Consider helping out the community effort of getting The Fall of Oriath content to the wiki. All edits are appreciated!

See Path of Exile Wiki:To-do list and Path of Exile Wiki:To-do list/3.0.0 for an overview of things that need to be done.

Blade Flurry

From Path of Exile Wiki
Jump to: navigation, search
Blade FlurryAttack, AoE, Channelling, Melee
Radius: 14 / 17 / 19
Mana Cost: 4
Cast Time: 1.00 sec
Damage Effectiveness: (45% to 56%)
Requires Level 28Repeatedly strike at enemies in a circle in front of you while channelling, dealing damage to and around the struck enemy. The damage is continually boosted while channelling. You unleash an additional strike for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.Per 1% Quality:
0.5% increased Attack Speed
Deals (45-56.4)% of Base Damage
60% more Attack Speed
20% more Damage with Hits and Ailments for each stage
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Blade Flurry skill icon.pngBlade Flurry inventory icon.png
Acquisition
Level: 28
Purchase Costs
Normal1x Orb of Chance
Sell Price
1x Scroll Fragment

Blade Flurry skill screenshot.jpg

Blade Flurry is a channeling melee attack.

Skill functions and interactions

  • Stages: Each attack, while channeling, applies a single stage that grants 20% more damage, up to 120% more damage total at 6th stage.
  • Dual wielding: The skill alternates between the main hand and the offhand for each hit.[1]
  • AoE: Modifiers to area radius, such as Concentrated Effect SupportConcentrated Effect SupportSupport, AoE
    Icon: o
    Mana Multiplier: 140%
    Requires Level 18Supports any skill with an area of effect, regardless of whether that skill deals damage.Per 1% Quality:
    Supported Skills deal 0.5% increased Area Damage
    Supported Skills have 30% less Area of Effect
    Supported Skills deal (35-54)% more Area Damage
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    and Increased Area of Effect SupportIncreased Area of Effect SupportSupport, AoE
    Icon: E
    Mana Multiplier: 140%
    Requires Level 38Supports any skill with an area of effect.Per 1% Quality:
    Supported Skills deal 0.5% increased Area Damage
    Supported Skills have (30-49)% increased Area of EffectThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    , affect both the radius of the main hit and the radius of the explosion caused by it.
  • Multistrike SupportMultistrike SupportAttack, Melee, Support
    Icon: 3
    Mana Multiplier: 180%
    Requires Level 38Supports melee attack skills, making them repeat twice when used, targeting a random enemy each time. Cannot support Vaal skills, totem skills, channelling skills, or triggered skills.Per 1% Quality:
    Supported Skills deal 0.5% increased Melee Physical Damage
    Supported Skills Repeat 2 additional times
    Supported Skills have (75-94)% more Melee Attack Speed
    Supported Skills deal 30% less Attack Damage
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    : The skill cannot be supported by Multistrike.
  • See Channelling for more information.
  • While both Cast On Critical Strike SupportCast On Critical Strike SupportSupport, Spell, Trigger
    Icon: &
    Mana Multiplier: 140%
    Can store 1 use(s)
    Cooldown Time: 0.50 sec
    Requires Level 38Must support both an attack skill and a spell skill to work. The attack skill will trigger a spell when it critically strikes an enemy. Cannot support totems, traps, or mines. Vaal skills and skills that reserve mana cannot be triggered.Per 1% Quality:
    Supported Skills have 1% increased Critical Strike Chance
    Supported Attacks will Trigger a Supported Spell when you Crit an Enemy
    Supported Skills deal (20-39)% more Spell Damage
    You cannot Cast Supported Triggerable Spells directly
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    and Cast while Channelling SupportCast while Channelling SupportSupport, Channelling, Spell
    Icon: W
    Mana Multiplier: 140%
    Requires Level 38Must support both a channelling skill and a non-channelling spell skill to work. The channelling skill will trigger a spell periodically while channelling. Cannot support totems, traps, or mines. Vaal skills and skills that reserve mana cannot be triggered.Per 1% Quality:
    Supported Skills deal 0.5% increased Damage
    Trigger a Supported Spell every (0.45-0.35) seconds while Channelling Supported Skills
    You cannot Cast Supported Triggerable Spells directly
    Supported Skills deal (0-9)% more Damage
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    can support Blade Flurry independently, they won't work in tandem; neither will trigger.

