Last Stack
The game does not know you will cause a Critical Strike in the future. Because of this, if you are at two stacks of Precision, even if you are 100% certain you will cause a Critical Strike, you do not get the fourth stack of Precision until after the hit has connected to the enemy. This can be avoided by doing 3 Basic attacks followed by a Core skill (something known as 3-1) as that makes it very probable that you have all 4 stacks for your Precision.
Victimize
New Formula as of Season 6
(1 + 1.5 x ((1 + Vulnerable Additive) x [1.2 x Malice x (Vulnerable Legendary Glyph^Total)] - 1)) x 0.6
Double Dipping
Malice (triple dips during stagger), Legendary multipliers of Exploit and Diminish.
Interactions that work with Victimize
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Coldclip
- Elements
- Conceited
- Inner Calm
- Passives
- Exploit
- Malice
- Trick Attacks
- Enhanced Caltrops
- Enhanced Smoke Grenade
- Frigid Finesse
- Unstable Elixirs
- Legendary Nodes
- Deadly Ambush
- Glyphs
- Control and its new legendary effect
- Combat and its new legendary effect
- Fluidity and its new legendary effect
- Pride and its new legendary effect
- Chip and its new legendary effect
- Diminish's new legendary effect
- Exploit's new legendary effect
- Uniques and Mythic Uniques
- Pitfighter's Gull
- Stats
- Vulnerable Damage (individual target tracking)
Interactions that do not work with Victimize
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Edgemaster's
- Passives
- Weapon Mastery
- Impetus
- Glyphs
- Versatility
- Uniques
- Fists of Fate (did not work as of Season 6 PTR).
Passives
Adrenaline Rush
While you move, your passive energy generation is increased by 5% (per rank). If you have 8 passive energy generation per second and 3 ranks of Adrenaline Rush, you gain 8 x 1.15 = 9.2 energy per second.
Aftermath
- While you have Aftermath on your action bar, the overhealing generates shielding from Temerity.
- The Resource Generation stat affects the energy generated from Aftermath. Total Energy Generated = Aftermath x Product of all Resource Generation sources
Agile
- All abilities with a cooldown triggers Agile and refreshes the duration
- Agile is multiplied by your Dodge sources from Affixes and Tempering in the following Dodge formula:
[Dodge % from Dexterity] + [1 - (1 - Dodge % from Agile) x (1 - Dodge % 1) x (1 - Dodge % 2) x … x (1 - Dodge % N))] + [Additive Dodge % 1] + [Additive Dodge % 2] + … + [Additive Dodge % N]
Alchemical Advantage
- Alchemical Advantage stacks from both Direct Damage and Damage over Time. If you apply Poison Imbuement, the application generates 1 stack, and the Damage over Time after generates one stack per 0.5 seconds.
- This effect gains stacks from any poison damage source in the game, including items such as Andariel's Visage and tempering like Elemental Surge.
- The attack speed of this source belongs to Cap 2
- The [+]Lucky Hit Chance is additive to your total sum of [+]Lucky Hit Chance
Alchemist's Fortune
- The [+]Lucky Hit Chance is additive to your total sum of [+]Lucky Hit Chance with the condition that your damage instance is non-physical.
- This [+]Lucky Hit Chance is visible on your Tooltip with the condition that the damage source is non-physical.
Balestra
This functions as a global multiplier to all damage dealt.
Chilling Weight
- Chilling Weight multiplies the Chill % on the ability by the percentage on the ability. If you have Cold Imbuement and two ranks of Chilling Weight, you do 0.25 x 1.1 = 0.275 = 27.5% Chill per attack
- This does not increase the amount of stagger from Chill unless you reach 100% Chill, as Chill % does not influence stagger amount.
Consuming Shadows
The Resource Generation stat affects the energy generated from Consuming Shadows. Total Energy Generated = Consuming Shadows x Product of all Resource Generation sources x Enemies Killed
Deadly Venom
- Deadly Venom affects Poisoning damage only. Poisoning damage is a Poison Damage over Time effect and not Direct Damage.
- Works for all Poisoning damage sources, such as Andariel's Visage, Poison Imbuement, and Poison Trap.
- Shows up on the Character Sheet as (100% + Damage over Time %) x Deadly Venom. This is NOT how it works. It is a true multiplier by your poisoning damage and not dependent on your additive Damage over Time stat.
