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Include projectile mod damage in Kinetic Fusillade Ailment Calc#9966

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Include projectile mod damage in Kinetic Fusillade Ailment Calc#9966
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Trifall:kinetic-fusillade-poison-dmg-calc

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@Trifall

@Trifall Trifall commented Jul 22, 2026

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Description of the problem being solved:

Kinetic Fusillade's "more Damage per previous Projectile fired in the sequence" modifier was restricted to hit damage in PoB. As a result, ailments such as Poison did not receive the skill's sequential damage bonus, causing ailment damage to be underestimated when calculating multiple hovering projectiles.

"Projectiles deal (3-8)% more Damage per previous Projectile fired in sequence" actually applies to ailments, because of the specific unique wording. I learned about this discrepancy from Jungroan in this clip, in which he notes that GGG did confirm to him that it does in fact apply to ailments, so I went and tested it and confirmed that it does. You can see my results below.

The skill-specific modifier has been updated to apply to both hits and ailments. Generic projectile damage modifiers remain hit-only for ailments, as expected.

Damage Calculation:

For 12 hovering projectiles with 7% (tested on a Level 1 Kinetic Fusillade, 20 quality) more damage per previous projectile, the projectiles receive 0%, 7%, 14%, ... more damage

The average sequential bonus is: 7% × (0 + 1 + ... + 11) / 12 = 7% × 66 / 12 = 38.5% more damage

Steps taken to verify a working solution:

  • Added system tests for both Kinetic Fusillade and Kinetic Fusillade of Detonation.
  • Verified that Poison receives the expected average sequential-projectile damage multiplier.
  • Verified that generic increased Projectile Damage continues to affect hits without incorrectly affecting Poison.
  • Manually tested a sequence of 12 hovering projectiles with 7% more damage per previous projectile. This produces an expected average of 38.5% more damage.
  • Confirmed that Total Damage per Poison increased from 30.8 to 42.8 and Total DPS including Poison increased from 371.4 to 418.4 (this includes Hit dmg) in my test PoB. The entire 47 DPS difference came from the corrected Poison damage, while hit damage and poison application rate remained unchanged.

Link to a build that showcases this PR:

Video showcase of the testing data:
https://www.youtube.com/watch?v=IJOjxk24MKA

Spreadsheet of the data in the video:
https://docs.google.com/spreadsheets/d/1S7ADqxWhJivgt2NY-bEzJaHwEiLmn_C5cM5f7yWxOzA/edit?usp=sharing

Build used in video and testing data:
https://pobb.in/5x5cY5f4S-1N

I used Plague Bearer to calculate the percentage increase and poison damage values. Abberath (Act 6) was used as the dummy.

Before screenshot:

image

After screenshot:

image

Also to note: I believe the sequential modifier calculation on Kinetic Fusillade is also wrong, so the "Accumulated Projectiles" option in the screenshot is from another feature branch to hopefully fix that. In either case, the percentage increase here mathematically agrees with the intended damage calculation.

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