137% more Spell Damage ?

Does the following Combination give 137% more Spell Damage with a little bit crit chance ?


Elemental Focus + Controlled Destruction + Elemental Overload + Righteous Providence(Inquisitor)

Elemental Focus : 49% more Damage no Elemental Status Ailments
Controlled Destruction : 49% more Damage 100% reduced Crit Chance
Elemental Overload : 40% more Elemental Damage if you Crit las 8 Seconds
Righteous Providence : 100% increased Crit against Enemys with no Status Ailments

=> no Elemental Status Ailments => +100%CritC => -100% CritC => +/- 0%
Last bumped on Mar 19, 2016, 1:09:03 PM
You get 210% more Damage.
More and Less are multiplicative modifiers; 100 * 1.49 * 1.49 * 1.4 = 310.8% initial Damage.
Increased and Reduced are additive. CD and Providence cancel eachother out.

Also worth noting: Crit Chance has a low-end cap of 5%. However, you really want a small bit more than just the base Crit Chance if you're rolling with Overload.
Last edited by Vipermagi#0984 on Mar 18, 2016, 9:26:51 PM
to Vipermagi,

thanks for clarification.

Yes, i meant a little bit extra Crit Chance ,depending on Cast speed.

But, because CD and Providence cancel eachother out, that are not much skill points.
or maybe even crit from gear is enough.

Also, no Crit Multi needed.

This should be pretty effectiv regarding skill point investment ?
One of the easiest ways to proc elemental overload other than investing in crit chance via gear or tree is to

Do it passively:

CWDT(1) - Increased Critical Strikes(max) - Ice Spear(8) - (optionally a 4th link lowlevel spell with 6% crit that can be cast by CWDT)


Or take a hybrid approach,

CWDT(1) - Increased Critical Strikes(max) - Ice Spear(8) - Orb of Storms(10)

in which case EO will frequently be procced by the CWDT if you are taking damage, but you have the option of deploying OOS to help doing so even when you are not taking damage.
Last edited by Pi2rEpsilon#4367 on Mar 19, 2016, 7:49:54 AM
Or combine it with your curse on hit setup. Orb of storms with curse on hit alone will be able to proc elemental overload quite reliably and you are getting improved curses in the deal.

That are good ideas to trigger, elemental Overload.

Damagewise i did a rough calculation (before cast speed, etc.):

Templar : 179% life 380% increased Damage from tree, 200% inc D. from Gear
Shadow : 140% Life 160% inc Damage from Tree, 200% inc D. from Gear. 80% CritC 500% Multi.

Multiplier = 1 * 1+(incD/100) * ((critC/100 * CritM) + (1-CritC/100)) * (1+MoreD)

MTemplar = 1 * 6.8 * 1 * 3.1 = 21.08 (no shock, burn, freeze !)

MShadow = 1 * 4.6 * ((0.8 * 5) + 0.2) * 1 = 19.32

Am I overseeing somthing or are my assumptions totally wrong ?




While i'm quite certain your calculation of the damage from crit is a total mess, templar is by far your best option, as it is way more consistent and you get more life.

Also if you are getting the inquisitor then try to get inevitable judgement and a increased crit rate gem. That thing multiplies your damage by 4 and frees both a curse and a penetration gem slot.

Yeah doing this at the moment. (leveling Templar, crit , inevitable judgement and so on)
Thats why i saw this combination, and ask for clarification.

But with crit templar , you have to invest many skill points, and get some good gear.
And the multiplier from inevitable judgement only applys to crit so its lower then 4, depending how much crit you can get.

Dont get me wrong, i also think crit damage is superior.

On the other Hand, for a tanky spellcaster this could be an cheap and effectiv option!?

Maybe someone can make a better comparisation or calculation. :(



You don't need critical damage multiplier, just critical rate. The increased critical strikes gem and around 200% extra crit rate (easy to get from power charges, 3 alone give you 150%) should be more than enough. Don't sacrifice survivability for damage, you will easily clear maps anyway with that damage multiplier.

Ok thanks, i will consider this for my current toon :-)

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