Shock application and bosses?

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A hit of damage that has a chance to shock is capable of inflicting shock. Critical strikes inherently have a 100% chance to shock. You can also gain chance to shock via gear or the passive skill tree. By default, only lightning damage is able to inflict shock, but certain equipment such as The Three Dragons inventory icon.pngThe Three Dragons can change which damage types are able to inflict shock. Additionally, shocking ground inflicts shock without dealing damage.

The base duration of shock is 60 ms for every 1% of the target's maximum life (before party scaling) dealt by Lightning damage, up to a maximum of 50%.[1] The minimum shock duration is 300 ms, meaning that lightning damage of less than 5% of a target's maximum life will not apply shock (increased shock duration effects notwithstanding).[2]

The shock status is applied after the hit (not before), because the duration of the shock is based on damage dealt.[3][4]


Off the Wiki.

So in order to Shock a boss, I have to... 1) be using a skill that has a CHANCE to Shock in the first place, 2) a single cast of that spell needs to do at LEAST 5% of that boss's maximum HP, and 3) for each 5% of their HP a single cast does, the Shock will last less than 1/3 of a second???

So, correct me if I'm wrong, but... Shock is totally useless against bosses? If you're able to blast a boss that hard, and often enough to keep Shock up for any decent amount of time, you kill him in a couple seconds flat without Shock in the first place.

Is this accurate?
Last bumped on Nov 26, 2016, 9:58:12 AM
1. Yes. Note that Crits inherently have 100% Chance to apply ailments.
2. A single Hit, not just a single Cast (Ball Lightning hits multiple times, for example).
3. Just a tiny bit less than 1/3rd, yes.

Shock Duration effectively reduces the amount of Damage you need to deal. With 100% Increased Shock Duration, every 1% of Max Life dealt gives you 120ms of Shock, meaning you only need to hit 2.5% of Max Life to reach the minimum threshold of 300ms.

Additionally, as that quote also states, the Life bonus from additional party members is ignored for Shock calculation. If a boss has its Life doubled from party size, and you have 100% Shock Duration, you need to hit it for 1.25% of Max Life to Shock. Being able to Shock bosses in party play is extremely good.

And, if you can Shock a boss, it still dies faster with Shock than without. Period.
Last edited by Vipermagi#0984 on Nov 26, 2016, 9:23:41 AM
Yeah, Shock seems super useful for group play for sure. Every party needs at least 1, in my opinion.

I was gonna ask that about Shock duration. So Shock duration literally lowers the HP threshold to Shock bosses? I currently have 110% Shock duration, and now I'm eyeballing Thunderfist. Might buy a pair, if it works that way, that might make boss shocking a lot easier. Might look into many other sources of big Shock duration, too! Any recommendations?

Also, while we're here... Shock says "50% increased damage," but I don't think they mean the formula keyword increase or more, right? It's literally just, +50% of whatever an attack's final damage would be? i.e. I guess, a final multiplicative layer in the formula?
Last edited by ShadyC#1006 on Nov 26, 2016, 9:31:46 AM
Aaaaaaaaand another question, actually...

Generally speaking, would you say Conductivity or Assassin's Mark is a better curse for lightning users using Elemental Overload?

Also, regarding Assassin's Mark, it says enemies take X% increased damage from crits, but is that actually considered a crit multiplier that would be ignored by Elemental Overload, or is it separate and would work with EO?

Also, for clarification... If a crit has a 100% Shock chance, it still has to meet the criteria of dealing X% of a target's max life, right? Otherwise there'd be no proper duration formula, I suppose?

(Also, thank you for your responses!)
Last edited by ShadyC#1006 on Nov 26, 2016, 9:38:44 AM
Shock doesn't say 50% Increased Damage - it says Increased Damage Taken. This is the same modifier seen on for example Abyssus (specific to Physical Damage taken), Fortify (only against Hits), and Artic Armour (Less Fire/Phys taken).

Assuming the enemy has no other Increased/Reduced Damage Taken modifier active, Shock simply multiplies your final Damage by x1.5.

e; Agnerod East is pretty funky for Shock Duration, but kinda gimmicky.

EDIT2: I would say Conductivity is better. Orb of Storms + Crit Chance + Culling is pretty nice against bosses, keeps the Overload going, Culls. AssMark doesn't really do much besides keep EO going.

Assassin's Mark multiplies the Extra Damage taken from a Crit. Due to Elemental Overload, your Extra Crit Damage is zero. :P

Yes, even with 100% Shock Chance, the minimum duration criterium exists.
Last edited by Vipermagi#0984 on Nov 26, 2016, 9:43:17 AM
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Vipermagi wrote:
Shock doesn't say 50% Increased Damage - it says Increased Damage Taken. This is the same modifier seen on for example Abyssus (specific to Physical Damage taken), Fortify (only against Hits), and Artic Armour (Less Fire/Phys taken).

Assuming the enemy has no other Increased/Reduced Damage Taken modifier active, Shock simply multiplies your final Damage by x1.5.

e; Agnerod East is pretty funky for Shock Duration, but kinda gimmicky.

EDIT2: I would say Conductivity is better. Orb of Storms + Crit Chance + Culling is pretty nice against bosses, keeps the Overload going, Culls. AssMark doesn't really do much besides keep EO going.

Assassin's Mark multiplies the Extra Damage taken from a Crit. Due to Elemental Overload, your Extra Crit Damage is zero. :P

Yes, even with 100% Shock Chance, the minimum duration criterium exists.


Hahaha, yeah, I was just sifting through Uniques with "shock duration" on Ctrl F, and saw that staff. I just don't think I can justify using a 2h weapon, ya know? I think my current MH OH combo is probably better?



I got that wand for 5 Chaos. I think it's one of my best purchases in this entire game.

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