Can i shock using this gem?

Hi

My main skill storm call - it is a lightning skill.
Can i shock using this gem (Elemental Focus Support)?



Thanks
Последняя редакция: Staglaitor_#3917. Время: 24 февр. 2019 г., 11:46:41
Last bumped26 февр. 2019 г., 02:18:05
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Staglaitor_ написал:
Hi

My main skill storm call - it is a lightning skill.
Can i shock using this gem (Elemental Focus Support)?



Thanks


Nope.

Edit: Shock is an Ailment.
Последняя редакция: CrazylikE#7023. Время: 24 февр. 2019 г., 13:43:06
If you right click support gem, you should then be able to see all skills that you have equipped on your character with a green or red symbol. This should give you a fast view if support gem can possibly be linked to skill gem, but this is depending on other facts like if you use another trigger gems like "cast on" types, totem or traps.

As Lightning is an elemental damage, this support gem should work to increase damage, but it doesn't help with ailments as you can see from second line: "Supported skills cannot inflict elemental ailment".

If you put it in a socket that is linked to skill gem, you should then also be able to see in description for active skills from skill bar what part of support that is active. It the same description where you can also see active skills that you equip when it is accessible on bar, with symbol in corner for linked support and how much DPS that it can do in average.


https://pathofexile.gamepedia.com/Shock

I use Elemental Proliferation Support which combine ailment like shock, provide some duration of it and also help to spread it to other enemies in a radius of 15.


https://pathofexile.gamepedia.com/Elemental_Proliferation_Support

If your goal is to shock, try Arc as active skill gem instead. I have been using both and for me Arc seem to work better when you have a large mob in front of you (with totem). Storm Call is more stationary when use through a totem and do hit in range, so it a bit of what kind of situation you want to use those two skill. My subjective feeling is that Arc work faster to shock. Combine shock with knock back and you will have good setup to slow down and increase other types of damage.

EDIT: Don't forget that there is also a Curse which can help you to increase chance of shock for lightning and/or in general for all elemental damage types.

//RexyCat
Последняя редакция: RexyCat#2745. Время: 24 февр. 2019 г., 14:05:38
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CrazylikE написал:
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Thank you for your help

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RexyCat написал:
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Thank you for your detailed help. Really appriciated

I just learn english and could not understand the phrase about ailment in gem description

"try arc" - interesting idia. - I'll try
About tooltip - in little rectangle - i see "avr. damage 14000" but a little lower - in big rectangle i see damage in range - "990 - 19000".
19k - what a big quantity! - does it have any relation to my damage?
If i (990+19000) / 2 - i don't get 14000.

Yes i use "Elemental Focus Support" and it does'n gime me shock but it gives me 50% more damage - i cant ignore this gem - may be you can propose me some alternative in aspect of combination of shock and big damage?


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CrazylikE написал:
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RexyCat написал:
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about Deadly Ailments Support gem. There is a phrase: - "supported skills deal (45-64%)" more damage with ailments

How can it relate to shock?

gamepedia says:

"Shock is an elemental ailment associated with lightning that causes the affected target to take increased damage from all sources."

Does it mean that shocked enemies get more (45-64%) damage when hit'ed

Thanks
Since Shock doesnt do damage, it doesnt do anything for it.
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Staglaitor_ написал:
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CrazylikE написал:
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RexyCat написал:
...


about Deadly Ailments Support gem. There is a phrase: - "supported skills deal (45-64%)" more damage with ailments

How can it relate to shock?

gamepedia says:

"Shock is an elemental ailment associated with lightning that causes the affected target to take increased damage from all sources."

Does it mean that shocked enemies get more (45-64%) damage when hit'ed

Thanks



I just started playing during Christmas, so I don't know how everything works, but have spent a lot of time reading on forum and wiki to learn and to try making a useful build.


https://pathofexile.gamepedia.com/Ailment

If you read this section about aliments, then you might understand a little better why shock first need to be triggered (same way as critical damage) which then for 2 second increase damage at target. It is the same way with fire and Ignite which means that for a short duration a special condition is happening related to (elemental) damage type. It is better you read the full explanation on wiki as it is a bit complex even for me.


As for lightning there is also something called Sap which is the reverse of Shock to some degree. Target will instead have its own outgoing damage reduced instead of receiving a short time frame more damage from player. There is also damage over time (DoT) effects in this game so it is necessary to keep those two apart. "Non-damaging ailment" means that they don't have a damage over time part, but still do crowd control effects and other type of effects that is not related to DoT.



I had a look into your passives and it looks like you have Elemental Overload which give "no damage multiplier for ailment" in exchange for a 40% elemental damage if you have crit in the last 8 seconds. Maybe your Controlled Destruction (support gem on Staff) also prevent you from Shocking targets as it "have a 100% reduced critical chance".


https://pathofexile.gamepedia.com/Ailment

As for having high DPS numbers, it is no wonder as you have invested so much in one single elemental damage type from what I can see on your character. The main problem would be that some creatures might have high resistance or even be immune against lightning damage. What will you do then?

