So what exactly is the difference If using let's say a fire skill and got 1 item of either 10% spell or elemental increase the damage increase would be the same of either of them right?? And playing as a Witch is your normal attack considered to be a 'Spell' attack with a wand or elemental? | Posted by SAKRAY on Apr 5, 2012, 9:24:05 PM |
10% spell damage or elemental damage will do the same on a fire spell. But 10% spell damage will increase chaos damage, unlike elemental damage. Do you mean basic attack with wand? No, it isn't spell damage. But if the wand deals elemental damage, %increased elemental damage will work on it. PoE forums ignore list script: http://userscripts.org/scripts/show/162657 0.4: added 'ignore' button. ignore list is now saved locally. | Posted by on Apr 5, 2012, 9:34:40 PM |
Ah oke thanks for the quick awnser and chaos damage is a special kind of damage or? Also to increase wand damage I have to get STR/Pysical boosts? edit: Also if your weapon has like 6 cold damage does elemental increase only increase the 6 cold damage portial of the basic atk? Last edited by SAKRAY on Apr 5, 2012, 9:58:46 PM | Posted by SAKRAY on Apr 5, 2012, 9:40:36 PM |
Strength does not increase the physical damage of ranged weapons unless you get the keystone passive that allows it to do so, or support your attack skill with it. Increased spell damage will increase the damage of all of your spells, including chaos spells as was stated. If you a weapon with elemental damage attached to it, increased elemental damage will only increase the elemental portion, not the physical portion of your attack. However, you can get decent elemental levels on your attacks by utilizing elemental hit, lightning strike, lightning arrow, fire arrow, molten strike, or glacial hammer. These all add or convert a large amount of elemental damage to your attacks, and increased elemental damage will add to all of them (but spell damage will NOT because they are attacks and not spells). Last edited by Kraide on Apr 5, 2012, 10:10:31 PM | Posted by Kraide on Apr 5, 2012, 10:10:10 PM |
' yes, chaos damage isn't reduced by elemental resist or armor, and it bypass energy shield. Some enemies have chaos resist though, but it just reduces the damage a bit, you can still kill them. ' yes, if you get the %increase ele damage from a passive, it will increase the 6 cold damage on your weapon. PoE forums ignore list script: http://userscripts.org/scripts/show/162657 0.4: added 'ignore' button. ignore list is now saved locally. | Posted by on Apr 5, 2012, 10:42:22 PM |
I know this thread is old but if someone sees it I would be glad to get an answer. so if i understand this correctly. Elemental DMG boost all forms of attacks/spells that have some sort of element in it. And spell DMG only increeses the dmg of actual SPELLS. I have done a Witch where i go heavy into lightning DMG (dont know if it is good late game or not but i wanna try it). So i can both get spell dmg and elemental dmg to boost the damage of my lightning spells such as spark and lightning trap for exampel? | Posted by on Nov 9, 2013, 2:18:35 PM |
Both spell dmg and elemental dmg will boost the damage of your lightning spells. | Posted by sydgame on Nov 10, 2013, 2:10:09 AM |
I have a witch doing cold damage. I was told that x% increased elemental damage passives not only increases the cold damage but also increases chill and freeze damage so is better bang for buck than x% increased spell damage passives. Using Freezing Pulse, Ice Nova and Ice Spear. Is this right? Thanks in advance. ~DemiDemon~ Playing almost every day since Beta version 0.9.1 in 2011. Last edited by DemiDemon on Mar 11, 2014, 12:23:46 AM | Posted by DemiDemon on Mar 11, 2014, 12:19:10 AM |
' In short, no. 'Chill and freeze damage' doesn't exist. Chill and freeze duration is based on the damage dealt by the hit that triggered them. Anything that increases the damage of the original hit increases the duration of chill/freeze. No extra damage is dealt to a monster just because you chilled or froze it. Whoever told you that is getting chill/freeze mechanics mixed up with ignite/burn mechanics. You're welcome to make a new thread for this kind of thing instead of bumping really, really old ones. PoE has changed a lot since Open Beta started, much less 2012. Last edited by KG31459 on Mar 11, 2014, 12:54:00 AM | Posted by KG31459 on Mar 11, 2014, 12:52:09 AM |
'Thanks for the answer. Yeah, he had a fire witch and I assumed that what applied to one element would naturally apply to another - my bad. 'Again, my bad. After looking over the site for 20 mins I resorted to Googling the term 'elemental damage vs spell damage' and this was the only result close to what I wanted to know. When it didn't give me quite the answer I needed I thought it better to post in a similar thread rather than start another and end up with even more thousands of threads that are next-to-impossible to search through. Thanks. ~DemiDemon~ Playing almost every day since Beta version 0.9.1 in 2011. | Posted by DemiDemon on Mar 11, 2014, 1:24:17 AM |
Ffrk Elemental Dmg More Mah Free
Optimizing party make-up in FFRK. Ask Question Asked 4 years, 1 month ago. If a boss has an elemental weakness, I'll usually add a spellblade into the party to exploit it on top of my existing black mage. The boss magic attacks generally pack more punch than physical attacks. Nokon d 4 user manual old. Out of your 10 ability slots, 3 should be Power Breakdown. May 07, 2017 the earring is a definite yes for elemental, it is always a dps up compared to true boss, thats why i salvaged mine. Your stronger skills will benefit the% increase, where your weaker skills will benefit the raw ap/crit /crit dmg more if we are talking ring. Mac tuxera ntfs. Need for speed undercover full iso download. If you have skills that have cooldown reduction on your nukes ( im gonna say smite since you can get 50% cooldown and 120% dmg on 8.