Debilitating Toxins
- Works for all Poisoning damage sources, such as Andariel's Visage, Poison Imbuement, and Poison Trap.
- This is a separate Damage Reduction source, which means it is inverse multiplicative to your total damage taken. For example, if you take 100 damage before reduction, and you have 4 ranks of Debilitating Toxins, you instead take: 100 x (100% - 20%) = 80 damage. If you already had 10% Damage Reduction, we would take 100 x (100% - 10%) x (100% - 20%) = 72 damage.
Exploit
If Exploit is active for 55% of the target's HP (first 20% and last 35%), that is not the same as being active for 55% of your attacks, which is what a weighted stat approach is doing. The 55% of HP benefiting from Exploit is depleted faster than the other 45%, so you want a formula that factors the multiplier in terms of fight duration:
1 / ( ( HP% Uptime / Multiplier ) + ( 1 - HP% Uptime ) )
In the case of Exploit we would have:
1 / ( ( 0.55 / 1.18 ) + ( 1 - 0.55 ) ) =
1 / ( 0.4435483871 + 0.45 ) =
1 / 0.8935483871 =
1.119133574 or 11.9133574% (about 11.91%) increased damage
This is essentially a "time-to-kill" (TTK) formula instead of a weighted average. If you imagine 100 attacks of equal value, the second to last row above implies that with 24% Exploit active for 55% of the HP, you now kill the target in ~89.35 attacks, so the reciprocal of (new TTK / old TTK) becomes the damage gain.
With +3 Exploit ranks from gear for a total 1.36x multiplier, you would have:
1 / ( ( 0.55 / 1.48 ) + ( 1 - 0.55 ) ) = 1.2171 or about 21.71% increased damage
Frigid Finesse
- Frigid Finesse works with Chill and Freeze generated by any source. However, it is currently bugged when combined with Azurewrath as its damage is not increased by Frigid Finesse.
- Frigid Finesse gives you the Frozen version while a boss is staggered.
Haste
- Haste is an additive increase to both Attack Speed and Haste depending on your current Energy.
- The Attack Speed from Haste belongs in Cap 2.
Impetus
- Impetus can be forced after casting Dash two times consecutively.
- The distance of 15 meters is roughly the distance below:
- Impetus only affects the direct damage of abilities and has no impact on imbuements.
Innervation
- Innervation increases the chance of triggering the energy regen per rank. You can find more information about Lucky Hit in our Lucky Hit Mechanics article.
- The Resource Generation stat affects the energy generated from Innervation. Total Energy Generated = Innervation x Product of all Resource Generation sources.
Malice
- Malice is a global multiplier to all your damage, assuming the target is vulnerable or Knocked Down.
- Malice double-dips if the enemy is both Vulnerable and Knocked Down, which means staggered bosses that are vulnerable double-dips on this multiplier.
- Malice is included in the Victimize calculation as highlighted below:
(1 + 1.2 x ((1 + Vulnerable Additive) x [1.2 x Malice x (Vulnerable Legendary Glyph^Total)] - 1)) x 0.6
- Because Malice is included in the Victimize calculation, this theoretically then triple dips for Victimize during staggered vulnerable bosses.
Mending Obscurity
- Mending Obscurity scales based on your Maximum HP, one tick occurring when you enter stealth and each second after gives another tick of healing.
- Works with Concealment, Lethal Dusk, and Uncanny Treachery. Other interactions have not yet been tested.
Precision Imbuement
Unlike what the name would suggest, Precision Imbuement does not affect imbuements itself but only the imbued skill.
Rapid Gambits
- Rapid Gambits does not reduce its cooldown when hitting bosses despite staggering them.
- Rapid Gambits can be used to trigger Trick Attacks against non-boss enemies.
Reactive Defense
- This is a separate Damage Reduction source, which means it is inverse multiplicative to your total damage taken. For example, if you take 100 damage before reduction, and you have 3 ranks of Reactive Defense, you instead take: 100 x (100% - 18%) = 82 damage. If you already had 10% Damage Reduction, we would take 100 x (100% - 10%) x (100% - 18%) = 73.8 damage.
