Molten Strike DPS Calculator

Inputs from Path of Building

Left Pane

Do not enter this value. This field is included in the calculator just to emphasize that you should type in the average damage, not the total or full DPS. The reason for this subtlety is that there have been quite a few bugs in PoB calculating ball attack rates incorrectly. By typing in the damage and melee attack rate, it's easier to ensure the final calculations are correct.

Enter the "Average Damage" not the "Total DPS" or "Full DPS" for "Magma Balls" from Path of Building.

Note that the Total DPS line in PoB can be highly inaccurate due to a bug in how Multistrike is handled in it, in addition to it ignoring the number of balls, chance of balls to land in range of a boss, how to apply the point blank multiplier correctly, etc. The purpose of this calculator is to compute the true DPS, at least until PoB can be enhanced to do so itself.

%
Enter the "Hit Chance" for "Magma Balls" from Path of Building.

Do not enter this value. This field is included in the calculator just to emphasize that you should type in the average damage, not the total or full DPS. The reason for this subtlety is that there have been quite a few bugs in PoB calculating ball attack rates incorrectly. By typing in the damage and melee attack rate, it's easier to ensure the final calculations are correct.

Enter the "Average Damage" not the "Total DPS" or "Full DPS" for "Melee Hits" from Path of Building.
Enter the "Attack Rate" for "Melee Hits" from Path of Building. Be sure to select melee hits instead of magma balls, especially if you have melee-only attack speed modifiers (e.g. Multistrike). This is because there's a known collection of bugs in PoB causing it to calculate the attack speed incorrectly when the magma balls are selected.
%
Enter the "Hit Chance" for "Melee Hits" from Path of Building.

Calcs Tab: Skill type-specific Stats

This is the total number of projectiles that sprout per melee hit. It scales with helm enchants, Wildfire jewels, gems like Greater Multiple Projectiles, items like Grelwood Shank and Dying Sun, etc.

To find the value in PoB,

  1. Go to the "Calcs" tab.
  2. Make sure that your Molten Strike "Socket Group" and "Active Skill" are selected on the top.
  3. Select "Magma Balls" in the "Skill Part" dropdown.
  4. Look for the orange "Skill type-specific Stats" box. It's typically the last box of that color.

This is the radius of each ball explosion. It scales with AoE modifiers in the usual way.

To find the value in PoB,

  1. Go to the "Calcs" tab.
  2. Make sure that your Molten Strike "Socket Group" and "Active Skill" are selected.
  3. Select "Magma Balls" in the "Skill Part" dropdown.
  4. Look for the orange "Skill type-specific Stats" box. It's typically the last box of that color.

This is the minimum distance at which a ball can land and explode, relative to the melee hit location. This deadzone radius is fixed and cannot be modified in any way, hence it is disabled in this form.

To find the value in PoB,

  1. Go to the "Calcs" tab.
  2. Make sure that your Molten Strike "Socket Group" and "Active Skill" are selected.
  3. Select "Magma Balls" in the "Skill Part" dropdown.
  4. Look for the orange "Skill type-specific Stats" box. It's typically the last box of that color.

This is the maximum distance at which a ball can land and explode, relative to the melee hit location. This is one of the easiest values to compute incorrectly because of (a) the fixed min landing distance and (b) how AoE and projectile speed modifiers work differently. Fortunately, Path of Building, Community Edition has been updated to do all the work for you. The tooltip in PoB includes the exact formula used.

To find the value in PoB,

  1. Go to the "Calcs" tab.
  2. Make sure that your Molten Strike "Socket Group" and "Active Skill" are selected.
  3. Select "Magma Balls" in the "Skill Part" dropdown.
  4. Look for the orange "Skill type-specific Stats" box. It's typically the last box of that color.

Point Blank, Far Shot, and Longshot

Tell this calculator how you configured Point Blank in Path of Building's configuration tab.

Typically, you should leave the travel distance field in PoB's configuration tab blank. Make sure that this textbox exactly matches what you see in PoB. The reason to leave it blank in PoB (and thus here) is that PoB computes point blank effects incorrectly for Molten Strike. This textbox is included here so that we can undo those incorrect calculations if your damage numbers included them. Then this calculator can proceed with more accurate calculations.

