Spell damage is a type of damage dealt by spells, while elemental damage refers to fire, cold, and lightning damage collectively. Secondary damage and damage over time are not considered spell damage. Increased spell damage increases the damage of all spells, including chaos spells. Elemental damage effects are now more appropriately sized for the quantity of elemental damage dealt relative to the target’s maximum life.
Some modifiers like abyss jewels add physical damage to spells, which will only be affected by spell damage, not elemental damage. However, they will generally affect spells. Attacks gain damage from your weapon, while spells primarily gain damage from their skill gem. Increased Damage (additive) and More Damage (multiplicative) are used to improve spells.
Spells are skills that can deal damage to an enemy or apply positive or negative effects to the caster, allies, or enemies. They are one of two types of bonuses from passives and equipment, not support gem or minion bonuses. Elemental damage does not apply to spells, as it only affects passives or items related to elemental damage or elemental resistance.
Inc elemental damage increases all sources of elemental damage, so both spells and weapon attacks. Inc spell damage increases all sources of spell damage unless all relevant modifiers are applied. For example, Fireball is affected by Spell, Elemental, and Fire Damage modifiers. The only thing that boosts spell damage are things that say, + To (Element) Skill Damage, like Rainbow.
Spells are not directly related to elemental damage, but many WDM skills like Enfilade or Earthquake will add flat elemental damage to missiles.
📹 EVERYTHING you need to know about ELEMENTAL damage in (Remnant 2)
In Remnant 2 you have access to three elemental damage types, each with their own nuances and advantages. Although …
Does adds damage apply to spells?
A local modifier on a weapon only counts the weapon’s damage, while global modifiers work with attacks or spells. Local modifiers increase the weapon’s attack damage but do not affect spell casting. Global modifiers, on the other hand, work with all actions related to attacks or spells. Some global modifiers, such as the “Adds 1 to 160 Lightning Damage if you haven’t Killed Recently” enchantment on boots, come from jewels or passive tree skillpoints and have a “global” tag. This can be confusing, as it can be confusing to understand the difference between local and global modifiers.
Is fire damage elemental damage Poe?
Fire damage is one of the five damage types and one of the three elements that count as elemental damage. If a creature lands a critical strike with an attack or spell that deals fire damage, the ignite status ailment is inflicted. Some fire damage, including that caused by ignite, is further classified as burning and is a type of damage over time. Fire damage is mitigated by fire resistance and reduction to fire damage taken. Skills dealing or affecting fire damage have the Fire gem tag, and some modifiers convert other types of damage into fire.
What is the elemental damage effect?
In Borderlands, elemental damage is a non-physical supplemental effect that a weapon can add to a target’s base bullet damage. In Borderlands, elements come in four types: Incendiary, Corrosive, Shock, and Explosive. Incendiary is a weak element initially, but it can set enemies on fire for substantial damage over time. It is effective against fleshy opponents, but it suffers heavily against shields and armor. Corrosive is weak initially but has substantial damage over time, hitting nearby enemies in the initial burst.
It is best used against armored enemies, such as Crimson Lance mercenaries, Alpha Skag frontal plates, or vehicles or turrets. Corrosive damage persists longer than fire or shock and can spread between enemies. Shock damage depletes shields rapidly but suffers a small damage penalty against flesh and armor. It may also electrocute an enemy to deal damage over time. Explosive damage is not particularly effective against any target but lowers potential damage but deals all of it immediately to the target. Explosive damage can hit multiple nearby enemies at once, albeit quickly in one large portion of damage.
Do spells get critical damage?
In DND 5e, spells that require an attack roll, such as the Firebolt cantrip, can critically hit. However, spells relying on a saving throw, like Sacred Flame, cannot crit. To guarantee a critical hit, exploit conditions like Paralysed and Unconscious, which automatically make attacks into critical hits. Gaining an advantage on attack rolls can also increase the chance of getting a critical hit, such as flanking, using the Greater Invisibility spell, or using class-specific abilities like Reckless Attack.
Can elemental damage bleed poe?