Rugged
- This is a separate Damage Reduction source, which means it is inverse multiplicative to your total damage taken. For example, if you take 100 damage before reduction, and you have 2 ranks of Rugged, you instead take: 100 x (100% - 18%) = 82 damage. If you already had 10% Damage Reduction, we would take 100 x (100% - 10%) x (100% - 18%) = 73.8 damage.
- Rugged does not work against the damage dealt by Endurant Faith.
- Rugged works against Damage over Time effects on the ground, such as Poison Pools.
Second Wind
- Second Wind has a hard cap of rank 7 as that makes your barrier reach 100% Maximum Life, rank 8 and onwards gives no further increase.
- Second Wind cannot stack during Inner Sight as your energy cost is set to 0. There is an exception to this rule, which is when you use Beastfall Boots and Qax.
- Second Wind is increased by the sum of your Barrier Generation. For example, with 50% Barrier Generation and rank 4 Second Wind, you get a 60% x 1.5 = 90% of Maximum Life barrier.
Shadow Crash
Each Shadow Damage instance you do has a chance to trigger this effect. You can find more information about Lucky Hit in our Lucky Hit Mechanics article.
Siphoning Strikes
Siphoning Strikes can trigger multiple times per spell if it has several damage instances per action. For instance, Barrage can trigger Siphoning Strikes with each damage instance.
You can find more information about Lucky Hit in our Lucky Hit Mechanics article.
Sturdy
This is a separate Damage Reduction source, which means it is inverse multiplicative to your total damage taken. For example, if you take 100 damage before reduction, and you have 3 ranks of Sturdy, you instead take: 100 x (100% - 18%) = 82 damage. If you already had 10% Damage Reduction, we would take 100 x (100% - 10%) x (100% - 18%) = 73.8 damage.
Conditional Damage Reduction like Sturdy does not work against ground effects once the enemy dies.
Stutter Step
Stutter Step can be triggered by any damage instance that causes a critical strike, including items such as Tyrael's Might.
Target Practice
Target Practice gives additive Critical Strike Chance for any ability tagged either Marksman or Cutthroat.
Trap Mastery
- Trap Mastery does not require the Trap to be underneath the enemy to work. If you have a triggered trap somewhere, you gain additive Critical Strike Chance against all targets affected by Crowd Control or Vulnerable.
- Trap Mastery works with traps generated from Scoundrel's Leathers.
Trick Attacks
- Trick Attacks states that it is additive to itself, up to a specific percentage. This is currently not the case, as each stack is compounding instead of being additive.
- Trick Attacks is included in the Precision calculation as highlighted below:
([1+ Crit Damage Additive] x [1.5 x Trick Attacks x Combat Legendary Glyph] - 1) x 0.15 + 0.5
- If you cast Improved Twisting Blades repeatedly into the same enemy that is impaled, you do not gain Trick Attacks stacks.
- Trick Attacks does not build its stacks versus bosses.
Unstable Elixirs
- Unstable Elixirs is a global multiplier to all damage dealt.
- The stun duration is affected by Crowd Control Duration tempering and aspects such as Smiting.
Unto Dawn
- Unto Dawn is a global multiplier to Ultimate damage dealt.
- To do: test to see how it impacts Shadowslicer
Weapon Mastery
- Weapon Mastery works for any direct damage instance that explicitly uses your weapon.
- Weapon Mastery does not work for indirect damage, such as Poison Imbuement, Victimize, and Andariel's Visage.
- Unlike Malice, Weapon Mastery does not show on the Character Stat Sheet which means it has no impact on either Victimize or Precision.
- Weapon Mastery counts as passives if you use melee weapons, meaning that two daggers would be 1.07 x 1.07 = 1.1449.
If Weapon Mastery: Daggers is active for 55% of the target's HP (first 20% and last 35%), that is not the same as being active for 55% of your attacks, which is what a weighted stat approach is doing. The 55% of HP benefiting from Weapon Mastery: Daggers is depleted faster than the other 45%, so you want a formula that factors the multiplier in terms of fight duration:
1 / ( ( HP% Uptime / Multiplier ) + ( 1 - HP% Uptime ) )
In the case of Weapon Mastery: Daggers we would have:
1 / ( ( 0.55 / 1.21 ) + ( 1 - 0.55 ) ) =
1 / ( 0.454545 + 0.45 ) =
1 / 0.904545 =
1.105528 or +10.5528% (about +10.6%)
This is essentially a "time-to-kill" (TTK) formula instead of a weighted average. If you imagine 100 attacks of equal value, the second to last row above implies that with 21% Weapon Mastery: Daggers active for 55% of the HP, you now kill the target in ~90.45 attacks, so the reciprocal of (new TTK / old TTK) becomes the damage gain.
