does cold damage tal amulets add slow effect to enemies making cold blooded activate? don't want to just rely on scoundrel. I want to be able to use it in parties too where there are no other players who use cold or freeze. BTW, I play archon wiz
Only if you use a non-elemental attack. In Wizards, that means: Spectral Blade. That's it.
Currently, yes. However, this is slated to change in RoS. Merc weapons, your weapons, a Tal's amulet and spells; They all stack Elemental exposure. you will receive a flat 20% damage boost if you have fire, ice, lightning and arcane damage sources.
Using Glass Cannon, Elemental Exposure, Cold Blooded and Audacity will boost your damage an astonishing 75% using those four passives; although you will loose out on Power Hungry or Unstable Anomaly or other goodies.
Only if you use a non-elemental attack. In Wizards, that means: Spectral Blade. That's it.
Currently, yes. However, this is slated to change in RoS. Merc weapons, your weapons, a Tal's amulet and spells; They all stack Elemental exposure. you will receive a flat 20% damage boost if you have fire, ice, lightning and arcane damage sources.
Using Glass Cannon, Elemental Exposure, Cold Blooded and Audacity will boost your damage an astonishing 75% using those four passives; although you will loose out on Power Hungry or Unstable Anomaly or other goodies.
I THINK.
Improbable.
If every type of elemental damage will apply it's own status effect on a monster, Blizzard will probably change those passives that trigger on these effects.
Only if you use a non-elemental attack. In Wizards, that means: Spectral Blade. That's it.
Currently, yes. However, this is slated to change in RoS. Merc weapons, your weapons, a Tal's amulet and spells; They all stack Elemental exposure. you will receive a flat 20% damage boost if you have fire, ice, lightning and arcane damage sources.
Using Glass Cannon, Elemental Exposure, Cold Blooded and Audacity will boost your damage an astonishing 75% using those four passives; although you will loose out on Power Hungry or Unstable Anomaly or other goodies.
I THINK.
Improbable.
If every type of elemental damage will apply it's own status effect on a monster, Blizzard will probably change those passives that trigger on these effects.
I have no evidence but common sense though
Or you can read Elemental exposure. Might be something worth doing before saying I am wrong.
Or you can read Elemental exposure. Might be something worth doing before saying I am wrong.
To be fair, I didn't check any facts, but responded to the idea of applying data mined skills to current itemization and taking the overpowered results for a realistic future.
I don't see Wizards applying every type of status effects per attack to monsters via items like Triumvirate and then reaping Cold Blooded like bonuses for each of them.
And btw, now that I have read the skill description of Elemental Exposure, which goes:
Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from all sources for 5 seconds. Each different damage type applies a stack, stacking up to 4 times. / Elemental damage from weapons contributes to Elemental Exposure.
The highlighted part suggests that items like the Tal Amulet do not count to trigger this skill, because otherwise it'd be pointless to name weapons explicitely.
Or you can read Elemental exposure. Might be something worth doing before saying I am wrong.
To be fair, I didn't check any facts, but responded to the idea of applying data mined skills to current itemization and taking the overpowered results for a realistic future.
I don't see Wizards applying every type of status effects per attack to monsters via items like Triumvirate and then reaping Cold Blooded like bonuses for each of them.
And btw, now that I have read the skill description of Elemental Exposure, which goes:
Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from all sources for 5 seconds. Each different damage type applies a stack, stacking up to 4 times. / Elemental damage from weapons contributes to Elemental Exposure.
The highlighted part suggests that items like the Tal Amulet do not count to trigger this skill, because otherwise it'd be pointless to name weapons explicitely.
This is fair. I'm pretty sure though they've stated in the past a) elemental effects will DO something black weapons are being fixed and c) elemental +% damage will function as you would suppose.
About elemental damage, yes, currently the only "spells" the wizard has that can benefit from elemental bonuses from gear is Spectral Blades, as maka mentioned. There's also the "auto attack" (white damage) that's non-elemental.
As for elemental bonuses in the future, it's very probable that we'll see secondary effects stack onto whatever spells we use. For example, in the current PC version, Electrocute will be lightning, no matter what elements you have on your gear. However, in the console version right now, using a cold-based weapon will still snare mobs, despite using a spell like Electrocute, which is lightning based.
As for elemental bonuses in the future, it's very probable that we'll see secondary effects stack onto whatever spells we use. For example, in the current PC version, Electrocute will be lightning, no matter what elements you have on your gear. However, in the console version right now, using a cold-based weapon will still snare mobs, despite using a spell like Electrocute, which is lightning based.
