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Frost Blades is a cold melee attack skill that strikes with increased range, then has the secondary effect of releasing projectiles from the struck enemies.

Skill functions and interactions

  • Dual Wielding: Since Frost Blades has no weapon restrictions, attacks will alternate between both hands while dual wielding.

An attack with Frost Blades consists of two parts:

When an enemy is hit by this skill, multiple homing projectiles fly out from behind the enemy and target nearby enemies. This skill increases the melee range by an appreciable degree. Unlike Lightning Strike, if the initial attack does not hit an enemy, then no projectiles are released.

The projectiles have the same damage multiplier as the initial melee hit, with the same cold damage conversion. However the initial melee attack scales with melee damage modifiers (such as Melee Physical Damage), whereas the projectiles scale with projectile damage modifiers. Both components scale equally with (unspecified) attack, physical, and cold damage modifiers.

Multistrike uses the increased attack range of this skill when selecting targets to attack. Melee Splash does not release additional projectiles from secondary targets struck by the initial melee splash, nor does it splash the projectiles' damage. Faster Projectiles will increase the speed and effective range of the secondary projectiles. Physical Projectile Attack Damage scales all the damage of the projectiles, but not the initial melee attack: attack speed is NOT reduced since the attack animation itself is melee, rather than projectile.

Note: the tooltip DPS shows only the melee attack component damage and DPS. It does not show damage values for the projectile component. To calculate the projectile component, use the formula at the bottom of this page.

Gem level progression

LevelRequired LevelRequired DexterityDamage
Effectiveness
Attack
Damage
# ProjectilesRangeincreased
Projectile
Speed
Exp.Total Exp.
110100%100%4N/AN/A00
220104%103.9%4N/A1%7070
3416108%107.9%4N/A2%308378
4722112%111.8%4N/A3%15541932
51131116%115.8%4N/A4%66678599
61641120%119.7%5N/A5%2604734646
72050124%123.7%5N/A6%4972584371
82458128%127.6%5N/A7%95714180085
92867132%131.6%5N/A8%169595349680
103275136%135.5%5N/A9%283759633439
113683139%139.5%6N/A10%4539961087435
124092143%143.4%6N/A11%7031281790563
1344100147%147.4%6N/A12%10612232851786
1448109151%151.3%6N/A13%20658704917656
1552117155%155.3%6N/A14%25071107424766
1656125159%159.2%7N/A15%579893613223702
1760134163%163.2%7N/A16%1508391928307621
1864142167%167.1%7N/A17%2779273556100356
1967148171%171.1%7N/A18%4386973999970095
2070155175%175%7N/A19%242081556342051651
2172159179%178.9%8N/A20%N/AN/A
2274N/A183%182.9%8N/A21%N/AN/A
2376N/A187%186.8%8N/A22%N/AN/A
2478N/A191%190.8%8N/A23%N/AN/A
2580N/A195%194.7%8N/A24%N/AN/A
2682N/A199%198.7%9N/A25%N/AN/A
2784N/A203%202.6%9N/A26%N/AN/A
2886N/A207%206.6%9N/A27%N/AN/A
2988N/A211%210.5%9N/A28%N/AN/A
3090N/A214%214.5%9N/A29%N/AN/A
3191N/A216%216.4%9N/A29%N/AN/A
3292N/A218%218.4%10N/A30%N/AN/A
3393N/A220%220.4%10N/A30%N/AN/A
3494N/A222%222.4%10N/A31%N/AN/A
3595N/A224%224.3%10N/A31%N/AN/A
3696N/A226%226.3%10N/A32%N/AN/A
3797N/A228%228.3%10N/A32%N/AN/A
3898N/A230%230.3%10N/A33%N/AN/A
3999N/A232%232.2%10N/A33%N/AN/A
40100N/A234%234.2%10N/A34%N/AN/A

Quest reward

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Vendor reward

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Projectile Damage Calculation

To calculate the projectile damage (or DPS) given the melee tooltip damage (or DPS) use the following formula:

where:

  • IAD = Sum of all % increased attack damage (not including either melee or projectile specific increased damage nor effects from Strength)
  • IMD = Sum of all % increased melee damage (including effects from Strength)
  • IPD = Sum of all % increased projectile damage (including effects from Strength if Iron Grip is applicable)
  • MMD = individual % more/less melee damage modifiers
  • MPD = individual % more/less projectile damage modifiers

All % values are expressed as decimal, e.g. 20% = 0.20. Reduced and less damage modifiers are expressed as negative values.

projectile_damage = tooltip_damage * (1.0 + IAD + IPD) / (1.0 + IAD + IMD) * (1.0 + MPD) / (1.0 + MMD)

If there are multiple more/less damage modifiers, then repeat the multiplicative terms (1.0 + MMD) and/or (1.0 + MPD) individually for each source.