With +3 Weapon Mastery: Daggers ranks from gear for a total 1.42x multiplier, you would have:
1 / ( ( 0.55 / 1.42 ) + ( 1 - 0.55 ) ) = 1.19428 or about +19.42%
Using this formula, it is quite complicated to optimize for what weapon type to use. Using 10 ranks of Weapon Mastery as an example, we could calculate the damage gain of using different weapon combinations the following way:
- Double Sword = 1/((0.55/((1+0.03*10)*(1+0.03*10)))+((1-0.55)/((1+0.03*10)*(1+0.03*10))))-1 = 69% increased damage
- Double Dagger = 1/((0.55/((1+0.07*10)*(1+0.07*10)))+((1-0.55)))-1 = 56.17% increased damage
- Sword + Dagger = 1/((0.55/((1+0.07*10)*(1+0.03*10)))+((1-0.55)/((1+0.03*10))))-1 = 68.06% increased damage
In this scenario, using Double Sword assuming you do not "burst" away the non-injured and healthy parts of the fight means Double Sword actually gives you the most damage at rank 10 Weapon Mastery. However, if we burst a bit of the HP away so that Weapon Mastery: Daggers is active for 70% of the fight instead of 55% of the fight, we get the following damage gain:
- Double Sword = 1/((0.70/((1+0.03*10)*(1+0.03*10)))+((1-0.70)/((1+0.03*10)*(1+0.03*10))))-1 = 69% increased damage
- Double Dagger = 1/((0.70/((1+0.07*10)*(1+0.07*10)))+((1-0.70)))-1 = 84.43% increased damage
- Sword + Dagger = 1/((0.70/((1+0.07*10)*(1+0.03*10)))+((1-0.70)/((1+0.03*10))))-1 = 82.64% increased damage
In this context, Double Dagger becomes the best choice. It is important to know that this passive entirely depends on what content you play, but you can play it safe and use daggers in all content except for the highest levels of the pit.
Glyphs
Ambush
- Ambush's passive effect works like a global multiplier to all damage dealt with the condition that the target is underneath a visual trap, or suffering from an effect applied by a trap.
- Works with Explosive Verve.
Bane
- When you deal Poisoning damage, such as from Poison Imbuement, you have a 15% chance to deal double damage. This means if you would normally deal 1200 damage distributed over 12 damage instances, you would now deal 2400 damage distributed over the same duration.
- This effect works for all Poisoning damage, such as Poison Imbuement and Andariel's Visage.
- Bane's legendary effect multiplies the Character Stat Sheet, making it affect multipliers such as Alchemical Admixture.
Canny
- Direct damage and Damage over Time both stack Canny once per damage instance.
- Canny's legendary effect multiplies the Character Stat Sheet, making it affect multipliers such as Alchemical Admixture.
- When used in combination with aspects such as Coldclip, Victimize stacks Canny with its area of effect.
Chip
- Direct damage and Damage over Time both stack Chip once per damage instance.
- Chip's legendary effect multiplies the Character Stat Sheet
- When used in combination with Victimize, it stacks Chip with its area of effect.
Closer
- This is a separate Damage Reduction source, which means it is inverse multiplicative to your total damage taken. For example, if you take 100 damage before reduction, and you have Closer, you instead take: 100 x (100% - 10%) = 90 damage. If you already had 10% Damage Reduction, we would take 100 x (100% - 10%) x (100% - 10%) = 81 damage.
- Conditional Damage Reduction like Closer is unique as it is active as long as you hold your melee weapons. If you use a build cycling between weapons, beware that you then have a lower uptime on the Damage Reduction.
- Closer's legendary effect multiplies the Character Stat Sheet
Combat
- Combat restores Energy Spent x 0.12 Energy once per skill cast.
- Combat's legendary effect multiplies the Character Stat Sheet, making it influence the damage gained from Precision.
- Combat appears to be restoring 2 energy and not 3 energy for basic skills using Shard of Verathiel.
