Elemental_Overload

Old: Yueren 2021-08-24 11:10:19

New: Yueren 2021-08-23 23:09:39

OldNewDifferences
1-# Lone Messenger
2-**Lone Messenger** is a [Keystone ](https://poedb.tw/us/Keystone) [[passive skill]] that significantly improves herald at the cost of disabling the character's auras and have a maximum of one herald. It increase the damage from the minions from [[Herald of Agony]] and [[Herald of Purity]], or the explosion hit from [[Herald of Ice]] and lightning bolts from [[Herald of Thunder]], or the damage over time from [[Herald of Ash]] and the ailment damage over time from hits of Herald. Note that Herald of Thunder's hit cannot inflict shock, while shock, freeze and chill (as well as the alternative ailments: scorch, brittle, and sap) are non-damage ailments. Only bleed, poison, and ignite are damaging ailments, which Lone Messenger only scale their damage if it is inflicted by the Herald.
1+# Elemental Overload
2+**Elemental Overload** (often referred to as **EO**) is a [Keystone ](https://poedb.tw/us/Keystone) [[passive skill]] that grants the player 40% more [[elemental damage]] for 8 seconds on critical strike, but prevents critical strikes from dealing extra damage.
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4-It can only appear when placing [[cluster jewel]]s into the player character's skill tree.
5-
4+## Mechanics
5+Whenever the player deals a critical strike, the damage bonus from Elemental Overload will apply for 8 seconds. This effect does not count as a buff and is not affected by modifiers to duration, nor can its expiry rate be modified by [[Temporal Chains]]. The damage bonus does not apply to the critical strike that originally caused Elemental Overload's effect to activate.
6+
7+Only skills you use yourself can activate [[Elemental Overload]]. [[Trap]]s, [[mine]]s, and [[totem]]s benefit from the damage bonus if you activate it with a skill you use yourself. [[Minion]]s do not interact with Elemental Overload in any way.
8+
9+The <span class="explicitMod">Ailments never count as being from Critical Strikes</span> effect causes any [[damage over time multiplier]] specific to [[ailment]]s from critical strikes to not apply. This includes the character's inherent <span class="explicitMod">+50% DOT multiplier for ailments from critical strikes, [[Perfect Agony]], and modifiers such as +50% to Damage over Time Multiplier for Poison from Critical Strikes</span> from [[Cobra Lash]].
10+
11+If the keystone passive [[Resolute Technique]] is allocated, Elemental Overload cannot activate.
12+
13+## Strategy
14+Elemental Overload is best allocated on characters that do not invest in [[critical strike]] but still deal critical strikes occasionally. Modifiers to critical strike multiplier no longer have any effect and can be ignored when assessing equipment.
15+
16+Ideally, when Elemental Overload is allocated, the player will strive to deal at least one critical strike every 8 seconds in order to keep the damage effect active. This can be achieved by balancing critical strike chance and hit rate. An average of one critical strike every 8 seconds is achieved by performing 12.5/(Critical Strike Chance) hits per second. For example, with the minimum critical strike chance of 5%, a character who performs 2.5 hits per second will on average deal a critical strike every 8 seconds (this assumes your accuracy for melee/ranged weapons allows a 100% chance to hit).
17+
18+For players whose primary damage skill is not suitable for maintaining Elemental Overload, a secondary skill that hits quickly can instead be used. Most notably, it is useful to cast [[Orb of Storms]] linked to [[Increased Critical Strikes Support]], since the skill will hit nearby enemies over a duration, thereby activating Elemental Overload, while the player can continue using their primary skill.
19+
20+### Elemental Overload and Ignite
21+
22+Although the 40% More Elemental Damage modifier may seem less powerful than the +50% to damage over time multiplier an Ignite applied by a Critical Strike would apply, note that damage over time multipliers are additive with each other. The EO 40% More modifier, on the other hand, scales all other damage and isn't additive with anything. If you have at least +25% to your DoT multiplier, EO will grant your Ignites more damage than the additional DoT multiplier with a crit. EO also only requires that you crit occasionally, which could be with a support skill, rather than consistently with your main damage skill.
23+
24+### Elemental Overload vs Critical Strikes?
25+
26+This table compares average damage of critical strikes versus elemental overload.
27+
28+It assumes that you have a 100% uptime on elemental overload.
29+
30+The crit chance used in the table is effective crit chance, i.e. the real critical strike chance including accuracy.
31+
32+<a href="https://i.imgur.com/YSxyxs2.png" target=_blank><img src="https://i.imgur.com/YSxyxs2.png"></a>
33+
34+## Location
35+Elemental Overload is located at the middle layer of the northwest part of the tree, near the transition area between [[Witch]] and [[Templar]].
36+
37+<div><table style="text-align: center">
38+<thead><tr>
39+<th>Class
40+</th>
41+<th>Distance from start
42+</th></tr></thead><tbody>
43+<tr>
44+<td>[[Witch]]</td>
45+<td>9
46+</td></tr>
47+<tr>
48+<td>[[Templar]]</td>
49+<td>9
50+</td></tr>
51+<tr>
52+<td>[[Scion]]</td>
53+<td>13
54+</td></tr>
55+<tr>
56+<td>[[Shadow]]</td>
57+<td>17
58+</td></tr>
59+<tr>
60+<td>[[Marauder]]</td>
61+<td>18
62+</td></tr>
63+<tr>
64+<td>[[Duelist]]</td>
65+<td>22
66+</td></tr>
67+<tr>
68+<td>[[Ranger]]</td>
69+<td>23
70+</td></tr></tbody><tfoot></tfoot></table></div>
71+
72+## Related items
73+### Base items
74+
75+- [[Oscillating Sceptre]]
76+
77+### Unique items
78+
79+- [[Skin of the Lords]] <span class="explicitMod">Random Keystone</span>
80+
81+- [[Augyre]]