chance to be ignited uniques + scold's bridle

The wiki says that if i have scold's bridle with for example a cloak of flame and a mokou's embrace than i can ignite myself, but it doesnt work. I tried it with elder body armour and with sunspite and other stuffs but i just cant ignite myself with scold's bridle.
Is the wiki wrong or i do someting wrong?
Thanks.
Dernier bump le 12 mai 2018 à 06:24:02
The wiki is wrong, or rather, outdated. Before the big ailment changes in 3.0.0, the damage dealt by Ignite was based on the damage taken by the target. Therefore wherever you would take fire damage, you could be ignited.

After 3.0.0, ailment damage is based on the base damage dealt by the attacker. Scold's only deals Physical damage, thus the damage of any potential ignite caused by it would be 0. The fact that you take the damage as fire does not matter for the purpose of ailment damage calculation. And ailments which would have no effect, such as a zero damage ignite, are never applied in the first place.

Compare this to Eye of Innocence, which deals fire damage. Thus if you have "chance to be ignited", this damage can inflict a (non-zero damage) ignite.



There was a dev post explaining this in much more detail somewhere; but I spent the past half an hour digging through Mark_GGG's posts both here and on Reddit and couldn't find it. It might have been written by another dev. I apologize for the lack of source.

For anybody reading this late, found the link.
Dernière édition par Abdiel_Kavash#5296, le 14 mai 2018 à 12:49:03
That is directly contradicted by my in-game testing. Using these three items earlier this league:

I was able to chill myself reliably whenever I ignited an enemy. Fire damage can't chill normally.

Also, on the wiki, it says:

"The physical damage from Scold's Bridle can be taken as another damage type by using x% of Physical Damage taken as modifiers, such as from Lightning Coil or Cloak of Flame. If the player also has +x% chance to be Ignited/Frozen/Shocked, such as from being cursed by Frostbite or equipping items like Mokou's Embrace, shifting the damage in this manner allows the effect of Scold's Bridle to apply status ailments on the character."
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
Dernière édition par dudiobugtron#4663, le 11 mai 2018 à 18:20:23
"
dudiobugtron a écrit :
I was able to chill myself reliably whenever I ignited an enemy. Fire damage can't chill normally.


The effect of Chill is still based on the damage taken, not damage dealt.



I know, ailment mechanics. "Easier to understand" now.
Dernière édition par Abdiel_Kavash#5296, le 11 mai 2018 à 18:29:03
I haven't been following the ailment changes that closely, so I'm genuinely asking here and not trying to be snarky:

"
Abdiel_Kavash a écrit :


The effect of Chill is still based on the damage taken, not damage dealt.



Was this a typo? This statement seems to be the direct opposite of what your original reply said:

"
Abdiel_Kavash a écrit :
Before the big ailment changes in 3.0.0, the damage dealt by Ignite was based on the damage taken by the target. Therefore wherever you would take fire damage, you could be ignited.

After 3.0.0, ailment damage is based on the base damage dealt by the attacker.
Need game info? Check out the Wiki at: https://www.poewiki.net/

Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347
Dernière édition par adghar#1824, le 11 mai 2018 à 21:29:14
"
adghar a écrit :
Was this a typo? This statement seems to be the direct opposite of what your original reply said


Ailment damage (for Ignite, Bleed, and Poison) is based on the base damage dealt by the attacker. This is so that no modifier can "double-dip", i.e. affect the damage of the ailment twice.

The effect of non-damaging ailments (Shock, Chill, and Freeze) is based on the damage the target actually takes, as a proportion of the target's maximum Life. No "double-dipping" is possible here, as there is always only one instance of damage being dealt.



For example, consider an "Increased Spell Damage" modifier. If you hit a target with a fire spell and Ignite it, this modifier does not affect the damage of the Ignite, as Ignite is not Spell Damage (it is Damage over Time). But if you hit a target with cold spell damage and Chill it, this modifier will increase the slow effect of the Chill, because Chill effectiveness is based on the actual damage the target takes.
Dernière édition par Abdiel_Kavash#5296, le 11 mai 2018 à 21:57:15
Oh, terribly clever. So there's now a difference in relevance of taken/dealt based on whether we are talking about Ailment Damage or Ailment Effect.
Need game info? Check out the Wiki at: https://www.poewiki.net/

Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347
"
adghar a écrit :
Oh, terribly clever. So there's now a difference in relevance of taken/dealt based on whether we are talking about Ailment Damage or Ailment Effect.


Yup. Wasn't the ailment rework wonderful? Totally makes everything easier to understand now.
That's pretty odd. Thanks for the explanation.

So with a hypothetical '100% of lightning damage taken as fire damage' unique, it would calculate the ignite damage based on the lightning damage dealt, but the shock effect based on the fire damage taken. So you'd never be shocked or ignited normally.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
"
dudiobugtron a écrit :
That's pretty odd. Thanks for the explanation.

So with a hypothetical '100% of lightning damage taken as fire damage' unique, it would calculate the ignite damage based on the lightning damage dealt, but the shock effect based on the fire damage taken. So you'd never be shocked or ignited normally.


Which damage type are you taking in this scenario? Getting hit by fire damage would still ignite you.

Signaler

Compte à signaler :

Type de signalement

Infos supplémentaires