How does the effectiveness of added damage work with new Ele Hit?
Cuz this is a bit of a weird one now. We've always had attack skills that say what their % base damage is, and the 'effectiveness of added damage' always matches up with that, so there's always been the notion that all your damage gets multiplied by that amount, whether it's local to your weapon or a global boost from gear/auras/etc or a flat amount added through support gemst.
But now, Ele Hit shows no % base damage, just a % damage effectiveness... so what does this apply to? I assume it will apply to those global sources and support gems, but does it apply to your weapon's local damage? I'm guessing it doesn't apply to the flat damage added by the skill itself though, right (in much the same way spells' damage effectiveness doesn't apply to the spell's own base damage)? Or does it, since it says 'adds x damage'? Any way we could get a little clarification on that? (also, is the tooltip able to work with the random element choice now?) Dernière édition par Shppy#6163, le 25 mai 2018 à 11:30:27 Dernier bump le 26 mai 2018 à 07:51:22
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This is a great question. Normally spells say "Deals .... Damage". Even discharge (which could easily say 'adds xxx damage') says 'deals'. It makes me think that the added damage from the skill itself might get the multiplier.
" lol. Wishful thinking there! Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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" Base damage and added damage are different things, and they are not interchangeable. (Primarily for the added damage effectiveness of course.) Local modifiers tend to be already accounted for in the stat display of the item; and also the raw damage numbers and added effectiveness are already very high. This lead me to believe that they are already included - i.e. the 419-779 fire damage is already scaled by 188% and is the final damage you get. Even if it is already accounted for, the damage values are a big buff from the old version. " Funnily enough, I don't see why it wouldn't work. The old EH picks a random element, and then adds damage of that element. This cannot be displayed in any sensible way for obvious reasons. The new EH, however, adds damage of all elements all the time. Then it picks one element and simply discards everything else. To me it seems completely reasonable that the character screen will display all possible damage the skill could deal, and just not account for the random chopping off of some types. Dernière édition par Abdiel_Kavash#5296, le 25 mai 2018 à 08:18:04
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It affects other sources of added damage. Say you have a ring with 'Adds 10-25 cold damage'. Since the effectiveness modifier is 188%, it will actually add 18-47.
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Path of Exploits: Elemental Hit will be the new go-to skill for Poison builds???
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Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 |
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Path of Exploits: Elemental Hit will be the new go-to skill for Poison builds???
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 |
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Poison? I see no benefits doing so.
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" I find that unlikely, considering there is no possible situation in which it can deal any Chaos damage at all. |
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" That would be a build-killer. Somehow in my head I memorized "Of Other Elemental Damage Types" instead of "Of Other Damage Types" from my first pass of the announcement. 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 |
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" Volkuurs gloves are already being used to poison enemies with elemental damage and it can get pretty crazy when combined with certain spells and the Assassins bonuses to poison. |
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