Control
- Control's passive effect works like a global multiplier to all damage dealt with the condition that the target is suffering from a Crowd Control effect.
- Control's legendary effect multiplies the Character Stat Sheet
Devious
- Devious was changed in Season 6 to include "or Boss", making it function versus bosses.
- Devious's legendary effect multiplies the Character Stat Sheet
Diminish
- This is a separate Damage Reduction source, which means it is inverse multiplicative to your total damage taken. For example, if you take 100 damage before reduction, and you have Diminish, you instead take: 100 x (100% - 15%) = 85 damage. If you already had 10% Damage Reduction, we would take 100 x (100% - 10%) x (100% - 15%) = 76.5 damage.
- Conditional Damage Reduction like Diminish does not work against ground effects once the enemy dies.
- Diminish's legendary effect multiplies the Character Stat Sheet, making it influence the damage done by Victimize.
Efficacy
The game has a stat called imbuement potency, which can be found on things such as Efficacy and Corruption. Potency increases the effectiveness of the imbuement you use.
- Poison Imbuement: Increases the damage over time it deals.
- Cold Imbuement: Increases the amount of chill you apply to the target
- Shadow Imbuement: Increases the damage it deals.
A misconception within the community was that imbuement potency increased the passive benefits from the enhancement nodes such as Blended Poison Imbuement or Mixed Shadow Imbuement. This has been verified not to be the case, it only increases the functionality of the base skill.
Exploit
- Exploit's legendary effect multiplies the Character Stat Sheet, making it influence the damage done by Victimize.
- Exploit gets applied immediately when damage is dealt, but there is a niche interaction where there is an unnoticeable delay between it and Poison Imbuement being applied. This makes Poison Imbuement gain the benefit from Vulnerable even though the imbued skill did not benefit from the target being Vulnerable.
Explosive
This is a separate Damage Reduction source, which means it is inverse multiplicative to your total damage taken. For example, if you take 100 damage before reduction, and you have Explosive, you instead take 100 x (100% - 15%) = 85 damage. If you already had 10% Damage Reduction, we would take 100 x (100% - 10%) x (100% - 15%) = 76.5 damage.
This damage reduction works with any Stun Grenade source in the game, such as Exposure, Artful Initiative and more.
The damage gained from the additive stat from Explosive does not function as a separate multiplier. However, the new legendary effect does work as a multiplier to your Stun Grenade damage. You can find more information about multipliers in our In-Depth Damage Guide article.
Fluidity
- Fluidity increases your energy regeneration multiplicatively by 15%, meaning if you generated 10 energy normally, you would generate 11.5 energy instead.
- Fluidity increases all the damage you deal by 10%.
Frostfeeder
- Frostfeeder multiplies the Chill % on the ability by the percentage on the ability. If you have Cold Imbuement and Frostfeeder, you do 0.25 x 1.2 = 0.3 = 30% Chill per attack
- This does not increase the amount of stagger from Chill unless you reach 100% Chill, as Chill % does not influence stagger amount.
Infusion
- Infusion's legendary effect multiplies the Character Stat Sheet, making it affect multipliers such as Alchemical Admixture.
- Imbued damage does not affect the damage dealt by Imbuements.
Nightstalker
Nightstalker's legendary effect multiplies the Character Stat Sheet, making it affect multipliers such as Alchemical Admixture.
Pride
If Pride is active for 55% of the target's HP (first 20% and last 35%), that is not the same as being active for 55% of your attacks, which is what a weighted stat approach is doing. The 55% of HP benefiting from Pride is depleted faster than the other 45%, so you want a formula that factors the multiplier in terms of fight duration:
1 / ( ( HP% Uptime / Multiplier ) + ( 1 - HP% Uptime ) )
In the case of Pride we would have:
1 / ( ( 0.55 / 1.13 ) + ( 1 - 0.55 ) ) =
1 / ( 0.4867256637 + 0.45 ) =
1 / 0.9367256637 =
1.0675484 or +6.75484% (about +6.76%)
This is essentially a "time-to-kill" (TTK) formula instead of a weighted average. If you imagine 100 attacks of equal value, the second to last row above implies that with 13% damage from Pride active for 55% of the HP, you now kill the target in ~93.67 attacks, so the reciprocal of (new TTK / old TTK) becomes the damage gain.
