What did Elemental Hit do to deserve this upcoming nerf?

elemental hit never did use all 3 elements it chosen 1 at random and applied that, granted added ele damage from herald and gear were added
so elemental hit chose fire did firedamage + ice from herald + lightning from gear

what has changed is that it now choses a a random element lets take fire again and it wil only do fire damage so, fire damage from herald of ash wil apply while ice from herald of ice wont(nerf)

but now it wil never use the same element twice in a row so elemental equilibrium is a 50% more damage to it righ now (massive buf)

each elemental ailment wil add 10% more shock ignite chill frozen up to 40% more (buf)

it now does an aoe explosion on hit damaging nearby monsters (potentialy shotgunning if they overlap) (buff)
this also means it has the aoe tag so we can add conc effect (buff to single target)

so before ranting read it over carefully and think

if you go with a wand build get pierce and get the explosions so it becomes pretty much kinetic blast like but with its own elemental damage instead of scaling it from physical

this instantly makes me think piscator's vigil wand https://pathofexile.gamepedia.com/Piscator%27s_Vigil
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uffert wrote:


it now does an aoe explosion on hit damaging nearby monsters (potentialy shotgunning if they overlap) (buff)
this also means it has the aoe tag so we can add conc effect (buff to single target)



While I agree on the aoe buffing clear I think it's unlikely that conc will increase single target as the explosion likely will not hit the original target. Basically I'm just saying aoe damage shouldnt scale the initial hit in the same way as ice shot works (the aoe and projectile scale differently)
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stomatopod wrote:
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uffert wrote:


it now does an aoe explosion on hit damaging nearby monsters (potentialy shotgunning if they overlap) (buff)
this also means it has the aoe tag so we can add conc effect (buff to single target)



While I agree on the aoe buffing clear I think it's unlikely that conc will increase single target as the explosion likely will not hit the original target. Basically I'm just saying aoe damage shouldnt scale the initial hit in the same way as ice shot works (the aoe and projectile scale differently)


I thik you right, but then again just use GMP and the areas will just overlaap increasing the damage, at least in big groups it can do so serious damage, and the bigger the area...... xD
Be patient my son.

In time, GGG will buff it again.

SRS was my favorite skill when it was released

then they buffed it

then they nerfed it
then they nerfed it again

then they buffed it again

then they nerfed it again.. twice


so you see, patience in all things
the initial hit likely wont but i ment the blast damage , you'd use aoe for pack clear conc for bosses so the blast does more damage to them
https://pathofexile.gamepedia.com/Elemental_Hit


Have you ever read that ? or even the current gem tool tip for that matter ?
I like the upcoming EE + Ele hit interaction. What I don't like are the threshold jewels. I hope Ele hit with threshold jewels doesn't completely dominate non-threshold builds in terms of dps.
Let's be methodical here, people.

First of all: no, 3.2.0 Elemental Hit did not deal all three damage types. Stop being dense.

Second of all: Elemental Fucking Hit Reveal Announcement. Keep a tab open here, to reference the actual skill gem text. Y'know, that thing that describes what the skill does? Let's have that on hand here.

Third of all: What does this rebuild do?

Clearly, the skill is being tailor-made to abuse the hell out of Elemental Equilibrium. Elemental Hit cannot repeat elements, and it cannot ever deal damage of more than one element. The skillgem may as well read "Take Elemental Equilibrium or you cannot use this gem." The guaranteed rotation of elemental damage does not require you to take one of those Combat Focus jewels, as Grinding Gear suggested, to benefit from EE. Regular three-element cycling Elemental Hit will do just fine for triggering EE on every attack, especially given the 'More' multiplier for attacking targets struck by elemental ailments.

The rebuild makes it somewhat harder to scale Elemental Fucking Hit (goddamnit I miss Yoji...), because any given flat damage you add only works 33% of the time at best unless you do Combat Focus weirdness. Even if you do, added elemental damage will only trigger every other hit, for a total of 94% effectiveness of your flat elemental damage. This includes things like Added Cold/Lightning gems, Ice Bite, Heralds, and the like, making most of those kinda bad for scaling the skill's damage. Generic elemental damage, a'la EDwA or Grand Spectrum, is the best route, followed by generic projectile damage if fired from a bow or wand (which it should be, since Wild Strike beats it hands down for melee weirdness). Scaling the skill is going to suck, BUT there are ways of making it work now.

