Hexblast and doom are not scaling ailment damage

Hexblast reads: 35% more damage with ailments per 5 doom on hex with most doom. Each hex applies 10 doom per second before modifiers from the tree. So after 3 seconds you are capped at 30 doom. Lets suppose we curse with flammability and have 100% chance to ignite. Then hexblast is supposed to consume the curse and ignite the enemy based on the chaos damage of the hit, which should then be multiplied by 210%. The skill ignites however for some reason the damage over time effect does not take the doom stacks into account and the multiplier doesnt occur. This is a bug and needs to be fixed ASAP.

Last bumped on Sep 20, 2020, 7:42:24 PM
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I am having the same issue. I have been casting flammability manually to trigger hexblast off of and the ignite damage doesn't change no matter how many stacks of doom the curse has at the time of detonation.

Update: It seems that the issue is related to doom not building up on hexproof enemies. The ailment damage modifier appears to be functioning. The variance in my damage made it difficult to gauge the effect of the multiplier earlier as I was trying to test it.
Last edited by Oaddon#2316 on Sep 20, 2020, 9:34:15 PM
I have also noticed this, hope GGG can make a quick fix. Can't play till then :/
What makes you say it isn't scaling with the consumed stacks of Doom? Is it possible your links and/or passives just aren't right for the ignite damage? I leveled using Hexblast ignite and was A-OK damage wise pretty much from lvl 28.

Have you tried using the Doomsday keystone as well? that applies your max stacks of doom all at once after 1 second.
The bug (if there is one) does not seem to be this simple. I tried putting several ignites into Gruthkul, waiting their full duration, and the results show it working as expected.

In fact by this test, it's doing a bit more than expected but that's easily explainable with the inaccuracy of my method and the variance in the skill's damage.

https://imgur.com/a/92b7vl5

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