Skill Revamp - Elemental Hit

it does not convert anything? it just adds a flat amount of damage..

and all other flat damages like x-x fire damage on rings are added to the attack with 188% effectivness at gem lvl 20.

Pretty Nice !
But i think i have one thing to say: is this skill still usable while unarmed ?
If yes i guess i'll try doryani's fist for a "lil ligthning base damage" !
This league is gonna be AWESOME !
Keep up the good work GGG !
Still no Vaal Blade Vortex :(
Will Emberwake ignites count as an additional Ailments?
2Bex
Can you show about the power siphon and its vaal version?
Thx
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Can it be used with wands? Will it get projectile tag?

I am wandering what is better EE or focusing on 1 element with 188% damage effectiveness!
So basically you need weapon FAST and with high Crit!

Focusing on Lightning damage with 188% damage effectiveness: Flat damage gem + Wrath + Vessel of Vinktar! And many flat added from rings!
I wander are there any ways to increase damage randomness (1-400 damage) to always deal max damage (or at least nearby)? Does crit provide this? Or it is purely random without any ways to affect it?
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Jaramir95 wrote:
Will Emberwake ignites count as an additional Ailments?


Yes, "Make Emberwake Great Again" - flat 10% More damage just from ring :)
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JoeShmo wrote:
every build can do that if they want with minimal effort


If you say so...I'd rather not keep switching skills every second, thanks. Or being shoehorned into some Poet's Pen / CoC / etc. build.

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JoeShmo wrote:
2. The AoE tag would disable them because Call and Splash work with single target melee, not all melee. The melee skills that work with it are actually single target melee skills, with a secondary effect; which is why I was asking for clarification, considering Elemental Hit may be an actual aoe attack, or it might be a single target with a secondary. Hence, Clarification.


And what in that video made it look like Ele Hit isn't a single target skill anymore? There are plenty of single target melee skills with the AoE tag in the game already, like Static Strike or Infernal Blow.

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JoeShmo wrote:
3. Glacial Hammer's jewels...doesn't make an actual difference in their effective use or how far into the game you can use them

its standing compared to other skills


Lol no. Like Lmao!

And sure. Keep thinking that way, if it makes you feel good. Thankfully, I know enough people who just like using cool abilities and killing stuff, not masturbating to a leader board.

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JoeShmo wrote:
Players know they exist, and GGG does as well.


I should hope they do. Else I'd be concerned how they're choosing their buffs and nerfs.

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JoeShmo wrote:
If you don't make skills be at least closely comparable to the higher ranking ones, then its a complete failure as nobody is going to actually seriously use it.


LOL! You know, you seem to have missed what was a very straightforward criticism of your argument. Fyi, it wasn't about which skills were stronger and weaker, but about your supreme confidence that you know human psychology perfectly. What, do you work on Wall St. or something and so only see people like yourself at the office all day? Fortunately, these days even economics is slowly eating humble pie and taking some notes from actual psychologists and sociologists (and then conveniently rebranding itself as 'behavioral economics' as if their insights were 'new'). Go join some random, not racing, parties and see what everyone's playing (fun fact: I didn't come up with that GH build in isolation - there are even recent build guides for it, though I didn't follow one myself). Or go outside and see all the different jobs people work in despite there being public average pay charts and accessible qualifications. You think you're so right that you're universal - it's just plain unthinkable that a significant number of people could possibly think differently, and if they do it's because they're idiots (and not for being factually wrong, mind, but just for having different tastes and values).

Besides, going by GGG's track record, those 'higher ranking ones' are far more likely to be nerfed in the long run than all other skills being buffed to their level.

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JoeShmo wrote:
Do you really want it to be an underdog skill still, just so you can win some sort of hipster battle with "the meta players" by making sure you don't become popular or efficient? That sounds completely irrational.


I want it to be able to handle most of the game's content, is all. And be fun to play. Beyond that, I couldn't care less how competitive it is. And I've seen enough other people playing builds I never even thought of to know I'm not unique in that. Am I in the majority? No idea. Unlike you, I'm not arrogant enough to pretend to know. As for "irrational", I suggest you go read a good modern economics textbook, rather than ones written in the 1800s.
Last edited by Exile009#1139 on May 25, 2018, 4:16:09 AM
Quick question! How do I have to interpret 'Only deals damage of the chosen element' regarding the other base damage types? I do realize that this means that the resultant blow can only deal damage of that very element.
However, does that mean that the base damage of the other damage types is zero when one is chosen or could I convert some of the otherwise neglected other elemental damage to the chosen damage type? For example, say fire damage is chosen, would cold to fire support have any effect on the damage of the blow without having any additional flat cold damage?
Last edited by kuddman#3943 on May 25, 2018, 4:16:31 AM
How will the 10% more damage per ailment interact with additional instances of ignite. Say using a ranged attack totem with burning arrow and emberwake would I get 30% more damage from the passive or just 10%?

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