One such way is "your [X] can Ignite/Freeze/Shock" modifiers. Hrimsorrow/Hirmburn's 'Cold Damage can Ignite' becomes potentially quite a valuable addition to a Nu Elemental Fucking Hit build, as do other similar off-element things. Three Dragons, surprisingly, is less so since that just rotates stuff and doesn't do anything for a multi-element specialist like this. Nevertheless. Stuff like Hrimburn can allow a build to cut off one of its elements via Combat Focus to try and get better added damage if it likes and still gain all three (four) elemental ailments given the gem's own innate giant chance to Ailment. Elemental Hit can inflict any ailment on its list with any hit, if your cold can Ignite as well as Freeze/Chill, E-Hit says it has a 49% chance to do so.

Side note: DO NOT use two different Combat Focus jewels to turn E-Hit into a mono-element skill. That eliminates the Elemental Equilibrium interaction and drastically reduces overall damage potential of the build, especially given that bosses do not benefit from reduced effect from Elemental Equilibrium, the way they do against curses.

An Elementalist Wander or Archer utilizing the new Elemental Hit and Beacon of Ruin for guaranteed shocks/chills against even the fattest bosses could conceivably do pretty well for itself, provided it can find ways to scale its damage. Most people will tromp to the rooftops with a megaphone and bellow "CRIIIIIIIIT!!!" at the tippiest-top of their lungs, and in this case they might actually be correct given the general lack of effectiveness for added damage. Given how much of a giant pain in the ass crit is for anything but Assassins I kinda frowny-face at it, but I can see where it'd be a natural* way to scale multiple otherwise exclusive damage types at once.

What your build does need to be able to do, though, is the following:

*Reliably inflict all elemental status ailments, for that large 'More' modifier. Elementalist will help immensely with this because Beacon of Ruin is busted as hell, and Shaper of Desolation might not actually be completely pointless for the first time since it was nerfed.

*Attack as rapidly as possible. E-Hit continues to not give a fat fuck about your weapon's damage, which will at least make it easier to gear for.

*Get to Elemental Equilibrium and hump it like the dirty ho it is.

Constant chills/freezes from the high innate ailment chance on top of the fast attack rate will help to protect the character, and scaling Shock/Ailment effect (not ailment damage, ailment effect) helps deal significant extra damage through shocks and further protect the character with enhanced Chills. Tombfist Intimidate/Maim gloves would be of especial use here as well, stacking Elementalist enhanced Chills with Maim means enemies are effectively paralyzed even when they're not frozen, a'la bosses.

I could actually see this providing an interesting take on Windripper builds, and kinda want to play with it during Incursion, honestly. Getting extra projectiles for it will suck donkey dick because you more or less have to just deal with LMP/GMP, but at least the explosions will provide good coverage. Been meaning to do something abusive enough to make Child Services wince with Beacon of Ruin anyways; this could well be it.
Last edited by 1453R on May 25, 2018, 11:54:21 AM
not sure if it'll be that good once you consider that you pretty much have to lock up 2 jewel slots without stats just for it.
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WoT_Seanchan wrote:
New elemental hit : Uses ONE random chosen element and deal no other damage..... Sound familiar?? It continues to not do physical damage but now has the nerf of not being able to do MULTIPLE elemental damage on top! Just a single one. Chance to shock, freeze, ignite goes up.. ok and?? It's not buffing any flat damage, so while yes it's useful to make adjustments to gear and tree stats for inflicting ailments; the fact still remains IT'S A NERF!!!


Old/ current elemental hit: Uses all 3 elements at the same time and deals no physical damage. Cold, lightning and fire damage is dealt out. Not very strong in itself vs other flavor of the month / streamer hyped skills. I currently use all 3 elements ( focused on one / two while having the last converted to another) That damage from the others is still there and stacks. If I do 3k cold, 3k fire and 5k light (11k total) now; that means in the future I'm going to lose out on 2 of those elements!


So ignoring all the other nonsense, you're also just going to be literally and completely wrong?

The new elemental hit has 188% effectiveness of added flat elemental damage. The old elemental hit doesn't have any of that and also only adds 1 damage type at once and doesn't even remove the physical damage (the physical damage from the weapon is still dealt normally with old elemental hit).

I really have no idea what you're smoking.

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