Elemental_proliferation
Old: Yueren 2021-08-27 15:54:04
New: Yueren 2021-08-27 11:04:51
Old | New | Differences | |
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1 | - | # Ailment | |
1 | + | # Elemental proliferation | |
2 | + | **Elemental proliferation** is a modifier that makes hits apply status [[ailment]] debuffs as [[aura]]s to targets; these debuff auras have the same effects and durations as the original debuffs. Nearby enemies affected by these auras do not gain the auras, because only a target that has received a status ailment – as a result of being hit – can gain them. These auras are considered as status ailments, which means there can be more than one proliferation effect on the same target at the same time, but only the strongest one will present itself. The exception to this is if status ailments are allowed to stack, as is the case with [[Emberwake]]. | |
2 | 3 | ||
3 | - | ||
4 | + | [[Modifiers]] to [[area of effect]] radius and damage will apply to status ailment auras. But if a skill cannot be supported by AoE gems (such as [[Increased Area of Effect Support]] and [[Concentrated Effect Support]]), proliferation effect will not benefit from them either. | |
4 | 5 | ||
5 | - | ||
6 | + | Since status ailments ([[ignite]], [[chill]], and [[shock]]) stay on [[corpse]]s after death, debuff auras also stay and spread their effects to enemies around these corpses for the ailment's duration, or until the corpses are destroyed (e.g. shattered due to being frozen, detonated or raised). | |
6 | 7 | ||
7 | - | [[Chill]], [[freeze]], [[shock]], [[scorch]], [[brittle]], and [[sap]] are collectively referred to as **non-damaging ailments**. | |
8 | - | ||
9 | - | [[Bleeding]], [[poison]], and [[ignite]] are damaging ailments. | |
10 | - | ||
11 | - | ## Ailment Thresholds Changes 3.15 | |
12 | - | Now that player damage has been reduced, we've reviewed our Ailment Threshold calculations to compensate for the lower damage of fully-supported skills. It's now much easier to apply stronger non-damaging ailments on enemies with less damage, especially on skills less heavily-supported. | |
13 | - | ||
14 | - | We've also lowered the Ailment Threshold of particularly tough endgame encounters so that Chill or Shock investment is worthwhile on these encounters. Their threshold is now only slightly higher than regular map bosses. | |
15 | - | ||
16 | - | As a much requested quality of life change, players can now see the effect of non-damaging Elemental Ailments on enemies and themselves, so you can finally determine how powerful your Shocks are on enemies and thus know what benefit they are giving you. This also applies to ailments applied to you, and the buff granted to you by the Cruelty support. | |
17 | - | ||
18 | - | ## 1. Ailment Guides | |
19 | - | Monsters throughout Wraeclast won’t just hurt you — they can also inflict ailments. Fortunately, you can too. | |
20 | - | ||
21 | - | Ailments usually come from a specific kind of damage. Fire damage can ‘Ignite’, which deals further fire damage over time. Cold damage can ‘Chill’, slowing you down, or ‘Freeze’, causing you to stop moving entirely. Lightning damage can ‘Shock’, causing you to take a lot of extra damage from any source. Some enemies can also ‘Poison’ you or inflict ‘Bleeding’, both of which deal damage over time. If you move while you’re bleeding, the bleeding will deal extra damage. | |
22 | - | ||
23 | - | ### What are the ailment thresholds formulas for Brittle, Scorch and Sap? How do I know the magnitude of the ailment applied? | |
24 | - | - Scorch is the same as shock and chill; the magnitude is given by the formula: 1/2 * (Damage % of ailment threshold)^0.4 | |
25 | - | - Brittle is the same as above, but the multiplier fraction at the start is 1/4 instead of 1/2. | |
26 | - | - Sap is the same but with 1/3. | |
27 | - | ||
28 | - | Do elemental ailments work if you one hit a mob? I tried out Cremator Cluster Node and realized many enemies didn't get destroyed even though I only had fire damage and high critical chance. | |
29 | - | ||
30 | - | The Ignite is effectively simultaneous with the death - it will die and be ignited, but to be destroyed by Cremator it would need to be ignited before the hit that killed it. | |
31 | - | ||
32 | - | ## 2. List of Ailments | |
33 | - | ||
34 | - | <table class="wikitable sortable jquery-tablesorter" style="text-align: center; max-width: 100%;"> | |