This is what I thought was the case. It's doubtful you'd use Tal's at 70 (indeed, who knows WHAT we'll be using) but I imagine if you are a cold wizard you'd want a fire weapon, arcane tal's, and a lightning weapon for your Scroundel bow.
Or a fire sorc with a cold weapon, a lightning amulet, and an arcane bow on the Scoundrel.
But this could be all changed if there's an wizard offhand with +Lighting/Arcane/Fire damage, like Triumvirate, at 70.
c) elemental +% damage will function as you would suppose.
The way it's supposed to work is: it adds a % on top of whatever damage of that element you already have. So Zuni Boots would add a % on top of any poison damage you already have.
Such a light/fire/arcane item would do nothing unless you have one of those damage types in use, eg using such a spell or carrying such a weapon.
Under current design, that is.
You would want something like the D2 Eye of Ettlich, which added a flat amount of cold damage. Maybe they'll relaunch this very item for the effect would be useful in this scenario
But this could be all changed if there's an wizard offhand with +Lighting/Arcane/Fire damage, like Triumvirate, at 70.
Don't forget what you've quoted yourself and what maka explained
Maka is wrong. +% damage as (element) will add that much weapon damage, as that element, to attacks/spells, in RoS.
I'm sorry, what? How do you know how it WILL work? Do you work at Blizzard? The only thing we know is what Blizzard already said,
Exactly. And they've said it'll work like jaetch and I already explained, and how it currently works on Console. At least, that's the latest they've said on the subject, but things are always subject to change.
Yeah I think you're getting confused here Venaliter. The console fixes the bug and RoS will be the same. Add% elemental will not add that elemental to your physical damage like it currently does now. It will be fixed so that it increases your elemental damage by that% if you are attacking with that same element (like a weapon with fire damage).
Someone correct me if I'm wrong, but let me see if I can put this is a more easily comparable format.
Current damage calculation:
Take effective weapon damage
Add % elemental damage to physical portion of your weapon damage as the elemental type of the % damage
Skill used converts damage type to spell type
for SB, damage type is not converted
Console/2.0 methodology:
Take effective weapon damage
if any elemental damage on weapon is present, apply any +% ele damage of that type to that damage
Skill used adds damage type based on spell used, and applies effect based on weapon element
Not completely sure what happens with SB in Console as I don't have a copy, and loot 2.0 methodology isn't concretely determined yet in that respect as far as I know.
What that means is if you have an effective weapon damage of 500-500 on a black weapon in the current PC version, 8% zuni boots makes the effective weapon damage 540-540. On console or in loot 2.0, zuni boots 8% will not apply anything to that weapon so weapon damage remains at 500-500.
If you have a 500-500 weapon with 300-300 of the damage being poison damage, 8% zuni boots makes the effective weapon damage 516-516 in the current PC version. On console or loot 2.0 it would be 524-524.
Hopefully that summarizes and demonstrates the differences accurately to the extent of our knowledge.
As for elemental bonuses in the future, it's very probable that we'll see secondary effects stack onto whatever spells we use. For example, in the current PC version, Electrocute will be lightning, no matter what elements you have on your gear. However, in the console version right now, using a cold-based weapon will still snare mobs, despite using a spell like Electrocute, which is lightning based.
This is the information I have, and this is how I heard this is how it'll work in the future. This *isn't* how it works now, but how it's slated to work. I suppose it could have been changed, but that would be a pity. It adds a depth of gameplay that's missing.
Tal's Amulet and Zuni boots and the like have always been counter-intuitive, and it's no surprise we're at odds on how this will exactly work. Reading Elemental Exposure seems to reinforce elemental weapon damage will be added to spells, though.
Who knows. I've been wrong before. It could have been changed, scrapped, revamped revisiting reverted or any other word the devs like to use when they change their minds.
As for elemental bonuses in the future, it's very probable that we'll see secondary effects stack onto whatever spells we use. For example, in the current PC version, Electrocute will be lightning, no matter what elements you have on your gear. However, in the console version right now, using a cold-based weapon will still snare mobs, despite using a spell like Electrocute, which is lightning based.
This is the information I have, and this is how I heard this is how it'll work in the future. This *isn't* how it works now, but how it's slated to work. I suppose it could have been changed, but that would be a pity. It adds a depth of gameplay that's missing.