Ranger
This is a separate Damage Reduction source, which means it is inverse multiplicative to your total damage taken. For example, if you take 100 damage before reduction, and you have Ranger, you instead take 100 x (100% - 10%) = 90 damage instead. If you already had 10% Damage Reduction, we would take 100 x (100% - 10%) x (100% - 10%) = 81 damage.
Conditional Damage Reduction like Ranger is unique as it is active as long as you hold your ranged weapon. If you use a build cycling between weapons, beware that you have a lower uptime on the Damage Reduction.
Snare
Snare appears to be functioning as it should, including for Grenades with Explosive Verve.
Tracker
There is a small bug with Tracker, where if you apply the same Damage over Time effect to the target then the additive part of Tracker does not work.
To understand how Tracker's passive effect functions, we establish how Rogue Damage over Time effects functions. Importantly, the damage from Poison Imbuement is calculated as a summation of poisoning damage. This means each time you attack with Poison Imbuement, you add poisoning damage onto the target. This is then distributed over its full duration across each damage instance. To illustrate this quickly, we can use a quick math example:
- Deal 1000 poisoning damage to the target over 5 seconds, you deal 1000/10 = 100 damage per tick.
- One tick occurs before next application, damage remaining on the target is 900.
- Deal another 1000 poisoning damage, you now deal (900+1000)/10 = 190 damage per tick.
If repeated, we get the curve below.
The consequence of the damage being calculated this way is that adding duration to Poison Imbuement increases the top-end proportionally to the increased duration. For example, adding Tracker to the example above would result in a 41% damage increase once the damage starts declining (as shown below).
TLDR; if you apply a lot of Damage over Time effects on the same target, Tracker essentially becomes a 40% damage multiplier.
Turf
This is a separate Damage Reduction source, which means it is inverse multiplicative to your total damage taken. For example, if you take 100 damage before reduction, and you have Turf, you instead take 100 x (100% - 10%) = 90 damage. If you already had 10% Damage Reduction, we would take 100 x (100% - 10%) x (100% - 10%) = 81 damage.
Conditional Damage Reduction like Turf does not work against ground effects once the enemy dies.
Versatility
Versatility is specifically unspecific, making its true functionality quite unpredictable. The list below is a short list of interactions where it does not impact the damage dealt by a damage instance:
- The Umbracrux
- Tyrael's Might
- Victimize
- Stun Grenades
- Arrow Storm
- Andariel's Visage
It appears that interactions that do not have explicit skill tags and are explicitly skills do not get a damage gain from Versatility.
Legendary Paragon Nodes
Cheap Shot
- You gain 5% multiplicative damage per target (up to 5) affected by Crowd Control.
- While enemies are unstoppable, this bonus is lost.
- Bosses give you 5 stacks (25% multiplicative damage) while staggered.
Cunning Stratagem
All changes done with the use of Cunning Stratagem is highlighted in red.
Skill | Base | 1 Combo Point | 2 Combo Points | 3 Combo Points |
---|---|---|---|---|
Barrage | 5 Arrows | Skill gains 20% Damage and +1 Arrow | Skill gains 40% Damage and +2 Arrows | Skill gains 60% Damage and +5 Arrows |
Flurry | N/A | Skill gains 25% damage and [+]20% Attack Speed | Skill gains 50% damage and [+]40% Attack Speed | Skill gains 75% damage and [+]80% Attack Speed |
Penetrating Shot | N/A | Skill gains 30% damage and [+]10% Lucky Hit Chance | Skill gains 60% damage and [+]20% Lucky Hit Chance | Skill gains 90% damage and [+]40% Lucky Hit Chance |
Rapid Fire | 5 Arrows | Skill gains 10% Damage and +1 Arrow | Skill gains 22.5% Damage and +2 Arrows | Skill gains 40% Damage and +5 Arrows |
Twisting Blades | N/A | Skill gains 30% damage and [+]27% Movement Speed | Skill gains 60% damage and [+]53% Movement Speed | Skill gains 90% damage and [+]107% Movement Speed |
As we can see, both Twisting Blades and Flurry are bugged with Cunning Stratagem, getting a 33% increase over normal functionality with Combo Points , and 3 Combo Points double dips on the Cunning Stratagem bonus. We also see that despite showing as +4 Arrows in-game, both Rapid Fire and Barrage gain +5 Arrows with 3 Combo Points.