DPS Calculation

Blade Flurry's tooltip is not fully accurate, because it shows Average Damage (ignoring Attack Speed) and doesn't account for stage bonus. Here is how you can find out your actual DPS:

Base*1.6*2*(StageMult)

where Base is the base damage given by gem level, and StageMult ranges from 1.1 to 1.85 (see table in Derivation) depending on which stage level you usually reach before releasing. This formula also assumes your return strike(s) can hit an enemy; remove the 2 in the middle to approximate what happens when your return strikes don't hit an enemy.

For example, at gem level 20, with "perfect channeling," as of patch 2.6:

.564*1.6*2*(1.85) = 3.33888, or 334% weapon damage per second. Note that your DPS will be slightly lower in game because you cannot reach perfect channeling, only get very close.

Derivation of the stage multiplier

Importantly, these assumptions are based on a theory vs practice test that indicates that Stage bonus is not applied when reaching that stage (aka, first hit doesn't get 20% more damage; second hit gets 20% more damage, third hit gets 40% more damage, and so on) while return strikes get the full stage bonus as reached (aka, one hit and one return strike means the return strike has 20% more damage, two hits and two return strikes mean the return strikes all have 40% more damage, and so on). This can be backed into based on Zrevnur's DPS test in a patch where Blade Flurry had 66.4% of base damage at level 20 and a 65% more Attack Speed multiplier:

"Blade Flurry vs Reave: 2.86x damage vs single target"

((.664*1.65*2.2)+(.664*1.65*1.5))/1.38 = 2.9375, or 2.94x, which is approximately as much as Zrevnur's test, with some adjustment for nonperfect channeling, rounding of time-to-kill, weapon damage variance, etc.

We can begin with the most basic formulation, which is damage without channeling bonuses or return strikes. Let  \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} b
    represent base damage multiplier and  \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} a
    represent attack speed modifier as listed on gem description. Then,

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} dps = b \times (1+a)

 

 

 

 

(1)

and we can add another copy of the same equation for the return strikes:

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} dps = b \times (1+a) + b \times (1+a)

 

 

 

 

(2)

Now, we have to analyze stage bonus. We begin with the 6-stage case, where the return strikes will have the full 20% * 6 = 120% stage bonus:

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} dps = b \times (1+a) + b \times (1+a) \times (1+1.2)

 

 

 

 

(3)

Then, for the build-up strikes, we have the average of strikes. We know strikes 1 through 6 will have stage bonus of n-1, as they will have the previous stage's bonus. This means that the average bonus of 0, 20, 40, 60, 80, and 100 will be 50, or, {\textstyle  \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} 1+0.5 
    }. We get:

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} dps = b \times (1+a) \times (1+0.5) + b \times (1+a) \times (1+1.2)

 

 

 

 

(4)

Now, as the buildup and return strikes have common factor of b(1+a), we can use distributive property to extract it in the manner of (xc + xd) = x(c+d)

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} dps = (b \times (1+a)) \times ((1+0.5)+(1+1.2))

 

 

 

 

(5)

Now, we know that we essentially started out with "x+x" which is more intuitively accepted as "2x" - the common base is now found in the 1s on the right side of the equation. Instead of  \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} {{1+0.5}+{1+1.2}} 
    we can average this out to represent "average buildup and return strikes' damage bonus", then have a more intuitive "2x for twice the strikes" on the outside:

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} allhitsStage = 2 \times {(1+0.5)+(1+1.2) \over 2}

 

 

 

 

(6)

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} allhitsStage = 2 \times {3.7 \over 2}

 

 

 

 

(7)

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} allhitsStage = 2 \times 1.85

 

 

 

 

(8)

Finding averages for buildup strikes for 1 through 5 stages is left as an exercise for the reader (for those who can't imagine the intuitive linear graph for this, you may have to look at all sets {0}, {0, 20}, {0, 20, 40}, {0, 20, 40, 60,} and {0, 20, 40, 60, 80}) This means stage bonus can be as follows, when we remove the 2 from (6) to look at average stage bonus instead of stage bonus and twice-the-hits bonus:

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} averageStage at 6 stages = {(1+0.5)+(1+1.2) \over 2}

 

 

 

 

(9)

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} averageStage at 5 stages = {(1+0.4)+(1+1.0) \over 2}

 

 

 

 

(10)

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} averageStage at 4 stages = {(1+0.3)+(1+0.8) \over 2}

 

 

 

 

(11)

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} averageStage at 3 stages = {(1+0.2)+(1+0.6) \over 2}

 

 

 

 

(12)

