How to calculate ignite base damage?

Quick question:
Elementalist ignite build using Vortex to ignite.
Does "more cold damage" increase the base damage of ignite?

Ethereal knives ignite build:
100%phys converted to cold, and allocate Avatar of Fire.
Does Hatred and Herald of Purity help?
Last bumped on Aug 2, 2023, 8:03:51 PM
I would use Path of Building, in the Calcs tab it states the ignite damage.
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FlameBiter wrote:
Quick question:
Elementalist ignite build using Vortex to ignite.
Does "more cold damage" increase the base damage of ignite?


No. Increased/More modifiers do not affect the base damage of an Ignite.
Presuming you're using Shaper of Flames or some other way to ignite with cold damage however, the "More Cold Damage" will scale your Ignite damage, since the Ignite is technically converted cold damage and works the same way all other damage conversion does. Cold modifiers work on converted Ignites, but the base damage of the hit is still the base damage.

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FlameBiter wrote:
Ethereal knives ignite build:
100%phys converted to cold, and allocate Avatar of Fire.
Does Hatred and Herald of Purity help?


Do they help the base Ignite damage? No, for the same reasons as above. Do they help your overall Ignite damage? Yes, because you converted from physical to cold to fire, so physical, cold, and fire modifiers will all work on your Ignite damage.

Generally the only way to improve the base damage for an ailment like Ignite or Bleed is to add flat damage to the source of that ailment. "More Cold Damage" wouldn't scale your base hit on Vortex; "Adds X-Y Cold Damage to Spells" would improve the base damage of the hit, things like Added Cold Damage or Ice Bite, but obviously adds nothing to the actual ongoing Ignite effect itself.

This is extremely intentional, because these modifiers used to both increase the base damage of the Ignite and also scale the Ignite effect itself, in a phenomenon known as "double dipping." It allowed you to get more than twice the total intended effectiveness from anything that could double-dip, since the modifier not only applied twice but the second application scaled its own scaling from the first application. Double dipping was removed because it was the undisputed king of dealing Unforgiveable Gorillions of damage and there was no way whatsoever to balance it properly, which is why many "Increased" damage sources on the tree now also explicitly - and separately - scale ailment effect/damage in addition to straight hit damage.
She/Her
Last edited by 1453R#7804 on Aug 2, 2023, 3:24:09 PM
Man I really went down the rabbit hole.

I thought poison also depended on base damage, and I've always though of base damage as flat damage before increased and reduced modifiers. But it looks like the mod "X% increased Physical Damage" also increases your poison DPS.

https://pobb.in/uJUsHvfpRmCE

Setup is Cyclone, 100% chance to poison, Resolute Technique. You can see that taking the "X% increased Physical Damage" nodes along the path actually increases your poison DPS. Can someone explain this one?
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Revnaut wrote:
Man I really went down the rabbit hole.

I thought poison also depended on base damage, and I've always though of base damage as flat damage before increased and reduced modifiers. But it looks like the mod "X% increased Physical Damage" also increases your poison DPS.

https://pobb.in/uJUsHvfpRmCE

Setup is Cyclone, 100% chance to poison, Resolute Technique. You can see that taking the "X% increased Physical Damage" nodes along the path actually increases your poison DPS. Can someone explain this one?


PoE Wiki on Poison.

Per the Wiki, same deal as Vortex/EK Ignite: the chaos damage from a physical application of Poison is physical converted to chaos, so modifiers to physical damage affect the scaling of the resultant poison DOT effect.
She/Her
Oh I just saw from the linked wiki.
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Portions of poisons inflicted by non-chaos damage are affected by modifiers that would increase the source damage type for the corresponding portion of the poison damage.

Ignite has similar
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Portions of ignites inflicted by non-fire damage are affected by modifiers that would increase the source damage type for the corresponding portion of the ignite damage.


The PoB makes sense now. If I add the mods
"Deal no Physical Damage"
"Adds 1000 to 1000 Chaos Damage to Attacks"
Then the "Increased Physical Damage" nodes do nothing to poison DPS.

I wouldn't really call it conversion then, because there's nothing being converted (in the traditional PoE sense).
Last edited by Revnaut#0808 on Aug 2, 2023, 4:28:46 PM
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Revnaut wrote:
Man I really went down the rabbit hole.

I thought poison also depended on base damage, and I've always though of base damage as flat damage before increased and reduced modifiers. But it looks like the mod "X% increased Physical Damage" also increases your poison DPS.

https://pobb.in/uJUsHvfpRmCE

Setup is Cyclone, 100% chance to poison, Resolute Technique. You can see that taking the "X% increased Physical Damage" nodes along the path actually increases your poison DPS. Can someone explain this one?


the damage sources from poison are physical and/or chaos damage
so anything that increases either will push poison damage higher

you can bypass that restriction with items like pneumatic dagger where you can poison with elemental damage
you can also scour poison from your damage with brutality gem, mostly useful if you don't want that part with golden rule jewel

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