Attack Damage Family Tree

Damage modifiers will usually give you higher values based on how specific they are, so "% Increased Damage" will have a range of values that is lower than the range on "% Increased Attack Damage" or "% Increased Elemental Damage", both of which have lower ranges than the even more specific "% Increased Elemental Damage with Attacks".

What Attack Skill/Weapon are you using? There could be a number of other beneficial stats you want based on the particular nature of your Skill, such as (but not limited to):
"% Increased Projectile Damage",
"% Increased Melee Damage",
"% Increased Damage with [Swords/Axes/Bows/etc.]"

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BioSpec wrote:
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seaman wrote:
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BioSpec wrote:

Burning is both Elemental DoT and an Elemental Ailment, so it benefits from bonuses in both categories.

No.


Is this just pedantry? sure, the name of the ailment is actually "Ignite", but the effect it applies is called "Burn". Ignite damage is directly boosted by both Ailment Damage and DoT Modifiers (as a type of applicable Damage)
See
https://www.poewiki.net/wiki/Ignite#Mechanics
and
https://www.poewiki.net/wiki/Ailment#Application_by_damage


EDIT: forgot to embed my urls


All Ignites apply burning damage but not all burning damage is applied through ignites. Righteous Fire for example does burning damage. But it does not ignite and is not boosted by ailment modifiers.
I'm using 6L 2H sword with Cylone.
The 2H sword has phy damage and added fire, cold, lightening damage.

That is a sword with the highest dps by the currency I have, about 1700 dps at the trade site. I'm aiming at cluster jewel with added passive skill that can boost the damage.

When using it, my cyclone provide 50k dps.
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Rounins wrote:
I'm using 6L 2H sword with Cylone.
The 2H sword has phy damage and added fire, cold, lightening damage.

That is a sword with the highest dps by the currency I have, about 1700 dps at the trade site. I'm aiming at cluster jewel with added passive skill that can boost the damage.

When using it, my cyclone provide 50k dps.


Increases to particular sorts of Elemental Damage will provide much smaller bonuses to your overall DPS, due to the fact that any one of lightning, fire, cold only makes up ~30% of your average hit.

30% inc fire damage: 30% inc times 30% of your hit = only 10% increased damage at the end of the day

30% inc ele damage: 30% inc times 90% of your hit (because you're still doing some phys with this sword) = 27% increased damage

Because a significant part of your damage is based on the % Increase and % More you have, making sure that you get the maximum effectiveness out of those modifiers will go a long way to improving your DPS. So, you should look for nodes on your tree and cluster jewels that provide generic elemental damage, and ignore nodes that improve a specific element, such as fire.
Thanks! Now that we are more focused.

So it's better to aim for inc generic elemental damage than specific element.

Now, looking into the logic, would modifer such as inc attack damage is even better to boost dps than inc elemental damage?

My understanding is that kind of modifier will boost not only physical but also elemental
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Rounins wrote:
Thanks! Now that we are more focused.

So it's better to aim for inc generic elemental damage than specific element.

Now, looking into the logic, would modifer such as inc attack damage is even better to boost dps than inc elemental damage?

My understanding is that kind of modifier will boost not only physical but also elemental


You are correct. Ideally, you would only be doing 1 type of damage, which would make all applicable modifiers about as effective as each other.
Thank you, now I'm more certain on which modifier to have further

I saw people with million dps in youtube focused on 1 type of damage, as you highlighted.

I personally feel comfortable with this phy + 3 elemental damage, although more efforts are required during bossing red maps.

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