Tell this calculator if you have some source of the Point Blank buff, e.g. the the tree node or from the Grelwood Shank sword. This increases the damage of balls that land close to the melee hit location. This is typically gives a substantial single-target DPS increase.
Tell this calculator if you have some source of the Far Shot buff, e.g. the Deadeye ascendancy node or from the Beltimber sword. This increases the damage of balls that hit far away, but decreases the DPS for nearby balls. It lowers the DPS on namelocked bosses but increases the damage against far away monsters when attacking packs.
The Longshot cluster notable is not yet supported. It's basically a weak version of Far Shot: it provides up to 40% increased damage instead of 60% more damage, but with no downside for close-range projectiles. Typical builds already have large increased damage multipliers, making the effects of longshot be negligible. The main reason for not supporting Longshot yet is that it would require more work from users to enter all the numbers needed to account for these diminishing returns.

Boss Details

We have limited information about the radius of monsters in PoE, but most humanoid monsters have radius 2 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.

Damage per Second

This is the total actual DPS against an isolated single target monster.

This assumes your melee hit is exactly centered on the boss, i.e. you've namelocked it. It also assumes that there are no other monsters or hydrospheres that will attract or trigger melee hits on anything but the single monster you're directly attacking.

For excruciating detail, see the ipython notebook we used to developing this simplified calculator.


This is the total projectile DPS, accounting for the DPS per projectile that hits, Point Blank effects, Far Shot, hit chance, and the hit rate due to AoE effects. See the "Total Isolated Single Target DPS" help string for more details.
This is the total DPS from melee attacks, accounting for your chance to hit, your attack speed, and your average damage per hit.

Other Detailed Calculations

%

This is the effective chance for a ball that lands in range to pass all accuracy checks and count as a hit, given a successful namelocked melee hit.

We currently assume there's a single accuracy roll that's checked first against the melee hit chance to decide if balls should sprout and then the same roll is later checked against balls that are in-range to see if they hit too. We use this assumption because we know this is how critical strike rolls work, so we assume GGG uses the same mechanism for accuracy checks.

Other possibilities:

  • (PROVEN FALSE) Melee accuracy doesn't matter: Melee accuracy does not matter for computing ball DPS. Every melee attack sprouts balls whether or not the melee attack hits. This is definitely false. We tested this with a Replica Trypanon (-5000 accuracy) in Blood Aqueducts, against a single on-screen enemy, with the tooltip melee hit chance of 5%, and using Molten Strike + GMP + Faster Projectiles supports to make it easier to see the balls. 13/150 melee hits triggered balls (around double the expected rate, but this could just be luck or an inaccurate in-game tooltip).
  • (UNLIKELY) Effective ball hit chance given a successful melee hit and in-range ball = 100%. Accuracy only matters for the melee hit but not the balls since the balls themselves don't hit, their explosions hit. This seems wrong because even reflected damage undergoes accuracy checks. Also similar skills like Poisonous Concoction are believed to undergo accuracy checks. This could be tested using a low-accuracy character and counting self-poison stacks. Slower projectiles would be helpful to increase the number of balls that land in range.
  • (ASSUMED HERE) Effective ball accuracy given an in-range projectile = minimum of the melee and projectile hit chances from PoB: There's a single accuracy roll that's used for both the melee hit and projectile hits, as happens with critical strike checks. The self-poison test could be used to test this vs. the previous possibility.
  • Effective ball hit chance assuming an in-range ball = PoB's melee hit chance * PoB's projectile hit chance: Another possiblity is that independent accuracy rolls are used for the melee hit and projectile hits. Then we'd need to indepently satisfy both the melee and projectile hit chances for each in-range ball.

%

This is your chance to hit an enemy for a single ball, assuming that the melee hit did not miss and is centered on the boss as it should be if you're namelocking, and taking into account your accuracy ("Hit Chance" for magma balls). This does not take into account your melee hit chance.

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.

%

This is the chance to hit if you had 100% accuracy. See the "Chance to Hit an Enemy Per Ball" box for a more detailed explanation.

