New Trinity Support gem - What is its maximum resonance?

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jeerinho wrote:
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SirDeeps wrote:

Hey there, you seem to understand trinity far better than I do.

I'm curious if it would work with a typical Paradoxica flicker-strike build...for various gearing reasons these builds usually have very small amounts of lightning and fire damage along with a ton of cold damage on each hit.

I'm assuming the answer is no, as people seem to focus on skills which deal different elements on each hit rather than all elements on on hit when discussing trinity. The wording of the skill gem is confusing me a bit on this regard.



No, it won't work for such build. If your main damage is always cold, you can never gain cold resonance. The more multiplier is based on your lowest resonance which is zero.



Wrong, I did my own test!

using Divine ire 50% Cold 50% Lightning + around 45% Fire damage.

I gain all Trinities at once per hit.
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IonDrako wrote:
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BearCares wrote:


ignite does though right? The cold dot + shock and ignite aayyyeee?



ignite does nothing with penetration.


it is influenced by Penetration passively --> Bigger Fire Hits due to Fire pen (initial hit) result in bigger Ignites
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xX999Xx wrote:
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jeerinho wrote:
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SirDeeps wrote:

Hey there, you seem to understand trinity far better than I do.

I'm curious if it would work with a typical Paradoxica flicker-strike build...for various gearing reasons these builds usually have very small amounts of lightning and fire damage along with a ton of cold damage on each hit.

I'm assuming the answer is no, as people seem to focus on skills which deal different elements on each hit rather than all elements on on hit when discussing trinity. The wording of the skill gem is confusing me a bit on this regard.



No, it won't work for such build. If your main damage is always cold, you can never gain cold resonance. The more multiplier is based on your lowest resonance which is zero.



Wrong, I did my own test!

using Divine ire 50% Cold 50% Lightning + around 45% Fire damage.

I gain all Trinities at once per hit.


In truth, you only need to deal 50%/50% of two elements to gain max resonance for all three elements. That 45% fire can be ignored totally.

50% cold (equally highest element) -> gains resonance for fire and lightning
50% lightning (equally highest element) -> gains resonance for fire and cold

But I answered his question based on the fact that he mentioned his build does 'a ton of cold damage' and 'small amounts of other elements'.

Besides having to perfectly convert the physical damage to 50%/50% of two elements, you have to ensure no added elemental damage on your gear and same amounts of exposure and penetration for both elements on your build. Last but not least, you also have ensure the monster does not have more resistance to cold than lightning, or vice-versa.

You can try Fireball L12 + Added Cold L1 + Added Lightning L1. You can never gain fire resonance with this.

Anyways, I'm also aware that other threads have found out that we can use Voidforge or the new heist base-type sword that randomly converts to one element.
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xX999Xx wrote:


it is influenced by Penetration passively --> Bigger Fire Hits due to Fire pen (initial hit) result in bigger Ignites


Incorrect, any conditional affects on the damage like penetration, enemy resistance and "enemies take more damage" is completely ignored when calculating the ignites base damage. It's not the hit but the base damage that calculated the ignite.
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IonDrako wrote:
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xX999Xx wrote:


it is influenced by Penetration passively --> Bigger Fire Hits due to Fire pen (initial hit) result in bigger Ignites


Incorrect, any conditional affects on the damage like penetration, enemy resistance and "enemies take more damage" is completely ignored when calculating the ignites base damage. It's not the hit but the base damage that calculated the ignite.


Good point, I just saw it myself on the Wiki

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The base duration of ignite is 4 seconds. The burning damage over time is 50% of the base damage of the hit of fire damage (after increased and more multipliers but before resistance calculations)
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In truth, you only need to deal 50%/50% of two elements to gain max resonance for all three elements. That 45% fire can be ignored totally.

50% cold (equally highest element) -> gains resonance for fire and lightning
50% lightning (equally highest element) -> gains resonance for fire and cold

But I answered his question based on the fact that he mentioned his build does 'a ton of cold damage' and 'small amounts of other elements'.

Besides having to perfectly convert the physical damage to 50%/50% of two elements, you have to ensure no added elemental damage on your gear and same amounts of exposure and penetration for both elements on your build. Last but not least, you also have ensure the monster does not have more resistance to cold than lightning, or vice-versa.

You can try Fireball L12 + Added Cold L1 + Added Lightning L1. You can never gain fire resonance with this.

Anyways, I'm also aware that other threads have found out that we can use Voidforge or the new heist base-type sword that randomly converts to one element.


I think this is not possible. Because the rolls per elements are always different and especially lightning hase a very wide range. Lets say lightning is 1-1000 cold is 350-550
Last edited by xX999Xx#3624 on Jan 21, 2021, 1:04:02 PM
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xX999Xx wrote:

I think this is not possible. Because the rolls per elements are always different and especially lightning hase a very wide range. Lets say lightning is 1-1000 cold is 350-550


Original lightning damage sources such as Arc or Added Lightning Support has very high variance. But the one converted from physical such as Divine Ire is different. It will deal the exact base same damage as the 50% remaining physical damage, or the cold damage if you have converted.
It's worth noting that highly swingy, high-variance damage is actually good for Trinity Support.

Consider a Divine Ire with 50% Lightning and 50% Fire conversion (such as through Chieftain, or janky gearing). That's sliced exactly down the middle, favoring one side or the other by one point if the final damage number is odd.

Now, add a 10-20 Fire Damage to Spells modifier and a 1-40 Lightning Damage to Spells modifier. They both average out to the same (super minor) bonus damage, but if Divine Ire is split perfectly between Fire and Lightning, then it comes down to how those two modifiers roll for a given tick of damage. A high Lightning roll means you gain Fire and Cold resonance, while a low Lightning roll means you can Lightning and Cold resonance, all without having to switch skills.

Balancing damage like that, to where you're reliably hitting for just a little bit more of multiple elements per skill series, is gonna be tough for most builds, but fortunately Trinity just needs you to do it once every two seconds for a couple of elements. If you can pull it off, Trinity Support is one of the single biggest damage mods you can get in one gem.
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