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Debuff
You're impaled by a hit, and will take a portion of that reflected hit damage when you are hit again.

Impale is a debuff that deals additional physical damage to the affected target each time it is hit.

  • 2Sources

Mechanics

When a hit applies impale to a target, 10% of that hit's physical damage is recorded before any damage mitigation is applied. Impale deals the recorded damage to that target each time it is hit. Impale does not have a limited duration; it remains in effect until the maximum number of hits is reached. By default, impale lasts for five hits. A target may have multiple impale effects on it at once, all of which deal damage to that target each time it is hit.[1]

The damage dealt by impale is considered reflected damage. The source of the reflected damage is the impale debuff; there is no interaction with effects that pertain to damage you reflect, as seen on Crown of the Pale KingCrown of the Pale King
Regicide Mask
Quality: +20%
Evasion: (380-451)
Energy Shield: (75-89)
Requires Level 52, 58 Dex, 58 Int(150-200)% increased Evasion and Energy Shield
+(60-80) to maximum Life
(0.4-0.8)% of Physical Attack Damage Leeched as Life
Reflects 100 to 150 Physical Damage to Melee Attackers
30% of Damage you Reflect to Enemies when Hit is gained as Life
A lightless world
a silent reign
two sightless eyes
feed on your pain.
.[2]

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Sources

Active skill gems

Skill gem
Lancing SteelLancing SteelAttack, Projectile, Physical
Mana Cost: (8-10)
Cast Time: 1.00 sec
Attack Speed: 85% of Base
Effectiveness of Added Damage: (135%-180%)
Requires Level 28Thrust an Axe or Sword forward, releasing a primary projectile that impales all enemies it hits. Additional projectiles appear nearby as smaller metal shards that fly forward after a short delay. Each enemy can only be hit by one projectile from this skill.Per 1% Quality:
1% increased Impale Effect
Deals (135-180)% of Base Attack Damage
Fires 4 additional Projectiles
Primary Projectile Impales Enemies on Hit
30% chance to Impale Enemies on Hit
(20-113) to (30-169) Added Attack Physical Damage
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
N/A28
Shattering SteelShattering SteelAttack, Projectile, AoE, Physical
Mana Cost: (7-9)
Cast Time: 1.00 sec
Attack Speed: 85% of Base
Effectiveness of Added Damage: (48%-55%)
Requires Level 12Swing an Axe or Sword, releasing projectiles in sequence. The projectiles shatter when colliding with an enemy or travelling a short distance. The shattered pieces deal damage in an area in front of the impact location.Per 1% Quality:
1% increased Impale Effect
Deals (48-55)% of Base Attack Damage
40% chance to Impale Enemies on Hit
Fires 2 additional Projectiles
Projectiles gain Damage as they travel farther, dealing up to 100% more Damage with Hits
(8-113) to (12-169) Added Attack Physical Damage
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
N/A12
Dread BannerDread BannerAoE, Spell, Duration, Aura, Physical
Mana Reserved: 10%
Can Store 1 Use(s)
Cooldown Time: 1.00 sec
Requires Level 24Casting once reserves mana to carry a banner which makes nearby allies inflict impale with attacks, and lessens the accuracy of nearby enemies. Gain stages by impaling enemies while carrying the banner. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.Per 1% Quality:
0.5% increased effect of Aura
Base Duration of 10 seconds after being Placed
Nearby Enemies have (15-21)% less Accuracy Rating
You and nearby Allies have 20% chance to Impale Enemies on Hit with Attacks
When placed, 8% increased Area of Effect per Stage
When placed, 1% increased Aura effect per Stage
+1 second to Base Placed Banner Duration per Stage
Gain Fortify for 0.05 seconds per Stage on Placing the Banner
2% increased Fortify effect per Stage
Gain 1 Stage when you Impale an Enemy while carrying the Banner, up to 5 per second
You and nearby Allies have (0-19)% increased Impale Effect
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
N/AN/A24

Support skill gems

Skill gem
Impale SupportImpale SupportAttack, Physical, Support
Icon: I
Mana Multiplier: 130%
Requires Level 31Supports attack skills.Per 1% Quality:
Supported Attacks have 0.5% increased Impale Effect
Supported Attacks have 40% chance to Impale Enemies on Hit
Supported Attacks have (20-49)% increased Impale Effect
Supported Skills deal (5-15)% more Physical Damage
Enemies Impaled by Supported Skills have -30% to Total Physical Damage Reduction against Impale Hits
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.
N/A31