Bleeding is a condition that results in physical damage to a target over time, with the severity of the damage increasing in proportion to the target’s movement. This phenomenon is exclusive to attack skills and can be exacerbated to consistently inflict damage as if the target were in motion. It is possible for an attack to inflict one application of bleed if the different applications are inflicted independently.
Does elemental damage apply to spells Poe?
Damage is affected by all relevant modifiers, such as Spell, Elemental, and Fire Damage. Elemental Damage affects both Spell and Attack, while Weapon Elemental Damage (WED) affects only Attacks. Your IP address has been temporarily blocked due to a large number of HTTP requests. Common causes include the latest version of the Opera browser sending multiple invalid requests to our servers for every page visited, using the Brave browser or Ghostery add-on, which send extra traffic to our servers for every page visited, and using unofficial phone apps that do not behave like a real web browser. These apps may cause IP blocks indefinitely.
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What counts as elemental damage PoE?
The term “elemental damage” is used to describe the collective damage caused by fire, cold, and lightning. Passives or items that affect these types of resistances are referred to as “elemental damage” or “elemental resistance.” Unique items have the capacity to augment or diminish elemental damage in a percentage-based manner, introduce a component of damage from other categories, or incorporate a percentage of elemental damage.
What is the difference between elemental damage and spell damage?
The effect of spell damage is applicable to all spell types. In the case of elemental damage, this increases the damage of any spell that deals with fire, lightning, or cold.
How does spell damage work in Poe?
Spells are skills that can deal damage to enemies or apply positive or negative effects to the caster, allies, or enemies. They are one of two major categories of skills, unlike attacks. Spell damage is one of four sources, and can be mitigated by spell suppression. Kinetic Blast, for example, creates additional explosions from 1-20 quality, indicating that spells can be used to deal additional damage.
Does enhanced damage affect spells?
It should be noted that the ED statistic, which pertains to weapons, is applicable solely to physical damage, and not to elemental damage inflicted by jewels or any elemental or magical abilities. It should be noted that Fortitude and other statistical attributes do not contribute to the damage inflicted by these sources.
📹 Improve your Defenses DRASTICALLY in Path of Exile! (PoE 3.24)
0:00 Intro 0:25 #1 Spell Suppression 1:04 #2 Armour 1:41 #3 Physical Damage Taken As 3:02 #4 Maximum Elemental …
Love the article man, appreciate you clearing up the confusion I had on bleed. I had 2 questions for you. I get a lot of inconsistency when trying to proc explosions with the coil, sometimes applying stack one would do nothing and they’d pop on application of stack 2. Some times they wouldn’t pop at all. Did you run into that, and if you didn’t would running into it affect your recommendation? 2nd Question: For pairing with the stone of malevolence’s rapid mod loop, Jester’s Bell seems like a perfect fit, faster mod cast and more damage after using a mod, is there a reason you didn’t toss that one into this article? Thanks again man.
These are very useful articles. There are a few topics I would like to know more of and I am not sure if they are on your list, so I’ll outline them here: – Everything about melee (specifically what affects its damage, do certain projectiles count as something other than melee dmg etc.) – Everything about explosions (how to boost them, what counts as an explosion) – Everything about Skill or mod damage (elemental mods were touched here and familiar-based mods were touched on the Summoner article but there’s so many more) – Everything about the Invader (It’s severely underused, I don’t think people optimize it well and I believe there’s a lot of potential)
Nice, good stuff! I’m trying to make a guide on all bosses and I’m looking to know their elemental resistances and weaknesses. Do you happen to know them? I have a rough idea, like Tal’Ratha has around a 10% resistance to acid and its metaphysical form doesn’t, but it’s immune to burning (due to the water in the room I assume). The Root seems to be weak to fire except Legion (or maybe I’m wrong?) and Annihilation; Kaeula is weak to fire, for example, but because the room is in water she can’t be burnt. Dullain is immune to corrosion and has a high resistance to acid. I believe the boss versions of elite enemies share their weaknesses too, like Custodian’s Eye must be weaker to electrical damage and the Astropath immune to bleed.
