LAST UPDATE 25/11
New interactive calculator : https://nemrod10.github.io/KF/
It leaves the beta state. Thanks to Cowin13 and ThisIsProphete testing (see : https://www.reddit.com/r/pathofexile/comments/1p5re02/kinetic_fusillade_mechanics/?utm_source=share&utm _medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button )
We can say now that server tick definitely don't matter for KF.
_DISCLAMER :_
_This calculator is pretty accurate. But notice that I took a small margin of security for rounded values. Results in game may be a bit different according to your network setup (ping, predictive/lockstep, packet loss...)_
_The server seems to "store" missing projectiles, the first attacks have a good amount but the more you attack in place, the more projectiles you lose in a bad setup. It is good for us if we move pretty often :)_
24/11 update
BE CAREFULL, PoB software calculation take in count server tick but community testing seems show that’s not accurate and my old calculator should works better.
Here cowin13 video :
https://drive.google.com/file/d/1APMb2cq8yyITwC3pCRN14dp1mDpDQs3Z/view
_« Skills can only recover a cooldown at the start of a server frame, also referred to as server ticks, each of which has a duration of 33 milliseconds (0.033 seconds). Due to this limitation, cooldowns are effectively always rounded up to a multiple of 33ms._
_Note that triggered skills that can store multiple cooldown uses (e.g. Doom Blast or Shockwave) do not have these breakpoints. They follow a different system and will functionally recover faster with each percentage of increased cooldown recovery rate. »_ (From Poe wiki)
So as KF don’t have cooldown, it is not affected by that. It is just an attack and going faster than my calculator makes the skill fire less projectiles.
So formula should be:
Duration multiplier x (0,7 + number of projectile x 50ms)
I’m restoring calculator and graphs as previous state.
08 nov :
my current POB lvl 99 : https://pobb.in/vS0huvLSsw8_ (need to remove the “-”before the lucky hit and flat dmg to see the impact of storming eshgraft)
10 nov :
https://pobb.in/qInvFKpmPy-1
ward setup + ward bloodline. Still not facetanking everything but really tanky
Character evolution : https://poe.ninja/poe1/builds/keepers/character/nemrod10-6498/PasDeRerollix
13 nov : Added the best number of projectile setup
14 nov : Trying kinetic fusillade in SSF HC event without any uniques as start. I´ll let you know. -> So there is a tech to have machine gun effect WITHOUT having enough skill duration ALL INFORMATION ON BOTTOM https://youtu.be/9oCjVBd8O5U?si=7qajpEeycUcpVkoB
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Kinetic Fusillade is a unique Wand Attack that transforms traditional projectile firing into a powerful sequence of devastating salvos. Unlike instant attacks, this skill relies on a system of charging and precise timing to unleash its massive damage potential.
The Charge and Salvo Mechanism
When used, _Kinetic Fusillade_ does not fire immediately. Instead, it creates projectiles that hover around the character after each successful attack, stacking up to a maximum of 12.
● Multiplicative Damage: The core of Kinetic Fusillade's power lies in its escalating damage factor: each projectile fired in the sequence deals 12% more damage than the previous one. Stacking a high number of projectiles before firing results in a huge damage multiplier.
The Gatling Gun Challenge
The main challenge of this build is the firing delay. After a short preparation (the _hover time_ ), the salve launches, and projectiles are fired in rapid succession.
● Reducing Salvo Delay: This delay is directly affected by the character's Skill Effect Duration modifiers. Reducing this duration via supports like Less Duration allows the player to dramatically decrease the time between each projectile, thus creating the desired "Gatling Gun" effect.
The Golden Rule of the Breakpoint
The skill's unique mechanism enforces a strict speed rule: to avoid losing all damage, the player must ensure their attack speed is NEVER faster than the total time it takes for the salve to finish firing.