Related helmet enchantments

NameStats
Enchantment Lancing Steel Impale Chance 166Lancing Steel's additional Projectiles have +20% chance to Impale Enemies
Enchantment Lancing Steel Impale Chance 275Lancing Steel's additional Projectiles have +30% chance to Impale Enemies

Related passives skills

NameStats
Impale Chance
10% chance to Impale Enemies on Hit with Attacks [1]
Impale Chance and Physical Attack Damage
5% chance to Impale Enemies on Hit with Attacks
12% increased Attack Physical Damage [1]
5% chance to Impale Enemies on Hit with Attacks
10% increased Attack Physical Damage [1]
Impale Effect
10% increased Impale Effect
Impale Effect and Attack Speed
5% increased Impale Effect
3% increased Attack Speed
Enemies you Impale have -5% to Total Physical Damage Reduction against Impale Hits [1]
Forceful Skewering
15% chance to Impale Enemies on Hit with Attacks
5% increased Impale Effect
+20 to Strength
Enemies you Impale have -10% to Total Physical Damage Reduction against Impale Hits [1]
Swift Skewering
15% chance to Impale Enemies on Hit with Attacks
15% increased Attack Physical Damage
5% increased Attack Speed
Enemies you Impale have -10% to Total Physical Damage Reduction against Impale Hits [1]

Ascendancy passive skills

There are Ascendancy passive skills related to Impale:

Thousand
Ascendancy
Class
NameStats
Ascendant
Champion
Your Hits permanently Intimidate Enemies that are on Full Life
25% chance to Taunt on Hit
Enemies Taunted by you take 10% increased Damage
10% chance to Fortify on Melee hit
20% chance to Impale Enemies on Hit with Attacks
You and nearby Allies have 8% increased Movement Speed [1]
Champion
Armour and Evasion, Impale Effect
15% increased Evasion Rating and Armour
8% increased Impale Effect [1]
Champion
Master of Metal
Impales you inflict last 2 additional Hits
20% chance to Impale Enemies on Hit with Attacks
If you've Impaled an Enemy Recently, you
and nearby Allies have +1000 to Armour
You and nearby Allies deal 6 to 12 added Physical Damage for
each Impale on Enemy [1]

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Version history

VersionChanges
3.5.0
  • Added a new Debuff - Impale: When a hit applies Impale, a portion of that Hit's Physical Damage is recorded before sources of damage mitigation are applied. The next 5 hits against that target apply that recorded damage as Reflected Physical Damage. You can have multiple Impales on a target.

