Curse enemies with elemental weakness on hit. How much does it do?

I found some gloves with corrupted curse enemies with elemental weakness on it.

I'm playing cold damage over time, and I'm starved for gem slots. I was wondering if it would be worth it to replace my frostbite on hit using hydrospere.

Does anyone know how much the curse on hit EW corruption reduces resistances?
Last edited by Chow#5036 on May 29, 2023, 4:55:51 AM
Last bumped on Jun 16, 2023, 8:03:45 AM
I don't recall exactly when the change happened, but all previous sources of "curse enemies with level X curse on hit" have been replaced with "curse enemies with curse on hit [with +x% increased effect]".
When a level is not specificed, the level of that skill is considered to be 1

This means your gloves will curse enemies with a lv1 EW, which gives -20% Elemental Resistances. This effect will be boosted by any Increased Curse effect and increased Hex effect you have on your skill tree

Assuming your Frostbite is Level 20, that would mean trading a -44% coldRes with a -20% eleRes, which is... quite a sharp loss if you focus on cold damage. Not counting, of course, the cold exposure from your hydrosphere. Even if your Frostbite is lv1, that would still be a -25% coldRes, which performs better than EW if you focus, again, only on cold damage (EW is underwhelmed by flammability/conductivity/frostbite, but can still be used with them if you raise your curse limit)

Since you are a Cold DoT build, you'll definitely perform better with your Frostbite, unless you have a very good support you want to put in your Hydrosphere for the missing -24% coldRes (I suppose you already use Bonechill and Hypothermia on your main skill)
Last edited by Maxtrux#0762 on May 29, 2023, 5:23:38 AM
"
Maxtrux wrote:
I don't recall exactly when the change happened, but all previous sources of "curse enemies with level X curse on hit" have been replaced with "curse enemies with curse on hit [with +x% increased effect]".
When a level is not specificed, the level of that skill is considered to be 1

This means your gloves will curse enemies with a lv1 EW, which gives -20% Elemental Resistances. This effect will be boosted by any Increased Curse effect and increased Hex effect you have on your skill tree

Assuming your Frostbite is Level 20, that would mean trading a -44% coldRes with a -20% eleRes, which is... quite a sharp loss if you focus on cold damage. Not counting, of course, the cold exposure from your hydrosphere. Even if your Frostbite is lv1, that would still be a -25% coldRes, which performs better than EW if you focus, again, only on cold damage (EW is underwhelmed by flammability/conductivity/frostbite, but can still be used with them if you raise your curse limit)

Since you are a Cold DoT build, you'll definitely perform better with your Frostbite, unless you have a very good support you want to put in your Hydrosphere for the missing -24% coldRes (I suppose you already use Bonechill and Hypothermia on your main skill)


Thank you so much for your detailed response.

I have bone chill and overcharge linked to a cold snap.

My vortex links are Efficacy, controlled Destruction, Cold Penetration, added Cold Damage and Hypothermia. If you have any thoughts, I'd love to hear them.

I got the extra curse passive on the tree, and i'm weighing using either temporal chains or frostbite together with the elemental weakness from my gloves.

I really enjoy freezing enemies so I've been focusing on freeze duration and I'm using heat shiver helmet. That's why I'm considering temporal chains.
It depends on your build. If you are hitting enemies many times and clearing fast it is probably good. Example, on a cyclone build you might want vuln on hit because its awkward to stop spinning and apply constantly. But if your running around, one shotting everything with large infrequent hits except on bosses, you wont be getting much value and might be better off just applying the hex when needed.

It also depends on the rest of your build, for example on hit works well with ignite, because the on hit curse will always be active before the bulk of your damage is done with the ignite. However on ignite builds you often have a lot of downtime between damage where you can apply the full leveled curse.

It is mainly for convenience of playstyle, if you're using your curse constantly and have no downtime between damage, it's probably good. If your character is waiting for burst damage cooldowns, self cast extra damage might be better.

I haven't played vortex as main skill myself, so I'm not familiar, but I would imagine on hit is pretty good for your build. It's an instant skill even with cooldown, you are probably constantly moving and don't want to stop to self cast the curse. Often when I've played cold builds, like COC Ice nova, I would use vortex in a 4-link, with curse on hit to to apply the curse while moving. If you're getting this for free and using that item isn't costing you elsewhere it's likely pretty good. You could always swap it out for pinnacle bosses when needed if your damage is low.
Last edited by Belegur85#5784 on Jun 16, 2023, 8:14:27 AM
on hit curses are level 1 unless specified.

if your build relies on freezes, try to get a frostbite on hit ring instead, as glove implicits cant roll frostbite

anomalous arctic armour is also very powerful if you're stacking freeze duration and have freeze prolif
"buff grenades"

- Buff Grenades (Buff-Grenades)
Last edited by auspexa#1404 on Jun 16, 2023, 8:05:06 AM

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