35 | - | <thead><tr> | |
36 | - | <th class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Ailment</th> | |
37 | - | <th class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Associated with</th> | |
38 | - | <th class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effect | |
39 | - | </th></tr></thead><tbody> | |
40 | - | <td>[[Bleeding]]</a><img alt="" src="https://i.imgur.com/iCAKgb0.png" /></a> | |
41 | - | </td> | |
42 | - | <td>Physical | |
43 | - | </td> | |
44 | - | <td style="text-align: left;">Bleed can only be inflicted by [[physical]] damage from [[attack]]s. Bleeding enemies take 70% of the physical damage of the hit that inflicted Bleed as physical damage over time. Moving enemies take an additional 140% damage. The base duration is 5 seconds. | |
45 | - | </td></tr> | |
46 | - | <td>[[Poison]]</a><img alt="" src="https://i.imgur.com/ojFkeaB.png" /></a> | |
47 | - | </td> | |
48 | - | <td>Physical and Chaos | |
49 | - | </td> | |
50 | - | <td style="text-align: left;">[[Poison]] causes the affected target to take 20% of the combined [[physical]] and [[chaos damage]] of the hit that applied Poison as chaos damage over time. Poison can stack multiple times on a single target. Additional stacks do not refresh the duration, but stack independently from each other. The base duration is 2 seconds. | |
51 | - | </td></tr> | |
52 | - | <td>[[Ignite]]</a><img alt="" src="https://i.imgur.com/fG92Ze2.png" /></a> | |
53 | - | </td> | |
54 | - | <td>Fire | |
55 | - | </td> | |
56 | - | <td style="text-align: left;">[[Ignite]] causes the affected target to burn] for 50% of the [[fire damage]] of the hit that applied Ignite as fire damage over time. The base duration is 4 seconds. | |
57 | - | </td></tr> | |
58 | - | <td>[[Chill]]</a><img alt="" src="https://i.imgur.com/4guzREQ.png" /></a> | |
59 | - | </td> | |
60 | - | <td>Cold | |
61 | - | </td> | |
62 | - | <td style="text-align: left;">Cold damage always inflicts chill. Chill slows all actions of the affected target up to 30%, based on the [[cold damage]] of the hit. The base duration is 2 seconds. | |
63 | - | </td></tr> | |
64 | - | <td>[[Freeze]]</a><img alt="" src="https://i.imgur.com/2zxFSXa.png" /></a> | |
65 | - | </td> | |
66 | - | <td>Cold | |
67 | - | </td> | |
68 | - | <td style="text-align: left;">Freeze prevents the affected target from taking actions, based on the [[cold damage]] of the hit. The base minimum duration is 0.3 seconds and the base maximum duration is 3 seconds. | |
69 | - | </td></tr> | |
70 | - | <td>[[Shock]]</a><img alt="" src="https://i.imgur.com/7MlZp8m.png" /></a> | |
71 | - | </td> | |
72 | - | <td>Lightning | |
73 | - | </td> | |
74 | - | <td style="text-align: left;"> [[Shock]] causes the affected target to take up to 50% increased damage from all sources, based on the [[lightning damage]] of the hit. The base duration is 2 seconds. | |
75 | - | </td></tr> | |
76 | - | <td>[[Scorch]]</a><img alt="" src="https://i.imgur.com/aAOszFX.png" /></a> | |
77 | - | </td> | |
78 | - | <td>Fire | |
79 | - | </td> | |
80 | - | <td style="text-align: left;"> [[Scorched]] Enemies have their Elemental Resistances lowered by up to 30%, based on the [[fire damage]] of the hit. The base duration is 4 seconds. | |
81 | - | </td></tr> | |
82 | - | <td>[[Brittle]]</a><img alt="" src="https://i.imgur.com/N6rWeJ9.png" /></a> | |
83 | - | </td> | |
84 | - | <td>Cold | |
85 | - | </td> | |
86 | - | <td style="text-align: left;">[[Brittle]] causes hits against enemies to have up to +15% Base Critical Strike Chance against them, based on the [[cold damage]] of the hit. The base duration is 4 seconds. | |
87 | - | </td></tr> | |
88 | - | <td>[[Sap]]</a><img alt="" src="https://i.imgur.com/YomJcnm.png" /></a> | |
89 | - | </td> | |
90 | - | <td>Lightning | |
91 | - | </td> | |
92 | - | <td style="text-align: left;">[[Sapped]] enemies deal up to 20% less Damage, based on the [[lightning damage]] of the hit. The base duration is 4 Seconds. | |
93 | - | </td></tr> | |
94 | - | </tbody><tfoot></tfoot></table> | |
95 | - | ||
96 | - | ## Mechanics | |
97 | - | ||
98 | - | Ailments are in many ways similar to debuffs. The most notable difference is that ailments are associated with [[damage]] types, whereas debuffs are associated with skill effects. Modifiers to skill effect duration affect the duration of debuffs applied by skills, but not the duration of ailments. | |
