Inputs from Path of Building
Number of Balls
This is how much the base area where balls can land
is scaled. This corresponds to the blue and purple areas
in Molten Strike's arc shown below (not to scale).
Be aware that Molten Strike has a radius-5
dead zone (r1 in the image), and it
does not change with any AoE modifiers.
We have limited information about the radius of monsters
in PoE, but most humanoid monsters have radius
and the maximum
object radius in PoE is 5. Be aware that the size of
the graphical objects can be very different from the
size of a monster used for calculating hits.
If you put a number >1.5 in here,
your DPS estimate is BS. Don't do that in build guides.
Experienced users of Molten Strike know that there's a
trick you can use
to get better single-target DPS with Ancestral Call.
You stand just outside of melee range from the boss
and force a ground attack. The ground attack will
spawn balls. If the boss is within 2x your melee weapon
range, then AC will proc a melee hit on the boss and
spawn a second set of balls. So you get one melee
hit and two sets of balls.
A common mistake is to assume this will double your
ball DPS. This is a bad assumption for multiple reasons.
- The first volley of balls is not centered on
the boss, so it will have a lower point blank
multiplier than the second volley.
- Since the first volley isn't centered, it
will also have a lower hit rate. This is due
to the way ball locations are randomly sampled.
For the math geeks, it's uniform over
(angle, distance) not uniform over the area.
- Perfect positioning is extremely hard. unless
you really believe you're one of the top 100
most skilled players in the game, you're not
going to have anywhere near perfect positioning,
and definitely not reliably.
- A lot of newer bosses move around when you're not
in their melee range, so maintaining perfect
positioning without interrupting your attacks
is often very difficult.
As a reult, if you're reasonably skilled and are
trying hard to have great positioning, you'll
likely only get a 1.5x multiplier (50% more)
by using the Ancestral Call trick.
In most true face-tanking single-target situations
with non-moving, you'll get more DPS by swapping AC
for another gem. That said, many users will still
use AC for bosses. It effectively doubles your melee
range, and this is especially helpful against mobile
bosses. Most bosses have adds, so AC can proc off
them and give a nice DPS boost. AC is great for
clearing. It's inconvient to switch gems between
clearing and bossing modes.
Damage per Second, etc.
This is the total actual DPS against an isolated
single target monster.
If you're not using Ancestral Call, this assumes your melee
hit is exactly centered on the boss, i.e. you've namelocked it.
If you're using Ancestral Call, this uses the damage multiplier
that you gave. We assume that the second melee hit is centered
on the boss. Using a multiplier > 2.0 is simply wrong for isolated
bosses. Using a multiplier close to 2.0 is unrealistic: you have to
stand back far enough to get a double proc, so the balls from the
first melee hit (that only hits the ground) will have balls that are
off-center. Also, it's hard to optimize your exact positioning to
get the best damage. At this time, we believe 1.5 is a good
Ancestral Call multiplier estimate for a skilled player who's trying
to optimize their hit placement.
For excruciating detail, see the
ipython notebook we used to developing this simplified
This is your chance to hit an enemy for a single ball,
assuming that the melee hit is centered on the boss as it
should be if you're namelocking, and taking into account
your accurace ("Hit Chance" for magma balls). This does
not take into account your melee hit chance and how That
interacts with Ancestral Call.
We compute the ratio of the purple area to the
purple + blue area to get the chance for a molten strike
ball to hit a boss. We need to carefully ignore the pink
area in doing this calculation.
Other Detailed Calculations
This is the net multiplier we get for accounting for all
of the following (when applicable):
- accuracy (from "Hit Chance" for magma balls),
- the fraction of balls that land close enough to
a boss to count as a hit,
- the average point blank multiplier of the balls
that land close enough to the boss to count as
- the average far shot multiplier of those balls,
- Ancestral Call, and
- the number of balls.
To get the total projectile DPS, compute "Average Damage" *
"Attack Rate" * (1 + Total "More" Projectile Damage).
Click on a field to see details about it here.
In Path oF Exile (PoE),
Strike skill provides one of the highest single-target
damage options in the game. This damage comes from some complex
interactions that are not handled in the in-game tooltip or
by tools like Path
of Building (PoB). This calculator complements PoB to
help users estimate their true single target DPS against
isolated single targets.
To use this calculator, enter appropriate inputs in all the
editable input fields. For more details on a given input or
output, click on its description or data field and this help
section will be replaced by details about that line.
This calculator is valid for at least the 2.6 to 3.4 patches of PoE.
- This calculator assumes all radii are floating point numbers,
but some or all are probably integers in the game. Additional
experiments are needed to determine exactly how the rounding
works. This implies you shouldn't use this calculator to
try minmaxing your AoE.
- This calculator assumes both bosses and balls have circular
hitboxes, but past statements from Mark_GGG suggest that
some or all hitboxes are actually squares. Additional
experiments are needed to verify this and to determine how
square orientations are chose.
- 2018-11-01: improved how point blank and farshot
multipliers are presented. Also made a few other minor
improvements to help strings, internal comments, code
clarity, etc. Added a limitations section to the main
- 2018-10-29: added far shot support
this version supports bookmarking, has more intuitive
inputs that work around PoB bugs, adds more point blank
inputs so people don't double-count it, adds an
Ancestral input, adds convenient inputs for automating
the ball count calculations, lots of documentation, etc.
- 2018-07-28: added usage notes (thanks xhul for the
- 2017-07-15: fixed projectile spread distribution based
based on info tracked
down by reddit. Also added a graph for finding the
optimal AoE modifier.
- 2017-05-29: original Google Sheets version
Copyright (C) 2018 by
MoldyDwarf, all rights reserved. You are free to use the
results of this calculator for your builds and build guides,
link to it, etc. OpenARL is free to copy any of these calculations
into Path of Building if he so desires, with no restrictions.