" #% chance to <apply ailment> " works with any hit? or...?

ok, thanks. I think I'll call that good enough :-)
it's the same for ignite.

a crit with some fire damage will always ignite, but builds that scale ignite are generally non-crit builds with EO, so they want to reach 100% chance to ignite, or use something like shaper of flames from elementalist.

the difference is, ignite is a damaging ailment, and not a non-damaging ailment, so there's no ailment threshold for it. you can deal 5 fire damage and it'll still ignite.
"buff grenades"

- Buff Grenades (Buff-Grenades)
Think of it this way, if you are NOT an Elementalist with the right ascendancy nodes:

1) If you want to freeze, get a ton of crit, cold damage, and freeze duration.

2) If you want to chill, get a ton of crit, cold damage, and cold/non-damaging ailment effect.

3) If you want to shock, get a ton of crit, lightning damage, and lightning/non-damaging ailment effect.

If you do this, every critical hit you land will also grant you the corresponding ailment. Chance to freeze/shock is for every NON-crit you land. So if you have 100% crit, you don't need it. But the further you are from 100 crit, the more useful the chance becomes.

Now, if you want meaningful ignites, don't waste your investment scaling crit chance or multi (unless you are going Perfect Agony). Instead, get to 100% chance to ignite and scale fire/generic damage over time instead.
thanks all - I do feel I have a better understanding now :-)

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