99 | - | ||
100 | - | There is no limit on the number of different ailments a target can have at any given time. | |
101 | - | ||
102 | - | ### Application by damage | |
103 | - | Ailments can be applied by hits of damage. | |
104 | - | ||
105 | - | Each ailment is associated with one or more damage types. A damaging hit has the potential to inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. Bleed has an additional restriction: It can only be applied by attacks. | |
106 | - | ||
107 | - | The damage type associations for ailments may be changed by certain effects. As an example, [[The Three Dragons]] changes which damage types have the potential to inflict elemental ailments. | |
108 | - | ||
109 | - | A hit of damage also carries a property for each ailment that gives the hit a chance to inflict that ailment. By default, the chance to inflict most ailments is 0%. Any damaging hit has a 100% chance to inflict chill. Critical strikes have a 100% chance to inflict ignite, freeze and shock. Some skill and support gems include modifiers that grant additional chance to inflict certain ailments. Additional chance to inflict ailments can also be gained from [[passive skill]]s and [[equipment]]. | |
110 | - | ||
111 | - | Targets may also have immunity or a chance to avoid certain ailments. | |
112 | - | ||
113 | - | To summarize, an ailment is applied to the target if: | |
114 | - | ||
115 | - | - The hit of damage consists of damage types that have the potential to inflict the ailment | |
116 | - | - The chance to inflict the ailment is successful | |
117 | - | - The target fails to avoid the ailment | |
118 | - | - The target is not immune to the ailment | |
119 | - | - Any other conditions are met | |
120 | - | ||
121 | - | ### Application by other means | |
122 | - | Ailments can be applied in ways other than direct hits of damage. | |
123 | - | ||
124 | - | - [[Elemental proliferation]] causes elemental ailments to spread to other targets within a radius. | |
125 | - | - Certain [[ground effect]]s apply ailments. | |
126 | - | - Slaying a poisoned enemy with [[Bino's Kitchen Knife]] equipped spreads poison to other targets within a radius. | |
127 | - | - [[Arctic Armour]] chills enemies when hit. | |
128 | - | - A [[strongbox]] with the "Incandescent" prefix ignites the character that activates it. | |
129 | - | ||
130 | - | ### Damage with ailments | |
131 | - | ||
132 | - | Ignite, bleed and poison are damaging ailments. A damaging ailment deals [[damage over time]] based on the base damage of the skill that inflicts the ailment. Only the damage types that have the potential to inflict a damaging ailment are used as a basis for calculating the damage over time for that ailment. From a previous example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. In this example, only the fire portion of the base damage is considered for ignite. | |
133 | - | ||
134 | - | Damage with hits and damage with ailments are calculated separately and have different modifiers. Modifiers to damage with ailments do not contribute to the damage of attacks or spells. Similarly, modifiers to attack damage and spell damage do not contribute to damage with ailments. Modifiers to damage with weapons, melee damage, projectile damage and area damage do not apply to ailments under any circumstances. Modifiers to damage with ailments, damage over time modifiers, and generic damage modifiers all apply to damaging ailments. Modifiers to damage with specific ailments apply only to those ailments. Damage type modifiers apply to ailments that deal those types of damage. Additionally, [[burning]] damage modifiers apply to ignite, since 'burning damage' simply means fire damage over time. Resistances apply to damage of the corresponding types dealt by ailments. | |
135 | - | ||
136 | - | The damage multiplier for ailments from [[critical strike]]s exists independently from the critical strike multiplier used for hits. A character's base damage multiplier for ailments from critical strikes is 150%. There currently exist no modifiers to this stat. However, the [[Perfect Agony]] keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes. | |
137 | - | ||
8 | + | [[Ground effect]]s such as burning or chilling ground do not count as status ailments and therefore will not be proliferated. |