Enemies have way too high elemental ailment threshold

Enemies have way too high elemental ailment threshold. They die much before being affected by an ailment. It requires too many ailment buildup passive skill nodes to surpass damage. It makes them useless till late endgame.
At the same time ailments itself are too strong, especially shock.
My suggestion is to lower elemental ailment threshold but weaken its effect.
This will benefit build diversity.
Dernière édition par Zanozus#7669, le 3 nov. 2025 à 10:08:08
Dernier bump le 3 nov. 2025 à 18:07:19
You need to do about 1/2 hp of that element to trigger ailment. If you have mixed damage, it doesn't work that well. For mixed 33% in each you need to do 150% of monster health to trigger it without modifiers.

And as you said, there is solution by lowering threshold and that can be done with aura for mere 30 spirit. Or another way is getting "all damage contributes to" to unify your ailment threshold damge.

There is single rule and that is don't lower threshold to -100%, or it disables it.

Also, lower threshold multiply meta gem energy gain, so having like -99% threshold means meta gem cast per hit and apply every ailment in 1 hit. And ... it is not that hard to get.

You can gain around -40% base from levels, with magnitude +100% (15% quality, 85% from jewwelery/pasives) you are around 5x meta and ailments. 125% gives x10, 137,5% gives x20 and 149,99% is basically infinite. Having 150% reset it. It works opposite to diminishing returns.

There are soooo many mechanics like that in game, so just enjoy testing it, learning ... so many things not found yet. Almost any build can do everything, if you break some kind of threshold to make it viable.

What I have written is my way how I made working firestorm that triggers snap with every hit of it's bolt that explode with all 3 elements at once. That is like 150 hits per cast, or 450 with echo lineage. Theoretically.

Many experienced players just play build wheel challenge and run random chars and use their knowledge to finish every content with it. It is possible.
Dernière édition par The0dil#4308, le 3 nov. 2025 à 13:35:03
Thx for an advice however it seems I need items I'll never get.
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The0dil#4308 a écrit :
You need to do about 1/2 hp of that element to trigger ailment. If you have mixed damage, it doesn't work that well. For mixed 33% in each you need to do 150% of monster health to trigger it without modifiers.

And as you said, there is solution by lowering threshold and that can be done with aura for mere 30 spirit. Or another way is getting "all damage contributes to" to unify your ailment threshold damge.

There is single rule and that is don't lower threshold to -100%, or it disables it.

Also, lower threshold multiply meta gem energy gain, so having like -99% threshold means meta gem cast per hit and apply every ailment in 1 hit. And ... it is not that hard to get.

You can gain around -40% base from levels, with magnitude +100% (15% quality, 85% from jewwelery/pasives) you are around 5x meta and ailments. 125% gives x10, 137,5% gives x20 and 149,99% is basically infinite. Having 150% reset it. It works opposite to diminishing returns.

There are soooo many mechanics like that in game, so just enjoy testing it, learning ... so many things not found yet. Almost any build can do everything, if you break some kind of threshold to make it viable.

What I have written is my way how I made working firestorm that triggers snap with every hit of it's bolt that explode with all 3 elements at once. That is like 150 hits per cast, or 450 with echo lineage. Theoretically.

Many experienced players just play build wheel challenge and run random chars and use their knowledge to finish every content with it. It is possible.

Great post.

OP, I'm freezing easily with Freezing Mark and decent damage. I used to run Overwhelming Presence, but I don't need it right now. I haven't tried an Ignite build or a Shock build yet, but I ran a poison build into early maps and decided DoT wasn't ready in PoE2 yet. If you're expecting Ignite to do a lot of DoT, maybe it won't. The best part about Freeze for me is that I get a big boost to damage when I hit freezing enemies.

Maybe spec into increased damage per # of ailments, instead of trying to get the ailments themselves to be damaging?
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
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Zanozus#7669 a écrit :
Thx for an advice however it seems I need items I'll never get.

the quintessential ggg game design

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