What did Elemental Hit do to deserve this upcoming nerf?

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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.
What? Have you misread everything about rework? It's bonkers. If things will work as they stand now it's actually gonna surpass Blade Flurry and Molten Strike for single target damage...
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Photeus wrote:
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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.


I just read it, it is indeed quite ambiguously worded.

It "deals no damage of other damage types", now we can interpret this as excluding ignites and poison, since they have an active damage component.
However, these are not considered "damage types" but ailments resulting from a specific damage type.
(cold,lightning,fire,physical,chaos are all the damage types)

Interpreting it like this, it would not be able to cause ignites and poisons.

However if the items in question(grimburn and volkuur if i got the names correct) actually add an ailment to that "damage type" then there is no issue since then it is dealing damage associated to the damage type.

Yeah this could swing both ways depending on coding and will have to be tested live or answered by a dev.

I suggest summoning Mark for tasks like this or perhaps vipermagi could assist.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
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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.


Im predicting lots of "guys im trying to scale my EH damage but its so hard and using [insert some other skill here] with abyss jewels would be so much easier, is there any reason to use EH instead?" posts after the patch.
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Question2 wrote:

Im predicting lots of "guys im trying to scale my EH damage but its so hard and using [insert some other skill here] with abyss jewels would be so much easier, is there any reason to use EH instead?" posts after the patch.


I don't think scaling it would be a problem at all. Abyss Jewels will work just fine, and the skill itself has a bonkers damage effectiveness.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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SunL4D2 wrote:
What? Have you misread everything about rework? It's bonkers. If things will work as they stand now it's actually gonna surpass Blade Flurry and Molten Strike for single target damage...
hehe sure especially blade flurry. 😁 Only in your dream.
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Kastmar wrote:
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SunL4D2 wrote:
What? Have you misread everything about rework? It's bonkers. If things will work as they stand now it's actually gonna surpass Blade Flurry and Molten Strike for single target damage...
hehe sure especially blade flurry. 😁 Only in your dream.

It's funny how you manage to be wrong even when you choose Blade FLurry over Molten Strike, because MS deals more damage.
Last edited by SunL4D2 on May 26, 2018, 7:15:54 PM
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Phrazz wrote:
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Question2 wrote:

Im predicting lots of "guys im trying to scale my EH damage but its so hard and using [insert some other skill here] with abyss jewels would be so much easier, is there any reason to use EH instead?" posts after the patch.


I don't think scaling it would be a problem at all. Abyss Jewels will work just fine, and the skill itself has a bonkers damage effectiveness.


Only if you limit the EH to one element, otherwise you'll lose out on the flat damage from those abyss jewels 2/3 or 1/2 of the time.

And even if you isolate down to one element, the damage effectiveness isn't *that* good. 188% at level 20 isn't unusual for namelock single-target melee skills right now. 'New' doublestrike can do the same (94% x 2), blade flurry and molten strike can well-exceed that, as can barrage, tshot, shrapnel shot, and blastrain for bows (and wands).

The main question would be 'can your added damage combined with the higher potential ratios on those other skills make up for the immense amount of added damage E-hit grants'. With good gear/jewels/auras/weapon/etc for flat damage, yeah, you most assuredly can. But without good flat rolls elsewhere, E-hit can pick up the slack.

So yeah, it'll probably be eclipsed by many other skills with a fully fleshed-out build. But it should still be good in general.
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SunL4D2 wrote:
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Kastmar wrote:
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SunL4D2 wrote:
What? Have you misread everything about rework? It's bonkers. If things will work as they stand now it's actually gonna surpass Blade Flurry and Molten Strike for single target damage...
hehe sure especially blade flurry. 😁 Only in your dream.

It's funny how you manage to be wrong even when you choose Blade FLurry over Molten Strike, because MS deals more damage.
maybe only tooltip is bigger. I tried same setup critical dagger blood flurry and molten strike. 160k tooltip blood flurry dont remener ms but was much highier. In reality? Blood flurry killed bosses a way faster than ms.
Last edited by Kastmar on May 26, 2018, 8:24:30 PM
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Kastmar wrote:
maybe only tooltip is bigger. I tried same setup critical dagger blood flurry and molten strike. 160k tooltip blood flurry dont remener ms but was much highier. In reality? Blood flurry killed bosses a way faster than ms.


how many projectiles did you have on MS, and what was your projectile +%, MS tooltip means absolutely dick all if youre fucking around with 3 projectiles a hit, switching between bladeflurry and MS to compare damage isnt just a case of swapping skill gems, you did respec into it for the comparison or just presume crit will carry it ?

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