Elemental Equilibrium
Elemental equilibrium does not trigger on hits dealing all three elements of damage.
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"Yes. | |
"Yes, and I'm pretty sure that's worth +10 awesome points if you find the weapons to pull it off. "No. Double strike hits twice with the main-hand weapon. It never uses the off hand. "No. The buff is removed only if it times out (5 seconds) or to make way for a newer buff. Dealing all three together doesn't apply a buff, so it won't overwrite an existing one. | |
"Correct. But being in the fire and taking ongoing fire damage is not being hit by elemental damage, so will not be weakening them to other elements. "No. | |
"Minions - No. Minions are completely separate and are doing their own attacks. They don't have your passive tree. Totems/Traps/Mines don't have their own skills - they're linked to you and cast your spells, with your stats, just like you would, so they'll inflict EE if you have it. | |
Each hit (that deals either 1 or 2 elements of damage) triggers EE, causing a new buff based on that hit's elemental type(s), which replaces any EE buff already on the target
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"With the new way it works since Open beta, this one. You dealt Fire, Cold and Lightning damage, so those types get +25% resistance. There are no types of elemental damage that you didn't deal, so no types get -50% You never need to add things up for different types, you just need to know which types you did deal with that hit, and which types you did not, and apply either a +25 or -50% respectively. | |
-50%.
If you dealt a particular elemental type, the monster gets +25% to that type. If you did not deal a particular type, the monster gets -50% to that type. | |
"Going back and forth between two different skills (or weapons) that deal different elements is pretty much the entire point of this keystone. It's specifically about rewarding the effort of alternating which elements you hit with. Interestingly, using it in melee is easier than with spells (dual wielding two weapons with different elemental bonuses will alternate all the time), but gearing for using it in melee is harder (actually getting those weapons and having added damage on other gear be non-elemental, or of the third element, takes a lot of time). Since gear, once found, is pretty much always there, this means that dual-wield EE builds will slowly become easier to put together as more appropriate gear is found and made available for trade to those looking for it. Last edited by Mark_GGG on Feb 3, 2013, 1:40:40 AM
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"All hits are always processed entirely separately. If you hit a guy with three fireballs, one will hit first, applying EE, and then the next will hit at reduced damage (re-applying EE), then the last will hit. "Not that I'm aware of yet, but we are planning to ramp up production of new skills, and I will keep this concept in mind to suggest. "Thanks. I was quite pleased to come up with the new version, and I agree it's much simpler and more intuitive than the old one where you had to work out each type separately and do the math to combine them. I was actually discussing a similar fire-minion, ice-nova-caster build with one of the alpha testers recently, I'd be interested to know how well such a concept works as an EE build variant. |