Report Forum Post
Ffrk Elemental Dmg More Mah Machine
Wasn't there a problem with melee characters not wanting to proc fire because it made their targets run away? Are you sure you want to associate fire with Strength? NotSorry: Bot d3 for cash, play POE all day CaptainBurns: The game is just a means by which to kill things. | Posted by Slicer on Oct 23, 2011, 2:30:55 AM |
I guess I don't understand how making it much harder to use off-alignment damage types (rangers using fire damage, templars using ice, ect) would cause more diverse builds.. But I haven't seen all the new toys in 0.9.3 yet so maybe I will be pleasantly surprised. Urist McDwarfy has been happy lately. He admired an exceptional ARPG recently. He took joy in slaughter lately. He has been attacked by the dead recently. Check out the Path of Exile wiki: http://en.pathofexilewiki.com | Posted by UristMcDwarfy on Oct 23, 2011, 8:12:58 AM |
'I was talking more about diversity between classes, than within them. It means that, for example, a melee duelists and a melee templar are more likely to end up with more different builds due to having easier access to different elements. There's certainly room for disagreement on the issue, and I do see where you're coming from, but I personally feel it's better to keep them attribute-specific overall, but perhaps with reasonably low requirements (like DragoonWraith suggested) so that for example a maruader can use added cold damage, but with a lower level gem than a ranger of his level could. Last edited by Mark_GGG on Oct 23, 2011, 11:25:13 AM | Posted by Mark_GGG on Oct 23, 2011, 11:23:23 AM |
' For me the elemental dmg problem also exist. I will use always added fire damage over all other elements as any physical dmg dealer like ranger or maruder. Simply because having 30% more dmg is higher than the flat dmg ,flat is good on low lvls only. When your weapon reach higher lvl the tide change ,and the % starts to be much bigger than the flat ,also it adds much less MP to the cost of skill. Personaly i am waiting for remake of all the passive support gems ,that add basicaly only boring mod of +x to something. I would rather see for example: Lighting dmg: *Add lighting dmg *Add small chance to shock enemy on attack (not only crit) *Add small chance for chain lighting that deal dmg to few units starting from the one of your attack and shocking all of them (50% chance on crit) *Remove chance of burning and freezing enemy with this skill (because what the fck is with freezing, burning and shocking enemy at one time) *Block possiblity to use other add.element support gem on the same skill (same reason as above) *Convert all other elemental and magic dmg in ur stats to lighting dmg at some ratio (If you have +15-20 fire dmg +1-5 ice dmg ,it will be all converted to lighting ,like turning ur skill to full electric power) *Change animation of skill a bit ADDITIONALY TO THAT Changes in current skills: 'Pseudo removal' of most skills in game and adding 'model skills'. Indtroducing magic element to game (or force). For example: Remove ice and lighting nova from game. Model skill for them would be just 'magic nova' or 'nova'. By adding elemental support gem you change 'magic nova' to for example 'lighting nova' or 'ice nova' or even new ones like 'chaos/poison nova' and 'fire nova'. Example number 2 with additional effect i model: Remove fireball ,spark and ice spear. Add model skill called 'magic missle'. If magic missile is sloted with fire dmg it gain +100% explosion chance on impact (fireball). If sloted with lighting dmg it gain life span and bouncing effect (spark). If sloted with ice dmg it gain 100% pierce (ice spear). Example number 3: Remove freezing pulse and add model skill called pulse or something similar to that. If sloted with ice dmg it gain width (freezing pulse). If sloted with lighting dmg it gain ability to bounce between targets (chain lighting). If sloted with fire dmg it leave fire trait after missile ( what name ?? i have no idea). If sloted with chaos dmg it change to maintain skill (something like flamethrower but made of acid). Last edited by herflik on Oct 23, 2011, 12:23:45 PM | Posted by herflik on Oct 23, 2011, 11:51:27 AM |
' Lowering the requirements would be a good alternative. I think there's already a lot more to differentiate between the Templar and the Duelist than just the type of elemental damage they have access to. I think you've already got a good idea with the way you're differentiating skills based on weapons used, and as the number of skills increases, that gap will carry on increasing. I would, however, like to see all the classes having easy access to all the elements, as in my opinion, it could only help build diversity. | Posted by iamacyborg on Oct 23, 2011, 2:51:10 PM |