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PoE 3.26·Secrets of the Atlas·Deadeye

Int Stack KB Wander Deep Dive/Guide | 3.26

by WITCH POE1 year ago763Subscribe

DPS
724.66M
Effective HP
157.75K
Energy Shield
20.04K
Level
100
Min budget

Overview

Int Stack KB Wander Deep Dive/Guide | 3.26 is a Path of Exile Deadeye build by WITCH POE, made for the Secrets of the Atlas league (3.26). It is centered on Kinetic Blast and plays as a intelligence, attack, projectile, area archetype. In Path of Building it reaches 724.66M DPS with 157.75K effective HP, 1 life, 20.04K energy shield. Suited for: Mapping, Bossing, Simulacrum. Key uniques include Mageblood, Dying Sun, Atziri's Disfavour, Nimis.

Build Video

WITCH POE's Notes

custom config : "Your damage with hits is lucky ^perquil's toe merc -200 lightning res from doryani merc setup The wrath gem that causes mana to go negative is only there to represent the wrath aura on my mercenary Wrath has 40% increased effect ^My merc's sceptre mod" This is the description of the mechanics of kinetic blast from the wiki. "Primary explosion: A Kinetic Blast projectile creates a primary explosion wherever it collides. A primary explosion created by colliding directly with an enemy does not deal a second hit to that enemy,[1] similar to other area on-collision effects like Elemental Hit Secondary explosions: Additional explosions are larger, and occur around each collision, divided across equal arcs (like pizza slices). When there is no space in an arc to create an explosion, the explosion for that arc is skipped. A typical-sized target is not hit by explosions created from a collision against them, and because modifiers to area of effect apply to both the explosions' spread and size, increasing or reducing the aoe does not cause overlap against a single target. Greater area will however increase coverage against multiple targets. Multiple Projectiles: Because each collision can create explosions, and each explosion can hit each target inside its area, the number of hits against multiple enemies or enemies near terrain can be greatly increased by firing additional projectiles, such as with Greater Multiple Projectiles Support. Shotgun prevention will still limit the number of direct collision from each set of simultaneous projectiles to 1 per enemy, however. Projectile behaviours: Unlike Fireball, Kinetic Blast projectiles do not need to end to create aoe effects. Explosions will be created on collision, even when the projectile continues with Split, Pierce, Fork, Chain or Return. Targets: In addition to enemies and terrain, projectiles may also create explosions from collisions with Tornado and Hydrosphere" So here is the number I come to and where my sources are for the numbers. *THIS IS STRICTLY IN A SCENARIO WHERE YOU ARE ENGAGED WITH A SINGLE ENEMY* *also we are not going to cover secondary explosions because the way this wiki reads, it shouldnt be doing anything for single target. I'm not entirely sure how much I trust that, however. But for now assume it does nothing" For each attack you fire 6 projectiles with dying sun active and 4 without. We are going to assume you are using 6 even though this won't affect the number we come out to here. Only one projectile out of the 6 can hit a single target from that attack. When that projectile collides with an enemy, it creates an explosion (primary) that does NOT also hit the primary target. This means one source of kinetic blast no matter how many projectiles there are cannot hit an enemy more than once without any outside influence modifying the attack. Here is where the game's deep mechanics come into play and how you can manage to get many many more hits for much higher single target damage and efficient damage. Any time Kinetic Blast Pierces, Splits, Forks, Chains or Returns it will count as coming from a new source. I am going to assume that there is no piercing going on with returning projecitles just to keep it simple, though it may be adding an additional hit by piercing, hard to say. So with this in mind we can make some very consistent conclusions, and here they are. One hit from initial projectile attack. +1 (1) ^One hit from returning projectile[nimis]. +1 (2) One hit from Kinetic Blast connecting to our spellslinger tornado and creating it's own primary explosion that does hit the target for it's own damage. +1 (3) ^One hit from returning projectile[nimis]. +1 (4) One hit from Kinetic Blast forking off of the tornado. +1 (5) ^One hit from returning projectile[nimis]. +1 (6) One hit from Kinetic Blast forking off of the boss into the tornado, creating it's own primary explosion that does hit the target for it's own damage. +1 (7) ^One hit from returning projectile[nimis]. +1 (8) One hit from the Forked projectile that just collided with tornado forking an additional time back into the target causing another new projectile to hit the target (woke fork only). +1 (9) ^One hit from returning projectile[nimis]. +1 (10) That is the total *reliable* number. The number can drastically go up if the target is next to a wall or if there are enemies that sniper's mark will target causing up to 4/5 splits with our mark effect scaling, firing off extre projectiles that will return and hit our target for another 5 hits etc..

