How does the effectiveness of added damage work with new Ele Hit?
if it uses weapon damage as long as its the same element, then it would work with any weapon that converted all its damage to an element.
in this case the base damage of ele hit is pretty god damn huge, and very enticing. but also doomfletch prism may use this gem very well now, since it does all elements. it would just cycle through the rotation doing massive EE proc dmg on every hit etc. Dernière édition par xMustard#3403, le 25 mai 2018 à 13:46:29
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" If only, sadly the element choice is random not a rotation but statistically you would have a higher chance to get a different element to the one that procced EE, but would not be every hit. Also I though I saw somewhere, correct me if I am wrong, that EE was getting a rework? Dernière édition par gjennks1#2796, le 25 mai 2018 à 13:51:28
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" Yeah, ultimately that's my main question. Any of the typical sources of 'added' damage will get the 188%, as per usual with damage effectiveness. And chances are that the damage added by the skill itself will *not* get the 188%, cuz that would be obscenely high base damage. The true question is indeed local weapon damage, since normally that's covered by the '%base damage' attack skills list, and there's none listed here (which would imply 100%). But since on all other attack skills the damage effectiveness is the same percentage as the '% base damage', this would be pretty out-of-line. Not getting the same 188% from your local weapon damage would seem really weird and counter-intuitive, not to mention it would lessen the buildcrafting potential by lowering the range of good weapon choices. |
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" Yes, specifically, a 100% chance: " Need game info? Check out the Wiki at: https://www.poewiki.net/
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Well, you never know, maybe they'll give the same sort of treatment to all 'choose a random element' mechanics, and when using multiple sources they'll always choose the same one. Doesn't seem unreasonable... even if it does make EE more accessible, it's still no walk in the park to use it since for every skill that's *not* e-hit you'd have to make sure you have no other sources of added ele damage that *aren't* randomly chosen.
Dernière édition par Shppy#6163, le 25 mai 2018 à 13:56:44
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" the elemental hit gem overrides this - which is what makes EE basically required for this new ele hit, unless you're going to limit it to one element. |
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" I missed that Dernière édition par gjennks1#2796, le 25 mai 2018 à 14:09:30
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" How does this work with ignite, then? Can ele hit only ignite with fire dmg? Are you sure it applies to DoTs applied by the hit, and not just the initial hit itself? The announcement specifically says it applies to the attack: " I understand the gem itself says "deals no damage of other damage types", so I guess that's what you're going by, but it seems pretty weird IMO if they did that. 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 26 mai 2018 à 04:02:26
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" on a gem we can see damage with 1.88 effectiveness, so it go up to 419-779 fire damage (example) but nominal is 223-414 fire damage then we summ all the flat damage and then multiply it 1.88, including your local weapon, 223-414 skill fire damage and global flat adds Dernière édition par Uoykai#2092, le 26 mai 2018 à 06:20:46
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" Volkuur's Guidance make it so one element can cause poisoning, this changes how poison works making it so there is a component that scales from that element (20% of damage) not just phys and chaos damage. The contention seems to be if the poison aliment caused by elemental hit would deal chaos damage due to the mod "Deals no damage of other damage types" |
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