Danse Macabre
- After casting a Mobility or Subterfuge skill, the damage dealt by the next skill increases by 50%.
- Snapshots Dance of Knives for the whole channeling duration
- Works for Smoke Grenade spam.
To test:
- Does it increase the damage of Shadowslicer?
Deadly Ambush
Increases the Critical Strike damage dealt to the target by 23% assuming that the target is affected by a trap.
Trap sources that are confirmed to work:
- Scoundrel's Leathers
- Poison Trap
- Death Trap
- Explosive Verve
Eldritch Bounty
- Eldritch Bounty multiplies the Character Stat Sheet, making it affect multipliers such as Alchemical Admixture.
- Pestilent Points causes Puncture to trigger Eldritch Bounty.
- Coldclip does not trigger Eldritch Bounty.
- The ability casting Eldritch Bounty self-buffs Poison Imbuement even on the first application.
Exploit Weakness
- Requires the vulnerable status on the target to build any stacks.
- It is not simply 60% of all attacks on vulnerable targets, but 60% of all Lucky Hits caused on a vulnerable target. You can find more information about Lucky Hit in our Lucky Hit Mechanics article.
- The stacks build up on yourself and not on the enemy, meaning you can engage packs with multiple stacks prebuilt on you.
- At 25 stacks, you no longer build stacks but retain 25% stacks for 6 seconds. Once the timer ends, you can gain stacks again.
Leyrana's Instinct
- Multiplies your Additive Core Damage by 0.25 and converts that into a new Core Damage multiplier (up to 60% maximum).
- The multiplier only works with skills with the Core tag.
- The dodge chance buff does not get increased by extending Inner Sight
No Witnesses
- Yom triggers causes you to gain No Witnesses, and so does Scoundrel's Leathers.
- Despite not triggering No Witnesses, this buffs damage sources like Shadowslicer and Grasp of Shadow passively without having the buff active.
Tricks of the Trade
- Casting a Marksman tagged ability gives you 25% multiplicative damage for Cutthroat skills, and vice versa.
- This damage buff does not work for anything not tagged Cutthroat and Marksman explicitly.
Class Specialization
Combo Points
Skill | Base | 1 Combo Point | 2 Combo Points | 3 Combo Points |
---|---|---|---|---|
Barrage | 5 Arrows | Skill gains 20% Damage and +1 Arrow | Skill gains 40% Damage and +2 Arrows | Skill gains 60% Damage and +3 Arrows |
Flurry | N/A | Skill gains 25% damage and [+]15% Attack Speed | Skill gains 50% damage and [+]30% Attack Speed | Skill gains 75% damage and [+]45% Attack Speed |
Penetrating Shot | N/A | Skill gains 30% damage and [+]10% Lucky Hit Chance | Skill gains 60% damage and [+]20% Lucky Hit Chance | Skill gains 90% damage and [+]30% Lucky Hit Chance |
Rapid Fire | 5 Arrows | Skill gains 10% Damage and +1 Arrow | Skill gains 22.5% Damage and +2 Arrows | Skill gains 40% Damage and +3 Arrows |
Twisting Blades | N/A | Skill gains 30% damage and [+]20% Movement Speed | Skill gains 60% damage and [+]40% Movement Speed | Skill gains 90% damage and [+]60% Movement Speed |
When you use Flurry with Combo Points, the amount of Combo Points you spend snapshots for as long as you cast Flurry without the Attack Speed buff falling off. In practical terms, if you cast Flurry with 1 Combo Point, you only have 15% Attack speed until the buff runs out even if you refresh it with 3 Combo Points.
Inner Sight
- Inner Sight sets your energy cost to 0 during its duration. This means that interactions such as Second Wind and Artful Initiative stop working as you do not spend energy. However, Banished Lord's Talisman still counts the base energy cost of the skill even during Inner Sight.
- Despite setting energy cost to 0, you still gain Crown of Lucion and Ring of Starless Skies stacks.
- Inner Sight's mark changes target roughly every 10 seconds.
- True Sight gives you multiplicative Critical Strike damage when you have an enemy marked. This bonus is changed to a multiplicative increase to all your damage while your Inner Sight gauge is full.
Preparation
- Yom triggers causes you to gain the cooldown reduction from Preparation.
