Increased Ailment Chance vs [Ailment] chance is incredibly unintuitive
...given the game's distinction between "increased" and "more".
![]() Bleed chance gives you +5% chance to bleed. This is straightforwards and makes sense. Increased Ailment chance, being an "increase" you would think to be additive. But 15% increased chance gives ~2% in practice (for my char) because it is a more multiplier on, not an increase to, your base chance to bleed. e.g. with 15% increased ailment chance and 10% bleed chance, you get 10% * 1.15 = 11.5% bleed chance. with 0% chance to bleed, 0 * 1.15 = 0 obviously, which is reflected ingame. This is similar to how the new shock works, although none of the tooltips indicate that. This is also why the nodes on the tree by witch appear to do jack all. here's some proof, note that I have 20% IAC from the tree, independent of the jewels: https://www.youtube.com/watch?v=bblZBILPRv4 edit: After about ~50% chance to bleed, 15% IAC will outscale 7% base, and that can be obtained for a single skill via Lacerate. My complaint is more about the unintuitive wording / behaviour. Last edited by hqDM#6633 on Dec 20, 2024, 11:46:49 PM Last bumped on Dec 20, 2024, 10:47:52 PM
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I was working on some "do it yourself" ignite and ran into the same sort of thing. Got 22% three times and a 40% node and thought -- OK I'm 106% chance to ignite so I'm good ...
And then realized I was basically only doubling the base chance of the ignite once you multiplied the chances together. Fortunately it didn't take long to zero in on the % increase chance as opposed to +% chance but still frustrating. |
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