Kinetic Fusillade: Breakpoints, DPS & Setups
Table of Contents
- Kinetic Fusillade Overview
- Charge and Salvo Mechanism
- The Gatling Gun Challenge
- Golden Rule of the Breakpoint
- Breakpoints from PoEDB
- A Calculator and PoB Notes
- More Damage for Custom PoB
- Best Links and Setup Notes
- Sacred Wisp State
- Totem State
- Projectile Mathematics
- DPS Math and Results
- Results
- Conclusion
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Kinetic Fusillade Overview
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 salvo 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 salvo 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 salvo is cancelled, resulting in a loss of DPS. Build optimization relies entirely on gearing the Attack Speed to be just below this critical limit.
Breakpoints from PoEDB
From poedb BREAKPOINTS :
(Assuming max skill reduce duration)
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)
- More damage for Custom PoB (assuming gem 20/20 or 21/20) (ignore this as soon as PoB can calculate it)
- BE AWARE, a lvl 24 gem will give 13% more per projectile resulting in a 72% more damage modifier for 12 proj.
- if first proj deals 100, second deals 100+12%, third 100+2x12%....
- Thanks to curtaturc to highlight this
Number of Projectiles (P) | Average Damage Multiplier | PoB Custom Modifier | Line (Rounded)
1 | 1.00 | 0% more damage |
2 | 1.06 | 6% more damage |
3 | 1.12 | 12% more damage |
4 | 1.18 | 18% more damage |
5 | 1.24 | 24% more damage |
6 | 1.30 | 30% more damage |
7 | 1.36 | 36% more damage |
8 | 1.42 | 42% more damage |
9 | 1.48 | 48% more damage |
10 | 1.54 | 54% more damage |
11 | 1.60 | 60% more damage |
12 | 1.66 | 66% more damage |
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 multipliers
- KF-less dura-aw GMP-pick 3 more
- I have volley, aw elem damage and trinity.
- I switched full lightning setup with: greater volley, aw wed, volatility
- 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, we can do more testing. Still in progress BUT sacred wisp seems totally fixed and perhaps a new best in slot gems in 8 proj setup (that i’m currently playing)
https://www.reddit.com/r/pathofexile/comments/1ovrkx4/kinetic_fusillade_and_sacred_wisp_seems_fixed/
Totem State
It seems that totems works like divine ire one, stacking and waiting the release. Need to test to confirm.
if someone made it, just link me the information, i´ll share here
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 :
Dps in function of number of projectiles
[Bar chart image not reproduced here]
Here the table:
| number of proj | GV | 8 proj - 40% sup | 7 proj | 6 proj | 8proj setup + dying sun |
|---|---|---|---|---|---|
| --- | --- | --- | --- | --- | --- |
| 1 | 615.2 | 1272.6 | 1332.8 | 1400 | 1166.2 |
| 2 | 695.176 | 1438.038 | 1506.064 | 1582 | 1317.806 |
| 3 | 775.152 | 1603.476 | 1679.328 | 1764 | 1469.412 |
| 4 | 855.128 | 1768.914 | 1852.592 | 1946 | 1621.018 |
| 5 | 935.104 | 1934.352 | 2025.856 | 2128 | 1772.624 |
| 6 | 1015.08 | 2099.79 | 2199.12 | 2310 | 1924.23 |
| 7 | 1095.056 | 2265.228 | 2372.384 | 2510 | 2076.XXXX |
| 8 | 1175.032 | 2430.666 | 255? | 2700 | 2230.XXXX |
| 9 | 1255.008 | 2595.?? | 2745.? | 2890 | 2385.XXXX |
| 10 | 1334.984 | 2760.?? | 2835.? | 3100 | 2539.XXXX |
| 11 | 1414.960 | 2925.?? | 3030.? | 3330 | 2695.XXXX |
| 12 | 1494.936 | 3090.?? | 3240.? | 3500 | 2860.XXXX |
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