- During testing, we kept running into an "overflow" functionality for Preparation:
- Use Beastfall Boots + Pen shot, spend 233 energy, and get 5 seconds of Cooldown Reduction.
- Spend 28 energy, and get 5 seconds of Cooldown Reduction.
- Spend another 28 energy, and get 5 seconds of Cooldown Reduction.
- Spend another 28 energy, and get 5 seconds of Cooldown Reduction.
- Spend another 28 energy, and get 0 seconds of Cooldown Reduction.
Total Energy Spent: 345 Energy
How many triggers of Preparation should we get? (345)/75 = 4.6
How many triggers of Preparation did we get? 4
It technically works, but it tracks how much energy you have spent over the cap and redistributes it over the next few skills instead of in one go (which is not how Preparation reads).
Aspects and Uniques
Andariel's Visage
Interactions that work with Andariel's Visage
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Noxious Ice (Dynamic)
- Elements
- Inner Calm
- Retribution
- Conceited
- Passives
- Alchemical Advantage
- Deadly Venom
- Debilitating Toxins
- Exploit
- Malice
- Enhanced Caltrops (Dynamic)
- Enhanced Smoke Grenade (Dynamic)
- Frigid Finesse
- Mixed Shadow Imbuement (Dynamic)
- Subverting Poison Trap (Dynamic)
- Unstable Elixirs
- Legendary Nodes
- Cheap Shot
- No Witnesses
- Eldritch Bounty
- Glyphs
- Ambush
- Bane
- Canny (Dynamic)
- Chip (Dynamic)
- Control (Dynamic)
- Fluidity
- Tracker and it does not dilute the dot.
- Uniques and Mythic Uniques
- Penitent Greaves
- Stats
- Vulnerable Damage (individual target tracking)
Interactions that do not work with Andariel's Visage
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Edgemaster's
- Passives
- Weapon Mastery
- Glyphs
- Versatility
- Uniques
- Fists of Fate (did not work as of Season 6 PTR).
Paingorger's Gauntlets
Interactions that work with Paingorger's Gauntlets
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Moonrise
- Elements
- Inner Calm
- Retribution
- Conceited
- Passives
- Exploit
- Malice
- Enhanced Caltrops
- Enhanced Smoke Grenade
- Frigid Finesse
- Unstable Elixirs
- Legendary Nodes
- Cheap Shot
- Glyphs
- Ambush
- Canny if spread by other source
- Chip if spread by other source
- Control
- Fluidity
- Uniques and Mythic Uniques
- Penitent Greaves
- Shard of Verathiel
- Ring of Starless Skies
- Stats
- Vulnerable Damage (individual target tracking)
- Close Damage
- Basic Skill Damage
Interactions that do not work with Paingorger's Gauntlets
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Edgemaster's
- Adaptability
- Passives
- Weapon Mastery
- Uniques
- Crown of Lucion
- Stats
- Critical Strike Damage
- Overpower Damage
Tyrael's Might
Tyrael's Might Scaling
An important thing to note is that the tooltip damage is the AoE bolt damage. Tyrael's triggered by Basic Attacks are halved, core skills and AoE has full damage. It is uncertain if this means certain other tags are affected as well. Channeled skills snapshots the "health" status, causing it to trigger as long as you start the channel at max HP.
Interactions that work with Tyrael's Might
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Moonrise
- Elements
- Inner Calm
- Retribution
- Conceited
- Passives
- Exploit
- Malice
- Enhanced Caltrops
- Enhanced Smoke Grenade
- Frigid Finesse
- Unstable Elixirs
- Legendary Nodes
- Cheap Shot
- Glyphs
- Ambush
- Canny if spread by other source
- Chip if spread by other source
- Control
- Fluidity
- Pride
- Uniques and Mythic Uniques
- Penitent Greaves
- Ring of Starless Skies
- Stats
- Vulnerable Damage (individual target tracking)
- Physical Damage
- Generic Additives
Interactions that do not work with Tyrael's Might
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Edgemaster's
- Passives
- Weapon Mastery
- Glyphs
- Versatility
- Stats
- Lucky Hit Chance
- Skill Tag Additive Damage (Core, Basic, etc)
Credits
Written by Avarilyn.
Reviewed by M1PY, DiEoxidE