a day ago
Level 98 CI Crit Kinetic Blast Deadeye3.26
Life: 1
ES: 19,472
Mana: 103
Int: 1,854
eHP:
177,373
Resistances: 75%/75%/76%/-60%
Evade: 86%
Evasion: 48,121
DPS: 45,424,824
Speed: 6.74
Hit Chance: 100%
Crit Chance: 64.50%
Crit Multi: 481%
Config:
Focused, 50% Shock, Frenzy, Power, Custom Mods
Bandit: Kill All
Gear

























Gems
Vaal Haste
Grace
Enlighten
Discipline
Tornado
Spellslinger
Sigil of Power
Shield Charge
Frostblink
Faster Attacks
Sniper's Mark
Mark On Hit
Enhance
Kinetic Blast
Volatility
Awakened Elemental Damage with Attacks
Awakened Fork
Sacred Wisps
Increased Critical Damage
Steelskin
More Duration
Enhance
Automation
Wrath
Tree Preview




- 5% increased Attributes

- 100% increased Energy Shield from Equipped Helmet

- 1% increased Evasion Rating per 5 Intelligence
- Dexterity provides no inherent bonus to Evasion Rating

- 12% increased Mana Reservation Efficiency of Skills

- 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy

- Auras from your Skills have 10% increased Effect on you

- +1% Chance to Block Attack Damage per 5% Chance to Block on Equipped Shield

- Wand Attacks fire an additional Projectile
- Intelligence is added to Accuracy Rating with Wands
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..