Elemental Hit
" I did some testing myself in another discussion: " Here it is important to distinguish between skill gems and skills. Only skill gems have tags [1]. Tags describe the skill gem, and are used to sort gems into groups. Tags don't determine what the skill can be supported by [2]. What supports what is determined by the properties of skills (such as "this skill fires projectiles", "this skill has an area of effect", "this skill hits enemies", etc.) The properties of a skill can change as a result of other modifiers, such as support gems. But the tags of a gem can never change [3]. The Elemental Hit gem has the Bow tag, but it does not have a Projectile tag (such as Spark or Frost Blades). Therefore it is not affected by "+X to level of Projectile Gems". However, the Elemental Hit skill, when used with a ranged weapon, does fire projectiles. Therefore it can be supported by things like Pierce, GMP, and affected by Projectile Damage modifiers. As I wrote in the quote above, I don't think this is an ideal situation, and I would like to see it changed. However I am not an GGG employee and have no power over the matter. [1] Qarl, Notes about Vaal skills gems and triggering in 3.3.0 [2] Mark_GGG, Some Mechanics questions answered by Mark [3] Mark_GGG, Mechanical Questions Thread Last edited by Abdiel_Kavash#5296 on Jun 25, 2018, 3:04:27 AM
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I search the game files, the forum, the wiki and reddit, but I could not found any specification regarding the radius of Elemental Hit.
The skill gem specifies an "80% more Area Radius against Enemies affected by an Ailment of the chosen Element" but what is the base radius ? |
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We do not have to play with muddy fire dmg effects so want to something like this,
(might be 'fire to cold ..'support gem or something else...) Last edited by ancientmind#4872 on Jul 30, 2018, 11:52:39 AM
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Having gone through Incursion relying on this, and theorycrafting the HELL out of it (if I had more time, I'd have run multiple different EH builds) I can say that while the gem does NOT trivialize content (and hence doesn't necessitate a wide-range nerf) it DOES still have some balance issues.
Namely, of the 1,181 characters on the ladder that currently use it, 1,170 (99%!) use at least one "Combat Focus" jewel. To further break it down, 1,144 have "Avatar of Fire" be it through Xoph's Blood, (598) the Avatar of Fire node (545) or, for some reason, both. (1) That means:
*(For some reason, two characters, BoomMuffins and Eggxalted_temple_robber, have Avatar of Fire (the latter even using a CotB) while NOT restricting their Ele hit in any way; I have no clue what they're doing) So in the end, our build breakdown of 1,181 users is, with zero overlap:
So, this establishes that while Elemental hit has some POTENTIAL for build diversity, right now it definitely leans too much towards the "go all fire" route. Balance changes shouldn't be towards comparing Elemental Hit with OTHER skills, so much as making alternate choices regarding AoF/Combat Focus more attractive. My current suggestion is to change the properly "10% more damage for each ailment on the enemy" to something akin to "20% more damage for each ailment on the enemy that does not match the element chosen." This would yield a slight nerf (loss of a "10% more") to ~98% of pure-fire users, but could yield a significant buff to those that allow rotation of elements. If the objective is to favor some other single-element builds besides fire (e.g, like, those cold Windripper and lightning Tempest builds) then perhaps simply change it to specify "20% more damage per non-damaging (elemental) ailment on the enemy." Overall, while a lot of items are particularly popular with it, I don't see them as problematic. This skill is fun, and a nice playground for theorycrafters as it's not straightforward and rewards playing with mechanics. " As I explained in another thread where that was mentioned, this cannot work, since damage conversion can be applied multiple times. (e.g, you can convert physical to cold, then cold to fire) In order to allow multi-step conversion, it MUST be only permitted in a single direction otherwise you leave it open to contradictory conversions; e.g, a "cold to fire" combined with a hypothetical "fire to cold" gem would yield an infinite loop, locking up the entire server. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster Last edited by ACGIFT#1167 on Aug 6, 2018, 2:47:05 PM
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How to fix conversion-based Elemental Hit in one simple step, without nerfing multi-element based builds into the ground:
Last edited by Abdiel_Kavash#5296 on Aug 6, 2018, 4:05:45 PM
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" So "fix" in that case is the euphemism for "castrate?" Also, it'd utterly destroy non-conversion single-element builds; you DID notice I mentioned how some folks were using it with Windripper and also with The Tempest? Such a change would annihilate those builds as well. At that point you may as well toss the gem back into the dumpster it was in pre-3.3.0. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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I am sorry, but a skill that has a threshold jewel that says "100% more damage", that you can have two of, absolutely deserves to be castrated.
