Shock + DoT interaction

I could only find one older thread about this interaction which might be outdated or incorrect.

When I use e.g. Beacon of Ruin and a Fire spell with 100% chance to ignite + some lightning dmg with spells from gear, the initial hit shocks + ignites. Since the ignite is based of the hit damage and the enemy was not shocked when the hit occured, will the ignite ticks benefit from the shocked state? Or do I have to hit the shocked enemy again?
Last bumped on Sep 15, 2020, 7:34:15 PM
I’m not 100% sure, but I don’t think damaging ailments benefit from the enemy having increased damage taken modifiers because the initial hit does, and the ailment’s damage is based off of that hit. Otherwise, that would allow the ailment to double dip which is generally a no-no. It’s the same with increased fire damage. The mod is only applied to the initial hit, but if you have a skill like RF that only applies burning damage, then it does benefit from the modifier.
Last edited by Aldonés#1294 on Sep 15, 2020, 6:17:09 PM
"
Aldonés wrote:
I’m not 100% sure, but I don’t think damaging ailments benefit from the enemy having increased damage taken modifiers because the initial hit does, and the ailment’s damage is based off of that hit. Otherwise, that would allow the ailment to double dip which is generally a no-no. It’s the same with increased fire damage. The mod is only applied to the initial hit, but if you have a skill like RF that only applies burning damage, then it does benefit from the modifier.

There are various incorrect things about this.

Ailment damage has not depended on the actual damage of the hit since 3.0. Instead, ailments have separate damage rolls with the skill's base damage of the applicable damage types, and then apply their own modifiers. Some of these modifiers apply to both hits and ailments (e.g. fire or elemental damage for ignite and fire hits) and some only apply to damage over time.

Other than double-dipping, snapshotting does not exist either. The damage the enemy takes from an ongoing DoT debuff is updated every time either your or its stats change. An ignited enemy will take increased damage when it is shocked, even if that shock was inflicted after the ignite, and the ignite will become stronger if the character inflicting the ignite gains a modifier to its damage, such as the damage portion of Pendulum of Destruction.
"
DER_PSYCHOPATH wrote:
There are various incorrect things about this.

Ailment damage has not depended on the actual damage of the hit since 3.0. Instead, ailments have separate damage rolls with the skill's base damage of the applicable damage types, and then apply their own modifiers. Some of these modifiers apply to both hits and ailments (e.g. fire or elemental damage for ignite and fire hits) and some only apply to damage over time.

Other than double-dipping, snapshotting does not exist either. The damage the enemy takes from an ongoing DoT debuff is updated every time either your or its stats change. An ignited enemy will take increased damage when it is shocked, even if that shock was inflicted after the ignite, and the ignite will become stronger if the character inflicting the ignite gains a modifier to its damage, such as the damage portion of Pendulum of Destruction.
Now that you mention it I do recall they did away with snap shotting, which certainly makes everything I said false. The rest of it I didn’t know. I really do hate not knowing how mechanics work. Thank you for enlightening me!
Thanks to both of you for taking time to answer my question!! Some mechanics are really hard to understand and especially hard to look up at the poe wiki or elsewhere.

Report Forum Post

Report Account:

Report Type

Additional Info