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2 - there are skills/items that shred enemy resistance
3 - skills/items that improve damage based on how many ailments the enemy has
4 - they scale
thanks for the answer, thant sounds good
thanks for the answer aswell :)
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Because we cannot login for now to watch the guide section, another summarizing question...
Does ignite scale with fire damage or damage over time or intellect or do ailements scale with an own seperate "ailment damage modifier"?
Would be cool to know, if you can scale them up passively anyway or if you would need to force their scaling with seperate own stats.
Added flat damage is irrelevant for ailments, as they have their own base damage value, and doesn't scale with the hit that applies them. So to scale up ailment damage you need :
- A lot of hits. So either a very fast hitting skill, one that hits multiple time when used, or skills that trigger other skills. In any case, attack/spell casting speed is critical.
Important : ailment don't "hit", but they need a skill that "hit" to apply them (as a rule : anything that can crit is a hit).
- A lot of %chance to apply the ailment. You want it as high as possible, as having more than 100% chance is still beneficial (200% chance to apply bleed will apply 2 stacks at once).
The damage of the hit, as well as its damage type, doesn't really matter, what's important here is the %chance to apply you get from your passives, gear, and the skill itself.
For example, one popular option for paladin is delivering bleeds with hammer throws triggering ligthning smites. The lightnng conversion here is not because we want this damage type specifically, but because it can hit in AE, shotgunning and applying at once a lot of bleed stacks to a mob in the middle of a group when multiple smites are triggered.
- Finally, ailments also scale with Damage other time, and the appropriate damage type (physical damage for bleed, Fire damage for ignite, etc.)
These three things are multiplicative, so it is possible to scale up ailments pretty well into end game. The advantage of ailment is that they are less affected by armor, so they keep consistancy as mobs become tougher, and can ignore some defense mechanisms.
The disadvantage of course is that you letting go instantaneous damage in favor of a ramping over time style, which means generally mobs tend to survive a bit longer and this can forces you to invest in more defense.
EDIT: I found my error now, because it states on The Ghost Maker, that the damage over time is working exclusively for spells...
Aberrant Call might be a better example then.
Bleed (physical DoT)
Electrify (lightning DoT)
Ignite (fire DoT)
Hybrid ailments with damage over time components and debuffs:
Damned (necrotic DoT)
Doom (void DoT)
Frostbite (cold DoT)
Poison (poison DoT)
Time Rot (void DoT)
Good to read some calm and clear infos during this hectic time <3
I guess, i have no more questions. Thanks again :)