● The Speed Formula: Attack Time (Must be >) Salvo Time. ● If the player exceeds this "breakpoint" (e.g., attacking at 7.70 APS for a 0.13s salvo time), a part of the salve is cancelled, resulting in a loss of DPS. Build optimization relies entirely on "gearing" the Attack Speed to be just below this critical limit.
From poedb
BREAKPOINTS :
(Assuming 0.1 duration mod in pob)
Number of Projectiles Salve Time Calculation Total Salve Time Maximum Attack Speed (APS)
6 0.07 + (0.005 * 6) 0.10s 10.00 APS
7 0.07 + (0.005 * 7) 0.105s 9.52 APS
8 0.07 + (0.005 * 8) 0.11s 9.09 APS
9 0.07 + (0.005 * 9) 0.115s 8.70 APS
10 0.07 + (0.005 * 10) 0.12s 8.33 APS
11 0.07 + (0.005 * 11) 0.125s 8.00 APS
12 0.07 + (0.005 * 12) 0.13s 7.69 APS
HERE A CALCULATOR (need to create a copy to use or use the new online one https://nemrod10.github.io/KF/ )
Best Links :
Less duration support and Aw GMP are BiS. Volley or not depend of you breakpoints. Sacred Wisp not working like we want. I’ll detail bellow Trinity is strong but need to balance dmg. Volatility + lucky hit grasp is one of the top multiplier
KF-less dura-aw GMP-pick 3 more
You can do the mix between volley, wed, volatility, and trinity.
All those setup will resultat a few % more depending your stuff.
Full opti one should be 9.09 aps with volatility, wed with lucky hit. —> _13 nov I can soon confirm this, i’m running this setup with sacred wisp to test_
Sacred Wisp State :
With the bug fix, Sacred wisp feel working good
https://www.reddit.com/r/pathofexile/comments/1ovrkx4/kinetic_fusillade_and_sacred_wisp_seems_fixed/
Totem State :
Totem are loading 12 projectiles and release like a divine ire one. BUT it seems from my testing that as soon as the first projectile is gone, totem try to reload it. So in machin gun setup it will be fine. Before I feel it is not good. I’ve just tried in my SSFHC run for mystery box and didn’t pushed too far my tests.
How much projectiles MATHS :
Here the way i did. Base dmg 100 , 12% more dmg per projectile , 0.1 duration multiplier
Formula for DPS is _Sum of 100 x (1+(number of proj fired 1) x 12%) x 6th gem multiplier x atk speed break point_.
XXX damage of projectile number n XXX to make difference between greater volley and a pure dps gem XXX the max aps you can have according the calculator Sum of we add all projectiles damages to know the global DPS
I took 0.8 so 20% less for greater volley and 1.4 so 40% more for sacred wisp / crit dmg support (even if it was a bit less, it will not change the shape of results)
6 proj is base + greater volley + wand masterie 7 proj is base + aw gmp + wand or greater volley + wand + multishot 8 is base + aw gmp + wand + multishot 10 is 8 + Dying sun 12 is base + aw gmp + greater volley + wand + multishot
Results :
Here the table :
CONCLUSION : As we thought first take, 8 projectiles with 9.09 breakpoint is the best BUT if you can add a Dying sun and take care of not going higher than 8.33 aps, you have the best burst windows
Machine gun effect on ssf?
Looking other guys stuff, i’ve seen some of them are using 2 KF setup (or double gem in 5/6L). Is it possible that it is a separated instance of the same skill? Short answer : YES
So how the maths are? It just mean that you can double your aps from the calculator… I give you my current SSF setup : 5 proj, 0,3645 duration multiplier so i have a max aps for machine gun set to 2.89.
My current aps is 5.16 so it is wayyyyy to much. But with that tech, i can cast 1st KF then second. So the sequence is KF1 KF2 KF1 KF2 KF1 KF2 Doing like that, i launch 5,16/2 = 2,58 KF1 and 2,58 KF2 per sec! It is under 2.89, as long as i dont mess my alternance, i’m in machine gun mode.