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" By the same logic, we ought to delete stuff like Cospri's and Poet's Pen, since it's an easy 10-link. (or 13-link if you're dual-wielding Mjölners!) Funny thing is... Cospri's is pretty weak, and while popular, Poet's Pen isn't exactly overwhelmingly superior to everything else in the game in spite of its advantages. Why's that? Because there's something known as a "investment cost." Contrary to what you'd like to believe, it's NOT a one-node-investment for a big de facto "more" multiplier. Y'know what nodes ARE like that, though? There's three. All of which could potentially be used with the skill:
All of the above may be keystones, but for a lot of build routes, those are taken with basically zero downside. PA is literally just a reward for going low-life; there's no downside to it, just a question of whether it applies or not, and some builds will naturally achieve the condition 100% of the time anyway. Yet here's the thing: all of the above, in spite of being 1-node investments for large swaths of "more damage," certainly aren't "deserving to be castrated," because the way you have to bend a build to make use of them requires sinking so much investment that it's not strictly better than sinking the same investment elsewise. The same goes for using a fire conversion build. To get that supposed "1-node more," we gotta go:
All told, you have to sink a LOT to just get that single tantalizing bit. I mean, you didn't think GGG just threw that in, INTENDING for players to go for it, without making sure it had some drawback to it, did you? In practice, Elemental Hit is very much NOT the most powerful ranged attack. It's decidedly inferior in pack clear to Tornado Shot and Kinetic Battery, and slower at single-target than Barrage. Balance-wise, it fits right in with existing popular skills. And it's not overwhelming the meta; that would be Blade Vortex, and also Arc. P.S.: Also showing in your saltiness is that you ENTIRELY failed to address what I mentioned about non-conversion builds; playing this with The Tempest (which is a damn cool idea; I'd personally also scoped the prospect of using Hyaon's Fury) would also be implausible. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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We are alive. We are still alive!
https://www.pathofexile.com/forum/view-thread/2844110
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The nerf ws one of the most poorly thought-out things in the game. I guess that's what happens when GGG just listens to whiny redditors who've never touched something in question and just make a mob mentality over what sounds good.
The way they nerfed it has two huge problems:
I've gone over it repeatedly before, but it's really simple: come 3.5.0, they -need- to redo the jewels. Again. One big problem with their current iteration: we now have double-dipping back in the game. Most notably, if you block both lightning and cold damage, you have 50% less damage of EACH lightning and cold... Meaning that both can be applied to the same damage. Yes, this actually does apply if you convert lightning, to cold, then to fire. It meant that before, using a particular ring was a high-investment way to squeeze out a bit more damage, but now it's worthless: Pre-nerf, that extra 40% could justify eating up a ring slot because the lightning slice of damage was a bit bigger than the others. Now, that slice gets hit by "50% less" TWICE, which means you're basically only getting 10% of your lightning damage converted to fire with that ring. (9% if you were using Pyre instead of cold-to-fire or Frostferno) You could alt a better opal ring. The real solution would be multi-fold, to address all issues:
All told, the current nerf was a flat 33-38% nerf across the board for all AoF builds; those that abused the above mechanics to get millions only had to say bye-bye to a million or two DPS, while others were STILL far worse off. The above mechanics would leave the meta build viable, but allow for other routes to actually have any use... And more importantly, start to break the stranglehold of the "ranged meta." This existed well before Elemental Hit stopped being a garbage skill, and no amount of nerfs focused on a single skill will fix it. Now if they could do that AND find a way to reign in Arc and Blade Vortex, the game would actually have some semblance of skill balance. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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