Combining two damage types will at least make you less depending on having the right mods on maps or that there would be some creature that you will have a hard time to kill in a mob. Maybe add some chaos damage in your build (there are support gems that convert one damage type into another).


As for "more/less" and "increase/decrease" in PoE that means that one calculation is additive and the other multiplicative.

https://www.pathofexile.com/forum/view-thread/261646

Here is a forum thread that explains a bit of this and there should also be a sticky from GGG somewhere on this forum on how these calculation are made, so don't take it for granted that "Deadly Ailments Support gem" will give you straight forward 45% to 64 % more damage directly. In reality there is much more that must be included for those numbers to reflex real numbers for what will happen during a fight.

Most support gems have something that make skill stronger, but at same time reduces something else to compensate so it will not become over powered. With a 5 or 6 link you need to take care that you actually aren't negating other support gems mods.

More concentrated damage might sounds good (which it is for single target that isn't much mobile), but when it also means smaller area that it can take effect in then it might not be that good for what you are trading off. Even during fights with bosses one have to be ready for mobs that might spawn and they can fast become too many even with high damage. There is also potential corpses that explodes and so on which make it hard to stay close to target.



//RexyCats
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RexyCat написал:

As for "more/less" and "increase/decrease" in PoE that means that one calculation is additive and the other multiplicative.


You say this, but then you say this afterwards:

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RexyCat написал:

I had a look into your passives and it looks like you have Elemental Overload which give "no damage multiplier for ailment" in exchange for a 40% elemental damage if you have crit in the last 8 seconds. Maybe your Controlled Destruction (support gem on Staff) also prevent you from Shocking targets as it "have a 100% reduced critical chance".


Which means you dont actually understand the difference between less and reduced, because Controlled Destruction is 100% reduced critical strike chance which doesnt mean that you cant cause critical strikes. If it had been 100% less chance, then you wouldnt have been able to cause critical strikes.
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CrazylikE написал:
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RexyCat написал:

As for "more/less" and "increase/decrease" in PoE that means that one calculation is additive and the other multiplicative.


You say this, but then you say this afterwards:

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RexyCat написал:

I had a look into your passives and it looks like you have Elemental Overload which give "no damage multiplier for ailment" in exchange for a 40% elemental damage if you have crit in the last 8 seconds. Maybe your Controlled Destruction (support gem on Staff) also prevent you from Shocking targets as it "have a 100% reduced critical chance".


Which means you dont actually understand the difference between less and reduced, because Controlled Destruction is 100% reduced critical strike chance which doesnt mean that you cant cause critical strikes. If it had been 100% less chance, then you wouldnt have been able to cause critical strikes.


First of all, I tried to point out that there is a relationship between some combination in Passive tree and what mods each skill will support including linked support gems mods that might not be very clear when one just started to play this game.

In use of everyday language most people would use words like "reduced" and "less" to have very much the same meaning and that can be confusing when this game make a distinction between how each term are supposed to be understood and for how this game make use of it in its calculation behind each hit.


Staglaitor (OP for this thread) asked about a certain support gem would make it possible to give him/her Shock and that was what I was trying to explain with pointing out that there might be things in passive tree and gems that doesn't work the way one might first think when one have the ability to shock targets from using lightning damage. Other games that make use of lightning as a damage source usually also provide something to imitate a devastating impact in form of "shock" (make target stop do damage for a short duration and sometimes other things) or they call it "stun" instead of shock.


As for your discussion about Controlled Destruction it seem that there is a base down to 5% which might explain why you can still have Critical strikes (with exception for Resolute Technique and max 95% according to Critical Strike section on wiki. This support gem are actually being mentioned in Critical Strike section.

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Mechanics

Critical strike chance and critical strike damage multiplier are calculated separately for each spell and weapon attack. All weapons list a base critical strike chance, which only affects attacks using that weapon. Damage-dealing spells also have their own base critical strike chance, which is independent of the weapon used to cast the spell. For instance: the critical strike chance on a wand does not affect the chance to score a critical strike with Fireball, even when the player uses that wand to cast the spell.

Critical chance cannot exceed 95%, with the exception of Trypanon or using a Diamond Shrine. Likewise, with the exception of the keystone passive skill Resolute Technique, critical chance has a minimum of 5% and cannot be reduced below this, even with modifiers that reduce critical chance such as Controlled Destruction Support.




//RexyCat
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RexyCat написал:
The main problem would be that some creatures might have high resistance or even be immune against lightning damage. What will you do then?


Thanks for help

In this case i use conductivity curse and can use lightning penetration gem as well

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