So I was doing some planning into what sort of character I am going to play in the new league, and I was thinking of going an arc inquisitor. While deciding how I will build my character I came across a situation I've never really considered before, because in my past experience with a spell character, you just take the highest % nodes between spell and elemental damage that are relevant along the build path. However, after studying into the build I've found that the best way to build arc is to use Call of the Brotherhood to convert 50% of lightning damage to cold for things like Cold pen etc. Now my question lies in the idea that spell damage and elemental damage effect spells the exact same on a base spell model, but in this scenario would elemental damage be better? My thought process behind this (without any actual knowledge of how these percentages actually work in the game) is I assume 10% spell damage would increase the base damage of the arc by 10% so going from 100 to 110 for example. Would a 10% elemental node with the 50/50 split of the ring cause the damage to be higher? My logic behind this is having the base damage of arc be increased by the 10%, then the 50% cold damage being increased by a further 10% because it is a different elemental source, in essence increasing the damage from 100 to 115? If my logic is incorrect, what is the correct analysis then? Also, if spell damage and elemental damage are the same under all circumstances for spells (outside of chaos / spells that aren't specifically of an element) what is the point of having the difference? Thanks so much for reading and the help! | Posted by on Mar 2, 2016, 4:53:34 AM |
The same modifier can't apply twice to a given instance of damage (or anything else). Spell and elemental damage will still do the same thing with CotB Arc. ' There are a fair few spells that don't deal elemental damage (EK, Bladefall, Essence Drain, Shockwave Totem, anything to which you've added flat chaos damage, etc). There are even more cases of elemental damage not being spell damage (any elemental attack, burning, etc). Have you done something awesome with Sire of Shards? PM me and tell me all about it! | Posted by viperesque on Mar 2, 2016, 4:57:16 AM |
' Thanks for the help mate. | Posted by on Mar 2, 2016, 5:09:33 AM |
I cast Frostbite on a group and i lay down the freeze mine with a cold pen support gem. Will both cold pen and frostbite increase the freezing duration of the mine? | Posted by royvisser1990 on Nov 20, 2013, 12:32:51 AM |
RIP Bolto | Posted by Covert on Nov 20, 2013, 1:51:46 AM |
Freeze Mine + Cold Penetration + Added Cold Damage + Frostbite + Increased Area of Effect. Maximum freeze duration and area. | Posted by Natharias on Nov 20, 2013, 2:19:05 AM |
' temp chains I don't always post, but when I do I prefer to troll. | Posted by BackwoodsS on Dec 25, 2013, 7:10:02 PM |
Don't forget elemental proliferation. Make sure only the largest freeze takes place :D. | Posted by on Dec 25, 2013, 7:53:05 PM |
' I sit corrected then. Freeze Mine + Elemental Proliferation + Cold Penetration + Added Cold Damage + Increased Area of Effect + Concentrated Effect Cast Frostbite and Temporal Chains. Watch enemies be frozen for a minute or two. Eat popcorn and watch 1% life regeneration top off your life. | Posted by Natharias on Dec 25, 2013, 11:35:40 PM |
' max freeze duration is 3.33s the only thing that makes this linger is :Quality elemental proliferation and the +%freeze duration passives. so the 6l you posted is a bit overkill^^ Q20 freeze mine +Q20 elemental prol + added cold + cold pen is more than enough for max duration freeze on a huge ass area | Posted by shroudb on Dec 26, 2013, 10:22:40 AM |
Kinda off topic, but related. Has anyone tried using cold snap to do the same thing? I know it does less cold damage (for the freeze), but is it 'enough' to get the 3.33 for most whites, blues, and yellows? I would prefer to use cold snap if it's sufficient because it actually does cold dmg (for EE) and it's slightly easier to cast. Last edited by Myrthr on Dec 26, 2013, 11:41:20 AM | Posted by Myrthr on Dec 26, 2013, 11:39:58 AM |
' with high crit build it's possible to do the same thing, without crit. you would need quite a bit of investment in spell damage. the good thing with cold snap though, is that if you are a cold caster (and thus have sufficient +elem damage/+spell damage) to proc the freeze reliably, it's considerably longer freeze due to innate +40%freeze duration on a q20 cold snap (or +30% on a not q gem) also it has a huge chill in case you dont freeze. | Posted by shroudb on Dec 26, 2013, 12:21:40 PM |
' combinate with trap support gem for another more multiplier and 3 charges (and still 4sec cd) | Posted by on Dec 26, 2013, 12:27:01 PM |