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} averageStage at 2 stages = {(1+0.1)+(1+0.4) \over 2}

 

 

 

 

(13)

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} averageStage at 1 stage = {(1+0.0)+(1+0.2) \over 2}

 

 

 

 

(14)

for the following "average stage bonus when combining buildup and return strikes" table:

Stage reached upon release Average stage multiplier
1 110%
2 125%
3 140%
4 155%
5 170%
6 185%

Now, returning to (5), we can use (8) to simplify:

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} dps = (b \times (1+a)) \times 2 \times (StageMultiplier)

 

 

 

 

(15)

where StageMultiplier selects from (9) through (14), as a replacement for 1.85 in the 6-stages example. Moreover, for all levels, the attack speed bonus is 60% more, so dps will always be:

 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} dps = b \times 1.6 \times 2 \times (StageMultiplier)

 

 

 

 

(16)

Gem level progression

LevelLvl.dexterityintelligenceDamage
Effectiveness
Damage
Multiplier
Exp.Total Exp.
128422945%45%00
231463246%45.6%199,345199,345
334503546%46.2%285,815485,160
437543747%46.8%401,344886,504
540584047%47.4%554,3791,440,883
642604248%48%477,4371,918,320
744634449%48.6%583,7862,502,106
846664649%49.2%710,3593,212,465
948684850%49.8%1,355,5114,567,976
1050714950%50.4%1,138,8775,706,853
1152745151%51%1,368,2337,075,086
1254765352%51.6%1,638,3388,713,424
1356795552%52.2%1,956,64810,670,072
1458825753%52.8%3,655,18414,325,256
1560845953%53.4%3,017,32717,342,583
1662876054%54%7,759,99525,102,578
1764906255%54.6%15,138,19340,240,771
1866926455%55.2%26,083,82566,324,596
1968956656%55.8%62,620,247128,944,843
2070986856%56.4%211,708,088340,652,931
21721007057%57%N/AN/A
2274N/AN/A58%57.6%N/AN/A
2376N/AN/A58%58.2%N/AN/A
2478N/AN/A59%58.8%N/AN/A
2580N/AN/A59%59.4%N/AN/A
2682N/AN/A60%60%N/AN/A
2784N/AN/A61%60.6%N/AN/A
2886N/AN/A61%61.2%N/AN/A
2988N/AN/A62%61.8%N/AN/A
3090N/AN/A62%62.4%N/AN/A

Quest reward

This skill is given as quest reward for the following quests:
ClassMarauderTemplarWitchShadowRangerDuelistScion
Quest
Sever the Right Hand
Act 3
no
no
no
yes
yes
no
yes

Vendor reward

This skill can be bought at the listed npc vendors after completing the following quests:
ClassMarauderTemplarWitchShadowRangerDuelistScion
Quest
A Fixture of Fate
Act 3
Siosa
yes
Sever the Right Hand
Act 3
Clarissa
no
no
no
yes
yes
yes
yes
Fallen from Grace
Act 6
Lilly Roth
yes

Related helmet enchantments

The following helmet enchantments affect Blade Flurry:

Name For generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value. Effect(s)
EnchantmentChargedAttackDamage16625% increased Blade Flurry Damage
EnchantmentChargedAttackDamage27540% increased Blade Flurry Damage
EnchantmentChargedAttackRadius1_668% increased Blade Flurry Area of Effect
EnchantmentChargedAttackRadius27512% increased Blade Flurry Area of Effect

Version history

Version Changes
2.6.0
  • Damage reduced by 18% at level 1 of the gem, scaling to a 15% reduction at level 20 of the gem.
  • Radius has gained 2 units on all of its ranges. (The damage area has increased from 12 to 14 units, the channelling targeting area has increased from 15 to 17 units and the release targeting area has increased from 17 to 19 units.)
  • No longer gain increased area of effect radius.
2.5.0
  • Blade Flurry's "More attack speed" modifier has been reduced from 65% more to 60% more attack speed at all levels. Blade Flurry's targeting range has been reduced by 16.6%, and the damage radius of slashes has been reduced by 14.2%.
2.4.2
  • Added new Dexterity/Intelligence skill - Blade Flurry: Repeatedly strike at enemies in a circle in front of you while channelling, dealing damage to and around the struck enemy. The damage is continually boosted while channelling. You unleash an additional strike for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.

References

  1. Bex (November 20, 2016). "Recently Asked Community Questions". Official Path of Exile Forums. Retrieved November 21, 2016.