The ring is working as intended. You can do the same thing using the archon class and not even have to have elemental damage it works with any damage. The problem is mods regenerating while they’re in use. Gunfire intends on fixing this. But the ring will still work just as well as long as you are switching from weapon to weapon and both weapons are Elemental 1 charges while you’re using the other after they fix it but the mod that’s currently in use will not gain charge. You will still be able to chain mod damage but you will no longer be able to keep on using the same mod over and over again do to it charging itself. You will have to use one mod to charge the other they will no longer charge themselves after the fix.
Generating mod power while your weapon’s mod is active is not a bug. All weapons generate mod power when they inflict damage that is direct damage from your guns. Yes, certain mods (dreadwalker, hot shot, or whatever mod) shut off mod generation from the damage you deal directly from your weapons for that mod while the mod is active. However, outside sources can generate mod power. So when a ring is generating the mod power, it is not the direct damage from your weapons that generates mod power (this has been shut off), it is an exterior source that is generating the mod power. In the case of stone of malevolence, it is the ring itself that is generating mod power. If you haven’t noticed yet, you are generating significantly less mod power when certain mods are active… because it doesn’t generate mod power from the direct damage of your weapons. The overwhelming majority of things in the game allows you to generate mod while those mods are active: archon prime perk, faerin’s sigil, faelin’s sigil, stone of malevolence, shiny hog lure, dense silicon ring, feedback mutator, harmonizer mutator. The exception would be for things that do not work. The only two I’ve found so far that doesn’t generate mod power in this context is the runed heart relic and cataloger’s jewel ring.
On one hand i don’t think Stone of malevolence is bugged because in most cases direct mod dmg doesn’t actually build up any mod power, its the elemental component of it that does so. On the Other hand I also thinks its pretty messed up that Nebulas nano swarm has an almost 100% uptime by itself without even using any ammo if it can keep hitting enemies. ill often just send out the swarm and swap to my primary weapon. Nano swarm lets me ignore most enemies and build up plenty of mod power, even with Nebula stowed it almost always fills back up by the time the mod ends by just shooting my primary a bit
Apologies if you did cover this and I am being entirely insane but I checked through twice and don’t see it. Something worth mentioning is that status effects themselves can stack. The fire dot from Tornado, Hotshot, Witchfire and the turret all stack seperate dots so you can total 3 fire dots running on a target showing as the fire symbol with an x3
I played 90 hours so far using the bonesaw machine gun with fire shot mod. The purple ring+ fire buff ring + fire buff amulet. Done the campaign twice and many adventures on nightmare. Only issue I face is the ammo. Fire shot mod never stops and it deals tons of damage and if I’ve lifesteal on, the over time damage heals me too.
The one that gets me is resonance. I was messing around with it yesterday. I know its not a damage skill range, thats amplitude. So i tried it one the pulsating heart and song of eafir. Doesnt affect those. So is it just the buff (dr)from the turrent ? It would be interesting to see a list of all the buggs it actual affects .
I think the ring of malevolence is working correctly for mods that have no duration. Like wildfire, fire storm and enigma. The charge is used and begins filling immediately as it should It could be bugged for things like hot shot and overflow which should only be filling after the mod duration runs out.
Very solid article. Both fairly comprehensive and succinct. Some other things to add would be sources of less damage taken like doppelganger guise, natures patience. Pantheon is another thing you could add. It may be worth another article on recovery/Regen/leech/recoup/life gain per enemy hit etc. and ways to defend against degens since that’s a big area of vulnerability for a lot of players.
You said that armor is better against many small hits rather than few strong hits, but you also said that you want 90% PDR, but you didn’t said why. The reason is…. the amount od damage mitigated depends on hit, if we have 10k amor and we receive 50k dmg in single hit we will mitiage only 3%, so we mitigate 1500 dmg, receive 48500 dmg with 10k armor, but with 50k amor and 10k hit, we will mitigate 50%, which is 5k and we also receive 5k damage. This is also reason why we wan’t to transfer phys dmg to elemental(and sometimes chaos), getting 75% res is easy, and from 50k hit we mitigate 37,5k and receive 12,5k and with 10k hit, we mitiage 7500 and receive 2500, so in almost all cases ele resistances will do better at mitigating damage, as long we don’t have 20k armor and we are receiving like 20 dmg hits, moreveor stacking armor over 20-30k gets tricky, at least for non-hardcore players. Also when we get % as ele, it will reduce phys part of hit and armor will do better.