References

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  1. ↑Natalia_GGG (November 19, 2018). 'Skill Reveal: Lancing Steel and Shattering Steel'. Official Path of Exile Forums. Retrieved December 6, 2018.
  2. ↑Hrundi (November 18, 2018). 'Skill Reveal: Lancing Steel and Shattering Steel'. Path of Exile Subreddit. Retrieved December 6, 2018.
Retrieved from 'https://pathofexile.gamepedia.com/index.php?title=Impale&oldid=586899'
  1. Hey Everyone, Back again this time with an overview of the new Units for the Happier Heights banner
  2. We'll start with Aimi because she feels like a random addition, with no story or event significance, at least as far as I know.
  3. Our little cowgirl has a well balanced stat line, smack-dab in the middle of all 3*s. Her disc spread is pretty good too, all things considered. 2A/2B is probably the best non-gorrila spread you could have because of its versatility. You're still at the mercy of RNG, but I think with this spread, you're still likely to get what you need.
  4. With nothing truly standing out about her base stats, we move on to her connect, which allows the target to IGNORE EVADE.
  5. Now I don't remember how the JP meta was this early in the game, but NA mirrors is riddled with Evade. at ***20%*** chance these seemingly harmless memoria can completely negate your plans, just like how Friends does this by deleting your team out of nowhere.
  6. If I didn't know any better, I'd say Aimi was designed to counter this meta. I can't say for sure because again, I don't remember if this was how JP Mirrors was back in the day. Blast up a super nice bonus, and more evidence of being a pushed mirrors unit since Blast was always strong. Her personal memoria looks like it'd synergize well with her kit. Evade is put on units they want to keep alive. Connect to pierce that evade, then def pierce to make them un-alive. The problem? Skills only work on the equipped unit, while connects only work on the target and not the unit herself. This means Aimi will still have a chance to miss, unless you use her Magia first, at 4*. It's a really bad nonbo, but leaving it on for the random extra damage is fine. The only true drawback she has is her average stats, everything else about her is pretty good, and I HAVE to comment on her adorable design. One of my favorite 3*s on design alone.
  7. Anyway next up is Masara. She's an Assassin-archetype with the highest attack in the 2-3* pool, plus a personal meoria with Guaranteed Crit. Her connect grants 85% Crit, which is the highest in the current roster. It doesn't do anything else but it's probably one of the best connects if you want to set up a burst. Her Magia grants herself Evade and Pursue, allowing her to finish off her allies' targets without being hurt herself. I wouldn't rely on this unless though, as Magia is usually overkill in PVE unless it's a hardy boss. I just have to say this is one of the coolest kits in the game, it really makes her play like an assassin, attacking from the shadows despite being a light type.
  8. Lastly for today, we have Kokoro. Our Azur Lane-looking girl is a defense type with ***TEN THOUSAND DEFENSE?????*** at five stars, she has LITERALLY the biggest ass in the game.
  9. Her Connect grants counter and Damage cut. Connect with your main damage source who most likely has lower defense, meaning it'll get target by the AI, and they take less damage so they'll *probably* survive. It's a dangerous plan in Mirrors, but should be fine in PVE. Should also note counter can activate on being hit with an AOE.
  10. Her Personal memoria matches her role as a tank, granting a 1 turn damage reduction
  11. Now let's talk about the Shop 4*. Atk up at full HP is not bad by a long shot. In mirrors where you want to beat people up as fast as possible, you'll likely fill out this condition. Less good in drawn out fights like PVE, but you'll at least have its stats to work with.
  12. Unexpected Reaction is for magia damage. dassit. just remember to activate it when you're about to pop it.
  13. And That's all for today everyone. All these units are permanent, so it's a hard skip...
  14. Wait, what do you mean there's another magical girl? I don't see anyone else here. Is she invisible? Ha! ...wait, actually? Well whatever. I don't see a girl but i do see numbers so let's talk about those i guess. She's another tank unit like Kokoro, boasting THE highest defense of the 2* pool, not falling far as her rarity goes up. Her disc spread is passable, even with 2 charge, but with one of the weakest attacks in the game her spread really doesn't matter that much. You only choose her discs to build up her connect, which at 4* grants... 100% Damage cut??!!?
  15. **Dmg Cut has a min damage floor of 30%? Hard floor? I dont know the exact mechanics from it and when someone tried explaining it to me it went WAY over my head, but the point is it doesn't just. reduce all damage to the target to 0. but it's still a heck of a lot. When she gets uncapped, it'll also grant an attack buff.
  16. While her base kit doesn't seem too exciting compared to Kokoro's, her related memoria help set her apart, especially considering she's more easily slotted as a nat 2*. These two allow the equipped girl to take hits for an ally, and the 4* one also increases her defense. Being active memoria, they both come with flat defense buffs, which is just icing on the cake.
  17. Invisible girl after school grants Poison on activation. It's worth mentioning because it could allow Sana tto deal more indirect damage to make up for her poor attack. You can also use My School Life for this purpose. (Maybe mention the connection with her Doppel's effects?)
  18. With how things *currently* are in the game, with Sana being capped at 4*, Kokoro is still technically the better tank of the two, and you can just slep this setup onto her and do the same thing but with better stats. However, like I said before, Sana will be much easier to get, so you don't really need Kokoro either to enjoy a mega tank. At 5* you can make a strong case for her too, cause by then you'll probably have more slots open on her. Plus, her connect will be omre effective against enemies who use buffs
  19. (On screen note mentioning that un-buffed damage has a minimum of 30%, so both of their connects would have the same effectiveness)
  20. Man, I felt like I went way too indepth into a girl that doesn't exist, but Sana really is a girl worth investing in, especially in preparation for her uncap. The other three are ok, but not really worth whaling on unless you REALLY want your waifu. That's all I have for now, This event is already almost over wtf.