Magic/Rare/Unique Monsters -- Immune to Status Ailments??

Hi, I'm playing a lightning-based templar and can proc the "Shock" status ailment quite frequently on regular (white) monsters. When Shock procs, it's clearly visible, as the monsters glow blue for awhile.

However, one thing I've realized is that whenever I encounter magic/rare/unique monsters, there is never a visible sign that they're shocked.

I know that Shock (status ailments) is based on damage dealt relative to monster HP. However, I invested 2 points into passive nodes that give me a total of 20% chance to shock (Static Blows + Chance to Shock). From my understanding, those 2 nodes are calculated completely separately from the regular status ailment HP damage-to-HP requirements. Every time my spell fires, there is a 20% chance to proc Shock regardless of damage dealt (right?)

So, can someone explain to me why I never see magic/rare/unique monsters glow blue? Is it because they are immune to Shock? Or is there something I'm missing. Any input appreciated.
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Last edited by rrtson#7791 on Feb 6, 2013, 11:28:56 PM
They may be immune to some statuses. My lightning shaddow is currently farming kole to obtain decent 30+ gear for cruel, and I can never shock him, but I've set him burning with a small amount of fire damage on a ring.
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"
bhavv wrote:
They may be immune to some statuses. My lightning shaddow is currently farming kole to obtain decent 30+ gear for cruel, and I can never shock him, but I've set him burning with a small amount of fire damage on a ring.


I always check to see what a monster is immune to, and out of the hundreds of magic/rare/unique monsters I've encountered, I don't remember ever once seeing a monster that was "Immune to Shock" or anything similar. Even magic/rare/unique monsters who are "Vulnerable to Lightning" don't glow blue.

I mean, it's a pretty dramatic jump. Regular monsters glow blue nearly instantly, every time they are hit by my spells. Then for magic/rare/unique monsters, not one single monster in my memory has glown blue. Ever.

Is it just that they don't show the Shock ailment?
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Last edited by rrtson#7791 on Feb 6, 2013, 11:47:02 PM
"
rrtson wrote:
I know that Shock (status ailments) is based on damage dealt relative to monster HP. However, I invested 2 points into passive nodes that give me a total of 20% chance to shock (Static Blows + Chance to Shock). From my understanding, those 2 nodes are calculated completely separately from the regular status ailment HP damage-to-HP requirements. Every time my spell fires, there is a 20% chance to proc Shock regardless of damage dealt (right?)
No. The duration of shock is always based on how much lightning damage you dealt in the triggering hit compared to the monster's maximum life. That's how shock works, regardless of how you trigger it.
If that duration would be below 300ms, no shock is applied, as you'd barely see it ant it wouldn't last long enough to do anything anyway.
I don't know about them being immune, as Spork totems can (and do) Shock status all the way up to Unique monsters.
Quote from Mechanics Thread
"
The duration of the chilled, frozen, and shocked statuses is related to the amount of cold/lightning damage dealt:
Shocked: 276ms per 1% max life dealt as lightning
Chilled: 138ms per 1% max life dealt as cold
Frozen: 100ms per 1% max life dealt as cold

...

If the duration would be less that 300ms, it's ignored entirely (the effect is not applied).
For characters using Chaos Inoculation, these durations are calculated based on what the character's maximum life would be if they did not have Chaos Inoculation.


As you can see, the duration of ele status ailments is calculated by your ele damage compared to the mob's max life, and if it works out to be less than 0.300 seconds, it does not get applied.

For magic/rar/unique monsters, they have higher max hp than normal mobs, so you need to be doing alot more ele damage to apply ele ailments to them.

edit: damn, got ninja'ed by a dev.
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Last edited by VoxelSquid#1095 on Feb 6, 2013, 11:49:38 PM
That's good to know. I'm making a lightning Shadow that is going to be progressing up to the witch area, and taking all the shock duration and chance to apply nodes a little further past Gemini. If I manage to progress that far it will be fun to see if I can start applying shock to bosses.

Though now I don't understand how I managed to get kole burning with a small amount of fire damage on a ring.
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Last edited by bhavv#7360 on Feb 6, 2013, 11:59:56 PM
"
Mark_GGG wrote:
"
rrtson wrote:
I know that Shock (status ailments) is based on damage dealt relative to monster HP. However, I invested 2 points into passive nodes that give me a total of 20% chance to shock (Static Blows + Chance to Shock). From my understanding, those 2 nodes are calculated completely separately from the regular status ailment HP damage-to-HP requirements. Every time my spell fires, there is a 20% chance to proc Shock regardless of damage dealt (right?)
No. The duration of shock is always based on how much lightning damage you dealt in the triggering hit compared to the monster's maximum life. That's how shock works, regardless of how you trigger it.
If that duration would be below 300ms, no shock is applied, as you'd barely see it ant it wouldn't last long enough to do anything anyway.


Ah okay. Could you clarify what the 'Chance to Shock' node does then? How does it fit into the entire damage-to-monster-HP equation? Does it simply lower the damage threshold needed to shock a monster?
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"
rrtson wrote:
"
Mark_GGG wrote:
"
rrtson wrote:
I know that Shock (status ailments) is based on damage dealt relative to monster HP. However, I invested 2 points into passive nodes that give me a total of 20% chance to shock (Static Blows + Chance to Shock). From my understanding, those 2 nodes are calculated completely separately from the regular status ailment HP damage-to-HP requirements. Every time my spell fires, there is a 20% chance to proc Shock regardless of damage dealt (right?)
No. The duration of shock is always based on how much lightning damage you dealt in the triggering hit compared to the monster's maximum life. That's how shock works, regardless of how you trigger it.
If that duration would be below 300ms, no shock is applied, as you'd barely see it ant it wouldn't last long enough to do anything anyway.


Ah okay. Could you clarify what the 'Chance to Shock' node does then? How does it fit into the entire damage-to-monster-HP equation? Does it simply lower the damage threshold needed to shock a monster?


No. Normally, your "chance to shock" is identical to your crit chance, so if you crit with lighting dmg, you also shock (although if the duration is too short, it's ignored). With additional "chance to shock," you gain a chance to shock even on non-crits, and the shock duration is still calculated based on the dmg you dealted compared to mob max hp, and modified by shock duration bonuses.
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"Holding the line, on sixteen to one!"
"
Mark_GGG wrote:
If that duration would be below 300ms, no shock is applied, as you'd barely see it ant it wouldn't last long enough to do anything anyway.


My character hits every 200ms with Double Strike. I could certainly make use of that much shock.

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