Gear

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Sol Needle
Kraken Cowl
Dread Sanctuary
Vortex Medallion
Sorrow Whorl
Nimis
Demon Fingers
Mageblood
Horror Hoof
Rapture Guard
Emperor's Wit
Split Personality
Stormshroud
Split Personality
Viper Desire
Dusk Stone
Fertile Mind
Emperor's Mastery
Lethal Pride

Skills

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Body Armour

  • Kinetic BlastKinetic Blast20/20WMain
  • Increased Critical DamageIncreased Critical Damage20/20W
  • Awakened Elemental Damage with AttacksAwakened Elemental Damage with Attacks5/20W
  • Awakened ForkAwakened Fork5/22W
  • Sacred WispsSacred Wisps20/20W
  • VolatilityVolatility20/20W

Gloves

  • Vaal HasteVaal Haste20/20W
  • GraceGrace20W
  • DisciplineDiscipline20W
  • EnlightenEnlighten4W

Boots

  • TornadoTornado20W
  • Shield ChargeShield Charge20/20W
  • SpellslingerSpellslinger20W
  • Faster AttacksFaster Attacks20/20W

Helmet

  • SteelskinSteelskin20/20W
  • AutomationAutomation20/20W
  • More DurationMore Duration20/20W
  • EnhanceEnhance3/10W

Weapon 2

  • Sniper's MarkSniper's Mark20/20W
  • EnhanceEnhance3/20W
  • Mark On HitMark On Hit20/20W

Weapon 1

  • PrecisionPrecision1W
  • FrostblinkFrostblink21/20W
  • Sigil of PowerSigil of Power20W
  • WrathWrath20W

Passive Tree

Passive tree 3.26
scroll to zoom
Deadeye
Deadeye
Bandits
Eramir (1 Passive Skill Point)

Character Stats

Level
100

Damage

Full DPS
724.66M
Combined DPS
72.35M
Hit DPS
48.57M
With Poison DPS
48.57M
With Ignite DPS
48.57M
With Bleed DPS
48.57M
Damage over Time
0
Mirage DPS
23.78M
Culling DPS
0
Reservation DPS
0
Average Damage
6.44M
Burst Damage
6.44M

Attack & Crit

Attack/Cast Rate
7.54/s
Hit Chance
100%
Accuracy
4.87K
Crit Chance
68%
Crit Multiplier
516%
AoE Radius
1.4 m
Mana Cost
28
Life Cost
0

Defence

Effective Hit Pool
157.75K
Life
1
Energy Shield
20.04K
Mana
84
Ward
0
Armour
0
Evasion
42.5K
Phys Damage Reduction
0%

Mitigation & Avoidance

Block
25%
Spell Block
10%
Spell Suppression
0%
Evade (Melee)
85%
Evade (Projectile)
85%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
80% (+76%)
Cold Resistance
75% (+36%)
Lightning Resistance
76% (+73%)
Chaos Resistance
-60%

Max Hit Taken

Physical
30.52K
Fire
132.71K
Cold
109.01K
Lightning
113.05K
Chaos
∞

Recovery

Life Regen
77.8/s
ES Regen
0/s
ES Recharge
20.04K/s
Mana Regen
50.8/s
Life Leech
30.17/s
ES Leech
4.01K/s
Mana Leech
429.69/s

Attributes & Utility

Strength
244
Intelligence
2.05K
Dexterity
373
Movement Speed
192%
Endurance Charges
3
Frenzy Charges
3
Power Charges
5
Rage
10
Devotion
0