Increase Dmg In Teamfights10/20/2021
It shows 20-400 poison damage. I think the sheet dmg is bugged. Just equipped 4 items with Materialdmg and the stackdamage was consistently higher.There is only one tree dedicated to caster ailments and all the other ones have all kinds of +spell dmg or +specific dmg. It's all +spell dmg or +specific element dmg or adds 9-12 dmg of one type to spells.When going through the skill tree you have to take some nodes along the path that gives you flat +15 spell dmg overall so these wont buff ailments either? Just the direct dmg portion of any spell you cast I guess, which will be weak anyways after taking +ailment/-direct dmg?I get what you're saying about double dipping but melee has +melee dmg and +weapon dmg too so something doesn't seem right. So if you deal fire, shadow and rend damage, but can only apply two ailments in a single hit with a single skill, then it will take the two highest dmgs of the tree types you deal in order to decide which ailment is applied.OK so wait then, I am getting more confused now but not really.So when you look at a gem, they have affixes such as "adds 9-12 toxic damage to spells" - So this will not buff ailment dmg at all then? Or just the spell portion you cast, if it's even worth it when you start taking +ailment/-direct dmg skills?Because other than that on gems I just see +ailment chance but not even an option for ailment dmg, which makes gems seem almost worthless.Also, I have rarely seen any items/weapons that have +burn or +ailment dmg on them. You can obtain items that give you more, so if you have shadow dmg to spells as well you can then also inflict all 3 ailments with a single fireball (each has a seperate chance to be applied)The amount of base dmg only matters when discussing the priority of ailments applied. Meaning your fireball can proc burning dmg and if you have lightning dmg to spells as an example, can also proc shock.
But just close by there is a flat +dmg node, which I guess is intended for warriors/rogues passing through the mage tree so it's not a total waste for them. They all apply a different ailment but only 4 of them do actual dmg with one amplifying dmg.I'll try to break it down in a chart-like fashion below for anyone getting lost here.* Shadow So if your gear or passive has +% Material dmg that is a global modifier that affects all physical, rend and toxic dmg of that type since there is no specific affix indicating it's for spell or attack.You might see some passives, gear stats or gems that give a higher amount of dmg to one type as well, which is a global modifier too.If something says "adds X dmg to spells or attacks that will only affect the direct dmg not the ailment dmg as that is considered something separate.The opposites to that are gear/gems/passives that have +ailment dmg or +burn/shock/bleed/poison affixes which will not affect the direct dmg from the spell or attack.This was a bit confusing too me at first because a couple of the nodes in the beginning Scholar tree that has both +ailment and +spell dmg listed in one passive. This is more true for a new game on release as well when people are figuring it all out.I thought perhaps spell dmg at first affecting ailments as there are sometimes nodes close by it etc.I'm in the middle of respeccing again now trying to figure out best/how many ailments to take and what gems to put in sockets.I'm not the best math person so I don't know what is best route to go +(specific) dmg to spells (for more different ailments) or go all +8-10% (specific) ailment dmg on weapons.Also, for anyone else wondering, out of the 9 different dmg types in games they are divided into 3 categories.
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