Taming + Emberwake Rings

Well, if you use EmberTaming, you have no ring slot left for Call of the Brotherhood, so how are you going to convert to 100% fire damage? Without conversion you cannot use %fire damage for double dipping and your scaling will be kinda underwhelming I think. Mass Grand Spectrum always works as a solution though.

One question: do we want to limit this build to only spells, or are we allowed to use attacks aswell for theorycrafting?
Because I currently can't see all that much use for spells in it to be honest, but some attack based variations might be able to work.
I make dumb builds, therefore I am.
how would the taming not double dip. it says "10% increased Damage per Freeze, Shock and Ignite on Enemy". If im not mistaken, increased damage is global damage. (which means double dipping.)
IGN TaNequa
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weak a écrit :
how would the taming not double dip. it says "10% increased Damage per Freeze, Shock and Ignite on Enemy". If im not mistaken, increased damage is global damage. (which means double dipping.)


It does double dip. However, this is limited by "chance to ignite" and crit chance, where poison is guaranteed with every hit. There are also map mods that reduce how often enemies can be inflicted with status effects.

Then you have to consider how rare Taming is compared to a poison support.
Conditional damage cannot apply to Damage over Time. This is probably because of a technical engine limitation that causes Damage over Time to be unable to check for those conditions, as they are applied over a span of time rather than a point in time.

EDIT: Looks like Nath and I have differing ideas. Vipermagi Signal?!?!?!
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Dernière édition par adghar#1824, le 3 janv. 2017 à 16:08:33
Adghar is correct. Damage over Time can never benefit from conditional modifiers.

the taming is mediocreee
the first initial hit should not be affected by the increase in damage but the later hits should... for instance, the 10th hit (assuming u ignite 9x prior) should give the DOT (from the 10th hit) a 90% damage increase. the hits before that shouldn't, as they were applied before the damage boost was present. the damage should still double dip.
IGN TaNequa
Dernière édition par weak#1603, le 3 janv. 2017 à 16:18:31
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Vipermagi a écrit :
Adghar is correct. Damage over Time can never benefit from conditional modifiers.

the taming is mediocreee


Really? So that means that scourge's "minion damage also apply to the player" combined with the 70% increased minion damage if you have hit recently doesn't apply to poison damage?
Dernière édition par Krayken#1299, le 3 janv. 2017 à 16:28:26
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Krayken a écrit :
Really? So that means that scourge minion damage affecting the player doesn't apply to poison damage?

"Recently" isn't what we generally consider as a "conditional modifier".
Recently X is an action you have taken that gives a four-second 'buff'. This adds to your own stats, and thus will apply to Damage over Time.
Conditional modifiers check the enemy's state; is Chilled for example.
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Vipermagi a écrit :
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Krayken a écrit :
Really? So that means that scourge minion damage affecting the player doesn't apply to poison damage?

"Recently" isn't what we generally consider as a "conditional modifier".
Recently X is an action you have taken that gives a four-second 'buff'. This adds to your own stats, and thus will apply to Damage over Time.
Conditional modifiers check the enemy's state; is Chilled for example.


Ohh i understand, thanks!

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