Coralito's Signature / Elemental Overload vs Ailment crit
Hi, i am a bit confused about Coralito's Signature
My latest character is a Poison Wander Assasin. When reading the description of Coralito's Signature, there " this means that my critical multiplier is down to 100% Does it work as Elemental Overload, where if you have EO, your multplier for dots is also nulified? Passives such as Dire Torment is meaningless? It should have no effect. I am mostly confused from PoB as it either calculates the poison wrong, or the flask is bugged and the critical strikes from the flask are not affecting the ailment damage, but the flask does not specify "hit damage" so it should affect also the poison. Or the dmg multiplier from crit on passive tree does not count as critical strike multiplier in the sense of "extra damage"? meaning that even Ignite does beenfit from the Multiplier from Critical strike even with Elemental Overload (so that if the source is critical strike, even if the regular multiplier is not applicable to the hit, the ailment still gets DoT multiplier from passive tree? I represent only myself, my own thought and believes. I am individual, not a representative of the community. I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. Last bumped on Jul 23, 2020, 5:46:40 PM
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Coralito does 2 things: First, it makes your Crit Strike deal no extra damage, as in CritMultiplier for hit = 100%. It also gives you Perfect Agony during flask effect (30% Less Damage from hits, CritMultiplier for hits also applies as DoT Multiplier for Ailments from Critical Strikes at 50% of their value).
Elemental Overload would instead make 100% both the CritMultiplier for your hits and Ailments from critical strikes (usually it would be 150%) So, supposedly you have 300% CritMultiplier, when drinking Coralito you would have an effective CritMultiplier for hits of 100% (no extra damage), while your ailments from critical strikes will have a +150% DoT multiplier - which is quite a lot. This is for recycling any CritMultiplier node you would eventually get from passive/ascendancy, which would only apply to hit damage and, thus, be utterly useless for a DoT-oriented build PoB should vastly increase your poison damage because of this AND the increased duration from poison - not to mention the mere fact you have extra poison chance if you not already capped and lucky critStrikes if you are not already Always Critting. As for Ignite getting a benefit, I guess it would since DoT multiplier =/= CritMultiplier for Ailments, even if they look alike |
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" This is actually not quite correct. There is no Critical Strike Multiplier for ailments, but instead the stat is called Damage over Time Multiplier for Ailments from Critical Strikes, and this is additive with other sources of Damage over Time Multiplier. The base is +50%, so with 150% from Perfect Agony, you would essentially have +200% DoT multiplier before other sources of DoT multiplier. And as you correctly stated, Elemental Overload prevents all sources of Damage over Time Multiplier for Ailments from Critical Strikes including the base 50% even if you do not use Perfect Agony. Lastly, it is worth emphasising that Perfect Agony only applies to modifiers to critical strike multiplier, which means that it does not benefit from the base crit multiplier and thus the actual crit multiplier in your character sheet does not necessarily accurately reflect your benefit from Perfect Agony. |
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Actually, I wish to point out the latest modifier given to Elemental Overload, which is "Ailments never count as being from a critical strike". According to Wiki
" In other words, any source of "Damage over Time Multiplier for Ailments from Critical Strikes" won't work under Elemental Overload, since the ailment (here being: Ignite which is also an Elemental ailment, Poison, Bleeding) won't be considered as triggered from a Critical Strike (the "always apply elemental ailment" rule from Critical Strikes should still be respected, by logic). By reading it again, I believe I am agreeing with you on your second paragraph. Put it simply: using Elemental Overload would nullify any CritMultiplier from hits AND any other DoT Multiplier from ailments should they only apply for critical hits. This means it will cut out: > The 50% base bonus that DER_PSYCHOPATH suggested on the post above, > Specific DoT multiplier from critical strikes, like with Venom Gyre/Cobra Lash (as stated by Wikia), or the "+x% to Fire DoT multiplier from critical strikes" of the Searing heat wheel > CritMultiplier "recycled" as DoT multiplier from critical strikes from Perfect Agony, as stated by the Keyston However, it will NOT damp any sources of generic Damage over Time multiplier (like the ones provided by Bloodletting, Dirty Techniquest, Holy Fire, Arsonist...), since they will apply to any ailment you will inflict regardless if the hit that procced it was a crit or non-crit |
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