Elemental Proliferation is fine.

"
goetzjam wrote:
Splash is actually 14 not 12.

And quality gives:

+1% increased Area of Effect radius per


http://pathofexile.gamepedia.com/Range

I double checked before posting, tab was still opened. If that info is wrong give a source and get it fixed.

Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
"
Moosifer wrote:
"
goetzjam wrote:
Splash is actually 14 not 12.

And quality gives:

+1% increased Area of Effect radius per


http://pathofexile.gamepedia.com/Range

I double checked before posting, tab was still opened. If that info is wrong give a source and get it fixed.



Funny you mention the wiki because:

http://pathofexile.gamepedia.com/Melee_Splash



https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Was increased from 12 to 14 in 0.11.0b
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB on Mar 6, 2015, 1:37:51 PM
"
ScrotieMcB wrote:
Was increased from 12 to 14 in 0.11.0b


Yeah I was reading on that, his post that is linked was from April it later got increased by:

Increased Melee Splash radius by 17%.

In that patch which was in June.

EDIT: fixed the wiki entry.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Last edited by goetzjam on Mar 6, 2015, 1:39:03 PM
Back on topic: As long as burning damage double-dips on Fire and Elemental increases you're not going to see a mass exodus to crit-based. The non-crit nodes are effective scalars, ensuring burn will remain as one of the (few) safe havens for non-crit.

Now if double-dipping got nerfed, that might do it.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Two things.

1. The "conditional" element of LMP applies also to Prolif, so the importance of considering that is quite diminished (but still relevant).

2. When you say double-dipping, I'm not sure it works the way you are saying it does, and the wiki isn't quite clear either. This is because there are two ways to interpret the description:

Indirect benefit
Modifiers like +ele dmg apply to both, but the ignite boost is an indirect boost from the base damage of the active skill.

Example - 50 damage fireball would normally ignite for 10 damage, but will ignite for 11 because fireball goes up to 55 with 10% fire damage. This could also be seen as "10% increased ignite damage."

or

"Double dipping"
Modifiers like +ele dmg apply to both the active skill used and ignite damage, as you are saying.

Example - 50 damage fireball benefits from +10% fire damage. It becomes 55 damage fireball that ignites for 11, then adds 10% to become 12.1.

I always understood it to work as A. Just to be clear, this is how I saw the benefits applying.

"

Damage over Time modifiers -- Direct Benefit
Burning Damage modifiers -- Direct Benefit
Damage modifiers -- See example A
Fire Damage modifiers -- A
Elemental Damage modifiers -- A
Area Damage modifiers if applied by an Area skill -- A
Projectile Damage modifiers if applied by a Projectile skill -- A
Trap Damage modifiers if applied by a Trap -- A
Mine Damage modifiers if applied by a Mine -- A
Totem Damage modifiers if applied by a Totem -- A
Minion Damage modifiers if applied by a Minion -- A


As you can tell, it's only natural that anything which increases base damage would directly benefit ignite damage, with DoT and Burning multipliers being the only ways to increase burn without increasing base damage.

If A, it's fine.

If B, I agree with your reasons, but not solutions. We can go from there.

I'm just not sure which it is, and never had reason to question until this thread. If you know how it works, and can cite a source other than the ambiguous wiki description, I would be very interested to read it.
If double dipping would be removed non crit ignite builds would get a** raped and therefor to avoide the bleeding no actions against double dipping should be made. Also ignite seems to be in a good pot at the moment, because it allows inexperienced players and or people who have difficulties in acquiring currency at a reasonable rate to experience all end game content beside aziri and the buffed version of her.

Regarding shock proliferation, since the removal of shock stacks nobody uses this skill anymore for spreading shock becaue of the fact that firtly most people play crit builds so they can perma shock enemies automatically esspecially since the implementation of the herald of thunder skill gem and secondly it is easier to obtain chance to shock on the tree. Knowing thee facts nobody in his/her right mind would sacrifice a valuable gem slot for the proliferation gem.

Freezing proliferation should remain being as strong as it currently is because it is similar to burn proliferation in terms of crit vs non crit balance. If you nerf it all cold spell builds would have to utilize crit in order to freeze rare and unique mobs.
Last edited by vangrandson on Mar 6, 2015, 3:02:13 PM
www.pathofexile.com/forum/view-thread/659400/
Spoiler
"
Qarl wrote:
Damage Over Time Balance:
  • Previously, modifiers to damage dealt applied only to damage on hits unless they specifically said otherwise (for example, Increased Burning Damage).
  • Generic modifiers to damage dealt will now apply to damage over time that your character causes. Damage over time is not spell damage, nor attack damage, so modifiers specific to those types will not apply. Non-specific "increased damage" modifiers will apply to damage over time. Type-specific modifiers will apply as well. For example, "increased fire damage" modifiers will apply to fire damage over time.
  • Modifiers based on how the damage is dealt will apply as appropriate - for example, increased area damage and increased projectile damage will both apply to the poison clouds from Poison Arrow, as it fills an area and is an effect of a projectile.
  • Viper Strike can be supported by Melee Splash, now that the damage penalty also applies.
  • Damage conversion does not apply to damage over time.
  • The changes in this patch apply to most damage over time in the game (i.e. both players and monsters).
  • One exception is that damage increases will not apply to damage over time that you cause on yourself. For example, having 100% increased damage won't make the chaos damage over time from Blood Rage more powerful.
  • Note: This is a functional change to Righteous Fire. Previously this skill did increase the burning damage on you by your increased burning damage modifiers. Increased burning damage will still affect the burning on enemies.
  • Magic, Rare and Unique monsters have a damage bonus built into their rarity - this will now also apply to any damage over time they cause.
  • On hit effects [Scrotie's note: such as Life Gain on Hit, Blind] do not apply to damage over time.
  • The Ignite status ailment now deals only 20% of the original hit per second for 4 seconds. This has been reduced as it can be increased in more ways with the damage over time changes.
  • Several skills have had their scaling adjusted. As these skills now have many more things that can scale them up, their built-in progression has been reduced. They are potentially more powerful if you specialise in them.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB on Mar 6, 2015, 3:02:22 PM
Totally forgot about the DoT patch. Probably should have looked over that before I made all these DoT builds.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
Interesting. Especially the last point.

"
Several skills have had their scaling adjusted. As these skills now have many more things that can scale them up, their built-in progression has been reduced. They are potentially more powerful if you specialise in them.


It sounds to me that GGG intended for it to be this way. They intentionally buffed ignite damage. The failing I see is the failure to properly address shock/freeze in a similar way, but it's also possible the ignite buff was too strong in the first place. I can't help but revert to my previous position about proliferating off corposes, not checking each monster's resistance against the initial hit, and how it works of auras/heralds. Those seem to be more abusive than Prolif itself, but I can see the argument for the radius being too big as well.

The issue I am having with your argument at this point is that if they are to remove double dipping, they'll have to revert the scaling changes across all the other gems. If they nerf Prolif, they'll probably need to buff those other gems too, because a straight nerf to Prolif runs the risk of ruining it--at least, a damage reduction nerf does.

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