Original Post — Direct link
over 2 years ago - /u/Mark_GGG - Direct link

That definitely shouldn't happen, but it is hilarious.

over 2 years ago - /u/Mark_GGG - Direct link

Originally posted by Kapps

Quick demo of a build that uses a +4 Support Gems Staff with a level 4 Enhance to get 150% reduced projectile speed on Anomalous Fireball.

Going to 99% reduced projectile speed slows your fireballs down to a crawl, going to 100% is the same as 99%, and going to 101% reduced makes them completely instant. The build takes advantage of that with chain and increased chaining range for clear, along with the huge amount of AoE given by Anomalous Fireball, which allows shotgunning bosses in a lot of situations. Leadership's Price is used for Sap/Brittle/Scorch which results in around ~250% more damage for the build.

The build is not optimized, it's just a showcase. The original idea was to have 102% reduced projectile speed normally with the setup I have now and a few nodes on the tree, then to activate an alt quality haste for bosses to increase my projectile speed down to 100% reduced therefore slowing my fireballs down to not moving. The goal was to cast a ton of Fireballs and then lure the boss into it and explode them all, but this turned out to not be very reliable because the hitbox was so small and because 100% reduced speed fireballs still move. Probably a fair amount that should be done differently, but the build works okay and is fun.

Currently bandit is Kraityn (may change that), and PoB is https://pastebin.com/xWSHkx6Y.

The goal was to cast a ton of Fireballs and then lure the boss into it and explode them all, but this turned out to not be very reliable because the hitbox was so small and because 100% reduced speed fireballs still move.

For the record, even if we supported projectiles not moving (which breaks some fundamental assumptions, and I'm pretty sure they'd immediately explode as a result), this would not have worked because collision due to movement is one-way in PoE. An object checks for collision with other objects or terrain as it moves (specifically each time it's location would change). A projectile that isn't moving would thus never collide with anything, and never deal damage - if you lured a monster to it the monster would check to see if it collided with the projectile, and conclude it doesn't because the projectile is flying and flying objects don't block non-flying ones, and then happily walk through it. The hypothetical non-moving projectile would never check to see if it collided with the monster.

over 2 years ago - /u/Mark_GGG - Direct link

Originally posted by Genotron

You cast spark with gmp. 5 Projectiles, only one can hit. Afterwards 0.66 seconds have to pass bevor one of those 5 projectiles can hit the same target again.

If spark bounces of a wall, then that singular projectile is recreated. That means the wall is now the new point of origin for calculating things like inc dmg after traveling X. And as it is a new projectile it hasn't hit anything.

After a wall bounce all 5 projectiles have a new origin, a new hit counter and are such able to "shotgun" the enemy.

(Position Bosses near a corner for max dps. Directly in the corner is optimal. Positioning of Bosses may come at a cost of life and may not be practical)

With infinite speed, the only limit to this is your ability to pierce and the 150 unit travel limit. The only infinite source of pierce thats still in the game would be the shaper boots and you having killed recently. May be wrong about that. Sidenote - the wiki is not reliable.

If spark bounces of a wall, then that singular projectile is recreated. That means the wall is now the new point of origin for calculating things like inc dmg after traveling X. And as it is a new projectile it hasn't hit anything.

This is not true. Spark projectiles that hit terrain change direction, they are not new projectiles. There was a time when hitting terrain would cause them to clear their record of which things they've hit, but that is no longer the case - they just forget what they've previously hit every 0.66 seconds.

over 2 years ago - /u/Mark_GGG - Direct link

Originally posted by Kapps

Interesting, that definitely makes sense from an optimization perspective. The very original goal was to get it to not move and to explode in place with exactly 100% reduced speed and a bunch of projectiles so they all shotgun explosions, but then I quickly learned max distance before exploding does not relate to projectile speed for Fireball.

Yeah, speed only affects distance for specific projectiles such as freezing pulse that cease to exist (or at least to hit things) after a fixed time, because speed determines how far they get in that time (and even then only to a point - that only matters if they don't make it to maximum projectile range, they'll still stop there if they reach it)