Creeping Frost's base chill potency?
Chilling ground's minimum effect is 10%, but Creeping Frost doesn't say it's a "ground effect" mechanic.
Minimum chill from hits is 5%, but this lingering chill effect isn't a hit. So what am I to assume? Last bumped on Jul 27, 2020, 10:29:42 AM
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Even if it is not explicit, Creeping Frost is a ground effect. Specifically, you can think of it as a Chilled Ground that... well, creeps around.
Whether or not Creeping Frost's Chilling Area is a Chilled Ground is still being debated. It still chills whatever is inside it for 10% nevertheless. This is base value, and will be increased by anything that boosts Chill effect. Also, Bonechill will activate all of its effects while being linked to Creeping Frost, since enemies are chilled both from the skill and the Chilling Area Note however that Creeping Frost still has a hit component. If the Creeping Frost hits an enemy and you are focusing more on the hit damage rather than the DoT effect, chances are the Chilling from the hit will be stronger than the chill from the Chilling Area |
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That effectively answers it for me, thanks!
10% chill is good to hear. Trying to build up a 5% chill effect would be so miserable. :P As for the damage, I'm trying to not favor hit or damage over time. No cold pen (but looking for resist lowering sources, so far curse and Frost Bomb), got rid of life leech from the build, etc. I'll also have to keep in mind that chill caps at 30%. Wondering if I wanna go Temporal Chains... Could be fun? Not sure. |
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Uhh, one question while we're here...
Cast speed doesn't effect how often that damage over time procs, does it? I assume not, unless a skill otherwise specifies it (which Creeping does not)? |
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Chill + TC + Aspect of the Spider reminds me of Molten Strike Poison Assassin dancing in front of -80% movSpd creeping zombies. Of course Molten Strike has been devastated since then, and movement speed cannot be reduced below a certain minimum because of map modifiers or boss properties.
Cast Speed do not affect "how often" a DoT damages, because is a degeneration. the only thing that can make a DoT deal its damage "faster" is a "enemies [ailment] x% faster" (i.e. Enemies burn 50% Faster). This will however just inflict the same amount of damage in less time, so it won't net you nothing more than just more "DPS" The only thing you can do to increase even further a DoT is increasing its duration. In cases of DoT from skills, you have to use Increase Skill Effect Duration. That said, in case of Creeping Frost and Vortexes, you also have to make sure the enemies stand in there for the whole duration... The only case in which Cast Speed can affect a DoT is with Scorching Ray. In that case, a higher Cast Speed makes you (of course) apply the fire resistance debuffs faster (thus, increasing the fire DoT taken from the skill and any other source of fire damage), and makes you spin faster while casting |
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" Wintertide Brand also kinda, as cast speed makes it activate faster so you can build up the stages that boost the DoT damage faster. "An it harm none, do what you will"
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Not yet looked into Brands or the new Wintertide brand (and won't do in Harvest), but yes - in that case it's more akin to Blight: the faster the cast, the faster the stacks and the higher the damage
If only they put a Channeling tag on Wintertide Brand... |
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" It's not Channelling though, it's just a weird bandaid scaling modifier akin to "Modifiers to Spell Damage apply to this Skill's Damage over Time." Need game info? Check out the Wiki at: https://www.poewiki.net/
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