This article omits sustain which is equally as important in a strong defensive setup. Ye you can mitigate all this damage but you’re still going to be taking damage. You need ways to recover your health / ES quicker than you use them up. POE has a variety of options for good sustain. Leech can be invested into and reach very large recovery per second Regeneration is a staple, if you ever played RF character you know you need to have strong regen to outregen the self-damage Recoup is the odd one, works best if coupled with other sources such as leech A honorable mention is Graven’s Secret unique belt paired with Ralakesh Impatience boots. This belt would normally prevent you from gaining power charges but the boots allow you to have maximum power charges at all times – so you get all that juicy crit and damage from them. You use standard power charge stacking setup (several uniques) and you end up with a char that has like 10 power charges and can gain up to 10 absorption charges. The latter ones give you massive ES recoup from elemental dmg taken. Usually used on CI builds.
I’m playing a Bleedbow Glad this League, i kinda min maxed it to hell and PoB says i have 200k eHP, i got a lot of things that make me tanky a few examples would be 90% Phys Reduction 85% Evade, 20 Fortitude, 100% Suppress, 80% Chaos, 50% Elemental as Chaos and a few more things. But i’ll have to say that Stacking Def layers without having a huge Hit pool isn’t the move in some Very Juicy Content. I got like 4.2k Raw Hp and some Juicy things just 2 Hit me. I’ll probably try to Reach something like 100k ES in the next Saison (with idk what Build) to see if that’s Viable as well. Great Vid tho!
This is a typical, misses the forest for the trees article. You are not explaining HOW to improve defense. You are effectively just telling people “buy these uniques to improve your defenses.” That is sooooo much different than teaching someone how each mechanic works and why it is important. Then again maybe the target audience wasnt a new player progressing through the campaign or SSF players, in which case, you might want to make a article for them too.
All i use for defance is Determination, 75 all res, close to capped chaos res, fortyfie and stunn imunty, leech, some life regen on belt and boots .Just in case olso use cast on deat portal for not running to end of the map . It makes confteble gameplay on not to jused maps with not much investment and takes some skill to pilot, wich is a lot fun for me .
Thank you for the great article i just started 4 days ago on xbox series s this game is more detailed than i thought i have 5. questions 1. What was the character at the start of article 2. Where do you get the spiders at and 3. What is the melee character your using at 46 seconds 4. How does a newbie get strong fast 5. How do i get chaos orbs im just got to the submerged passage in act 1
This is a little basic and just a list of mechanics. I think poeple needs suggestions. And larger ways of thinking about defences. For example i think you should mention these baseline rules everyone uses. For example you must solve phys. Someone not using armour must use large ammounts of compensation for this. It is the single biggest source. Your example with using determination for the campaign is a gross understatement. You need lile 40k+ armour preferably unless you use a large ammount of convert AND reduction or youbare glasscannon. Another good example is if you run armour and some maxres you dont NEED spellsuppress. But if you only have 75 res and not very high armour/jugg you MUST have spell suppress to not be oneshot by a lot of commons things in map/boss. Overcapping resists a little and removing curse is incredibly important if you like to play any t16 maps. This is very important and most builds brick and becomes a glasscannon if you do not. Some like glasscannon but i assume they dont waste time on a defense article. 90% res to 75 it a massive increase in damage taken. It increases damage taken by +150%. That’s just a player maxres or elemental weakness. Regenerstion is a topic worth expanding. The regeneration from aegis is not only aegis. Inquis, the life regen necklace or shield both are strong. This invalidates all incoming damage exceot for oneshots. Overleech from trickster/slayer, inquisitor and the aegis/defiance of destiny are the most popular atm. Reduced dot damage taken is underrated tbh.
This is nice but you progress faster by playing glass cannon. Thus by ignoring some defensive layer you shoot througg the progressing for a tenth of the budget, so ten times as fast in the beginning of a league. Dps is underrated. I am tired of paying for so many defensive layers. It’s just bloated lile the rest of this game.