This is the average number of balls that will hit the isolated boss for each melee attack, assuming you're namelocking.

%

This is the net multiplier we get for accounting for all of the following (when applicable):

  • the number of balls,
  • accuracy (from "Hit Chance" for magma balls),
  • the fraction of balls that land close enough to a boss to count as a hit, and
  • the average effects of Point Blank, Far Shot, and Longshot on balls that land close enough to the boss to count as hits.

To get the total projectile DPS, compute "Average Damage" * "Attack Rate" * (1 + Total "More" Projectile Damage).

%
This is the net effective "more" multiplier applied to your projectiles from Point Blank, Far Shot, and Longshot, against namelocked bosses, only considering balls that land close enough to hit and pass the accuracy test.

Help

Click on a field to see details about it here.

Overview

In Path oF Exile (PoE), the Molten Strike is a mechanically interesting skill that can have good damage scaling. 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 has been updated for the 3.16 patch of PoE.

Known Limitations

  • Longshot: Longshot is not currently supported. This is because it would require a lot of extra user input so we could correctly account for diminishing returns.
  • Non-namelocked melee hit locations: This calculator does not estimate the damage boost from using Hydrosphere with Ancestral Call, Multistrike, etc. Those potential damage boosts are highly dependent on the exact placement of the sphere relative to both the player and the boss, which is being namelocked, etc. They can even make your DPS worse. Adding those calculations would add a lot of complexity and possibly slowness to the calculator. See the the iPython notebook in the github repository for an example of how we've done more complicated estimates for non-namelocked situations in the past.
  • Circular shapes: 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 the squares are rotated. If the rotations are random, then this calculator's approximations should be close to correct.

Version History

  • 2021-11-20: general overhaul
    • Added a dynamic chart showing the damage range-based multipliers as a function of ball landing distance from the melee hit location.
    • Greatly simplified the calculator, now relying on PoB to supply the projectile counts, ball AoE, and ball landing zone information. PoB does a more careful job with rounding, so this may change the DPS estimates a little bit relative to the old calculator.
    • Made the default average hit chance be 100% since that's now common. Also, changed the assumption that we need to use the min of melee and ball hit chances instead of just the ball hit chance since ground targeting was removed from the game and it's easy to prove that missing a melee hit means no balls sprout.
    • Made the projectile travel distance be blank by default since that's what both PoB and poe.ninja have been (correctly) doing for a while.
  • 2020-06-18: updated for patch 3.11.
    • The min travel distance is now 2 instead of 6 (was apparently incorrectly 5 in the calculator before that).
    • The default max travel distance is now 25 instead of 20.
    • Wildfire has been completely reworked.
    • Projectile speed modifiers now affect the travel distance.
    • Removed the "Effective Ancestral Call Damage Multiplier". It hasn't worked for a while. Depending on how chain works, we may add some calculations for it in the future.
  • 2020-02-04: Fixed the default number of balls (4, not 3).
  • 2020-02-01: Molten Strike has been nerfed in many ways during the last few leagues. This calculator has been updated to account for those nerfs. Note: if you've bookmarked a calculation, it'll still use the old numbers (except for point blank).
    • The new default is 1 wildfire jewel instead of 2. You can still put in a different number if you want to compare against DPS before the cap was lowered (with no legacies).
    • The default number of additional projectiles from the helmet enchant has been lowered to 2. Legacy +3 enchants still exist on permanent leagues so you can change the value back if needed.
    • Point Blank's max more and less multipliers are now 30% instead of 50%.
    • The Ancestral Call trick no longer works, so its default multiplier is now 1.0.
    Additionally, it's common to download PoB codes from poe.ninja, and it seems to use a Point Blank radius of 10, so that's the new default, instead of blank. As before, when a radius is put in PoB, this calculator has to reverse out those effects then recompute the correct radius interactions internally (instead of just doing the correct calculations without needing to reverse out slightly incorrect PoB calculations).
  • 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 help string.
  • 2018-10-29: added far shot support
  • 2018-10-28: converted to a Javascript implementation. 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 feedback!)
  • 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) 2021 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.