What did Elemental Hit do to deserve this upcoming nerf?

Am i the only one who read the news post and thought "why not just make it CONVERT all damage to one random element? This punishes people who use multiple sources of added elemental damage".
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Question2 wrote:
Am i the only one who read the news post and thought "why not just make it CONVERT all damage to one random element? This punishes people who use multiple sources of added elemental damage".


Not how conversion works. The way the game is coded, conversion can only ever go in one direction. Physical > Lightning > Cold > Fire > Chaos. Conversion goes from the left to the right, and fundamentally cannot go backwards in order to avoid serious issues with cyclical/chain conversion (i.e. "imagine physical being converted to Lightning and back again. Forever" lockup issues).

Before you ask: if they were building the game right now with their current technology they could probably do it differently, yes. But that's not what they're doing, and the conversion code is buried deeply enough in the engine that they can't readily change it without breaking a million other things.

So. The behavior you want, as much intuitive sense as it might make (and I'd argue that), is impossible in the current Path of Exile. Sorry, mang.
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Question2 wrote:
Am i the only one who read the news post and thought "why not just make it CONVERT all damage to one random element? This punishes people who use multiple sources of added elemental damage".

You know... there are already TONS of skills for that kind of setup out there. Kinetic blast for wands, tornado shot for bows and wild strike for melee for example. Or, if you want a generic one for either of those, go frenzy.
Elemental hit (at least the new version) seems to be created specifically for people who DON'T want to stack added ele damage. For the record, I count myself towards those. I really like that they're trying to support the not so common playstyles aswell.
Seriously though... pretty much every attack build out there stacks ele damage these days or uses an off-hand stat stick to get added ele damage based on phys damage. I actually enjoy seeing this skill being remade into something that says "fuck that playstyle".
I make dumb builds, therefore I am.
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1453R wrote:
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Question2 wrote:
Am i the only one who read the news post and thought "why not just make it CONVERT all damage to one random element? This punishes people who use multiple sources of added elemental damage".


Not how conversion works. The way the game is coded, conversion can only ever go in one direction. Physical > Lightning > Cold > Fire > Chaos. Conversion goes from the left to the right, and fundamentally cannot go backwards in order to avoid serious issues with cyclical/chain conversion (i.e. "imagine physical being converted to Lightning and back again. Forever" lockup issues).

Before you ask: if they were building the game right now with their current technology they could probably do it differently, yes. But that's not what they're doing, and the conversion code is buried deeply enough in the engine that they can't readily change it without breaking a million other things.

So. The behavior you want, as much intuitive sense as it might make (and I'd argue that), is impossible in the current Path of Exile. Sorry, mang.


Couldnt they easily sum up all the flat damage and just change it to a certain element, and then flag it so that it doesnt change to anything else?

I mean, they can obviously calculate an attack as "x fire, y cold, z lighting", sum it all up to like, 100k or whatever, then make the attack do 100k fire damage and 0 for everything else...
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FCK42 wrote:
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Question2 wrote:
Am i the only one who read the news post and thought "why not just make it CONVERT all damage to one random element? This punishes people who use multiple sources of added elemental damage".

You know... there are already TONS of skills for that kind of setup out there. Kinetic blast for wands, tornado shot for bows and wild strike for melee for example. Or, if you want a generic one for either of those, go frenzy.
Elemental hit (at least the new version) seems to be created specifically for people who DON'T want to stack added ele damage. For the record, I count myself towards those. I really like that they're trying to support the not so common playstyles aswell.
Seriously though... pretty much every attack build out there stacks ele damage these days or uses an off-hand stat stick to get added ele damage based on phys damage. I actually enjoy seeing this skill being remade into something that says "fuck that playstyle".


Because stacking flat damage is one of the easiest way to increase your damage. If they wanted to encourage alternatives, all they have to do is buff the existing alternatives which are % modifiers.

Instead, anyone running elemental hit is likely to run into massive issues finding gear to scale their damage, because they cant use flat damage. They basically have to waste jewel slots on threshold jewels or use weaker modifiers that arent restricted to one element.

The game is actively setup to get you to focus on one element...so for elemental hit to really work, they have to introduce better options to support multi-element skills...

And it doesnt scale based off your weapon so its likely to be inferior to skills that do.

Look at something like molten strike...does elemental hit hold any advantage over molten strike?
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Question2 wrote:
Am i the only one who read the news post and thought "why not just make it CONVERT all damage to one random element? This punishes people who use multiple sources of added elemental damage".

This is how skill will be working. If you have multiple sources of added elemental damage - don't use EH. EH rework is great.
retired from forum because of censorship and discrimination
I keep seeing it asked but no clear answer: will elemental hit prevent cold and lightning dealing ignites?

The reason I ask is because the gem is very clear that it only deals the chosen element. If it can't deal ignites with cold or lightning, then it surely can't poison with Volkuur's either. All of that really affects both the value of the skill and the threshold jewels as well.
Last edited by Photeus on May 26, 2018, 4:11:05 PM
Answer me this...

If one were to use ranged totems with this, the totems would not trigger nor reset EE, correct?
So if you had, say, a couple Ele Hit ranged totems limited to two elements (ice/lit), while the main char was spamming a different type of Ele attack (let's say: Lit Arrow), every second attack from the totems would get the 'More' damage multiplier whenever they fired Cold?

Just curious. Sounds like a very interesting skill, particularly for leveling since EE can be so quickly reached from Witch, Templar, or Scion.
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
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Photeus wrote:
I keep seeing it asked but no clear answer: will elemental hit prevent cold and lightning dealing ignites?

The reason I ask is because the gem is very clear that it only deals the chosen element. If it can't deal ignites with cold or lightning, then it surely can't poison with Volkuur's either. All of that really affects both the value of the skill and the threshold jewels as well.


What makes you assume you can't ignite with cold damage anymore if you block the fire portion of the skill?

Volkuur adds a unique modifier that allows the chosen element to poison(by adding a baseline poison% to skills of the tag type = fire/cold/lightning)

Blocking on hit damage from occuring doesn't imply it blocks the associated status ailments from occuring by ascendancy or item interactions.
Hope that makes sense and would be my baseline assumption.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
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Boem wrote:
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Photeus wrote:
I keep seeing it asked but no clear answer: will elemental hit prevent cold and lightning dealing ignites?

The reason I ask is because the gem is very clear that it only deals the chosen element. If it can't deal ignites with cold or lightning, then it surely can't poison with Volkuur's either. All of that really affects both the value of the skill and the threshold jewels as well.


What makes you assume you can't ignite with cold damage anymore if you block the fire portion of the skill?

Volkuur adds a unique modifier that allows the chosen element to poison(by adding a baseline poison% to skills of the tag type = fire/cold/lightning)

Blocking on hit damage from occuring doesn't imply it blocks the associated status ailments from occuring by ascendancy or item interactions.
Hope that makes sense and would be my baseline assumption.

Peace,

-Boem-


Only deals damage of the chosen element.

Deals no damage of other damage types.

That wording makes me assume it works very similar to brutality. Brutality supported skill can't deal a poison (because its only allowed to do physical). Ignites with cold/lightning shouldn't be able to deal ignite damage under the same logic.

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