Derivation
tooltip_damage_melee = base_damage * (1.0 + IAD + IMD) * (1.0 + MMD)       (1)
tooltip_damage_projectile = base_damage * (1.0 + IAD + IPD) * (1.0 + MPD)  (2)

Divide (2) with (1) to eliminate base_damage

tooltip_damage_projectile / tooltip_damage_melee = (1.0 + IAD + IPD)/(1.0 + IAD + IMD) * (1.0 + MPD) / (1.0 + MMD) (3)

In order to be accurate, IAD, IMD, and IPD must be calculated correctly, including any effects from Strength and Iron Grip if applicable.

Note also that (3) is valid only individually for the physical or cold portions of the damage. In the presence of cold or elemental damage modifiers such as Fangs of Frost, Hatred skill iconHatred or Module Error: No skills found with q_where = skill.active_skill_name="Elemental Damage with Attacks Support", then the physical and cold components must be calculated separately and then added together to determine the total damage amount, and multiplied by attack speed for total DPS.

Example
 Tooltip_damage = [10, 20]
 % increased physical damage from passives = 20%
 % increased melee physical damage from passives = 60%
 % increased melee physical damage from 90 Strength = 18% (Iron Grip is not taken)
 % increased projectile damage from passives = 40%
 30% more melee damage (from level 1 Melee Physical Damage)
 30% more melee damage (from level 1 Melee Damage on Full Life)
 35% more projectile damage (from level 6 Physical Projectile Attack Damage)
 25% less projectile damage (from level 1 Lesser Multiple Projectiles)

 IAD = 0.2
 IMD = 0.6 + 0.18 = 0.78
 IPD = 0.4
 MPD_1 = 1.35 (35% more)
 MPD_2 = 0.75 (25% less)
 MMD_1 = 1.3 (30% more)
 MMD_2 = 1.3 (30% more)

projectile_damage = tooltip_damage * (1.0 + IAD + IPD) / (1.0 + IAD + IMD) * (MPD_1 * MPD_2) / (MMD_1 * MMD_2)
                  = [10, 20] * (1.0 + 0.2 + 0.4) / (1.0 + 0.2  + 0.78)  * (1.35 * 0.75)/(1.3 * 1.3)
                  = [10, 20] * (1.6) / (1.98) * (1.0125) / (1.69)
                  = [10, 20] * (0.4841) 
                  = [4.8, 9.6]

Threshold Jewel

The following threshold jewels augment the skill gem:

ItemRadiusStats
Fight for SurvivalFight for Survival inventory iconFight for Survival
Viridian Jewel
Limited to: 2
Radius: Medium
(10-15)% increased Cold Damage
With at least 40 Dexterity in Radius, Melee Damage
dealt by Frost Blades Penetrates 15% Cold Resistance
With at least 40 Dexterity in Radius, Frost Blades has 25% increased Projectile Speed
The winter that followed the Cataclysm was especially harsh.
Wraeclast's few survivors fought to the death for the last scraps of bread.
Place into an allocated jewel socket on the Passive Skill Tree. Right click to remove from the Socket.
Fight for Survival inventory icon
Medium(10-15)% increased Cold Damage
With at least 40 Dexterity in Radius, Melee Damage
dealt by Frost Blades Penetrates 15% Cold Resistance
With at least 40 Dexterity in Radius, Frost Blades has 25% increased Projectile Speed

Related helmet enchantments

The following helmet enchantments affect Frost Blades.

NameFor 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.StatsSpawn Weighting
Enchantment Frost Blades Damage 16625% increased Frost Blades Damagehelmet 100
default 0
Enchantment Frost Blades Damage 27540% increased Frost Blades Damagehelmet 100
default 0
Enchantment Frost Blades Projectile Speed 16620% increased Frost Blades Projectile Speedhelmet 100
default 0
Enchantment Frost Blades Projectile Speed 27530% increased Frost Blades Projectile Speedhelmet 100
default 0

Version history

Version Changes
2.6.0
  • Physical to Cold conversion increase to 60% (up from 40%).
2.4.0
  • 15% more damage at gem level 20.
2.1.0
  • Attack skills that have their damage based on the wielded weapon have their mana costs fixed in place from level 1 onwards.
  • Frost Blades has been improved from 2 additional projectiles at all levels to 4 additional projectiles at level 1 and 7 additional projectiles at level 20. It has also been increased from +14 weapon range at all levels to +18 weapon range at level 1 and +21 weapon range at level 20. It now gains 1% projectile speed per level after the first (19% at Level 20) and its base projectile speed has been increased by 25%.
2.0.0
  • Introduced to the game.

References


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