Tal's Amulet and Zuni boots and the like have always been counter-intuitive, and it's no surprise we're at odds on how this will exactly work. Reading Elemental Exposure seems to reinforce elemental weapon damage will be added to spells, though.
Who knows. I've been wrong before. It could have been changed, scrapped, revamped revisiting reverted or any other word the devs like to use when they change their minds.
Yes, but again, your mixing up two different affixes: elemental damage on weapons and +% elemental damage (Tal's amulet, Zuni boots, etc). I believe that elemental weapon damage will be imparted into spells, but I'm pretty sure +% elemental damage won't, because, again, that's not how it's supposed to work.
I see what you mean. I assumed Tal's amulet was written as +6% (elemental) damage as opposed to adds (32) to (600) lightning damage because armor doesn't have base damage.
I have no idea how you'd stack Elemental overload to 20% then. The maximum might only be 15%. I guess I just assumed Tal's and Zuni boots-type things would add extra elemental damage to attacks.
I have no idea how you'd stack Elemental overload to 20% then. The maximum might only be 15%. I guess I just assumed Tal's and Zuni boots-type things would add extra elemental damage to attacks.
You can use multiple skills, if I'm reading it right. Like drop a blizzard to apply cold but have a fire weapon and cast WW, then blast mob with a lightning skill. That should give cold, fire, arcane, and lightning damage to everything in the area.
Why would you need all four elements to reach a stack of 20%? The way I read it, 4 cold attacks grant you the same 20% as one attack of each. You don't expect seperate stacks each stacking to 4, right?
Why would you need all four elements to reach a stack of 20%? The way I read it, 4 cold attacks grant you the same 20% as one attack of each. You don't expect seperate stacks each stacking to 4, right?
If you read over the text again it says each different damage type provides a stack.
I have no idea how you'd stack Elemental overload to 20% then. The maximum might only be 15%. I guess I just assumed Tal's and Zuni boots-type things would add extra elemental damage to attacks.
You can use multiple skills, if I'm reading it right. Like drop a blizzard to apply cold but have a fire weapon and cast WW, then blast mob with a lightning skill. That should give cold, fire, arcane, and lightning damage to everything in the area.
At this point, the mobs are long dead(or almost dead) and the passive is the next thing to a wasted slot. It would have to stack up really really quickly unless we're talking a boss or something. Even then, it's simply not worth the trade-off unless mobs take a FAR longer time to kill in RoS then currently...but you're not really playing diablo anymore.
I guess we'll find out in two weeks.
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Currently, yes. However, this is slated to change in RoS. Merc weapons, your weapons, a Tal's amulet and spells; They all stack Elemental exposure. you will receive a flat 20% damage boost if you have fire, ice, lightning and arcane damage sources.
Using Glass Cannon, Elemental Exposure, Cold Blooded and Audacity will boost your damage an astonishing 75% using those four passives; although you will loose out on Power Hungry or Unstable Anomaly or other goodies.
I THINK.
Improbable.
If every type of elemental damage will apply it's own status effect on a monster, Blizzard will probably change those passives that trigger on these effects.
I have no evidence but common sense though
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Or you can read Elemental exposure. Might be something worth doing before saying I am wrong.
To be fair, I didn't check any facts, but responded to the idea of applying data mined skills to current itemization and taking the overpowered results for a realistic future.
I don't see Wizards applying every type of status effects per attack to monsters via items like Triumvirate and then reaping Cold Blooded like bonuses for each of them.
And btw, now that I have read the skill description of Elemental Exposure, which goes:
The highlighted part suggests that items like the Tal Amulet do not count to trigger this skill, because otherwise it'd be pointless to name weapons explicitely.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
This is fair. I'm pretty sure though they've stated in the past a) elemental effects will DO something black weapons are being fixed and c) elemental +% damage will function as you would suppose.
As for elemental bonuses in the future, it's very probable that we'll see secondary effects stack onto whatever spells we use. For example, in the current PC version, Electrocute will be lightning, no matter what elements you have on your gear. However, in the console version right now, using a cold-based weapon will still snare mobs, despite using a spell like Electrocute, which is lightning based.
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This is what I thought was the case. It's doubtful you'd use Tal's at 70 (indeed, who knows WHAT we'll be using) but I imagine if you are a cold wizard you'd want a fire weapon, arcane tal's, and a lightning weapon for your Scroundel bow.
Or a fire sorc with a cold weapon, a lightning amulet, and an arcane bow on the Scoundrel.
But this could be all changed if there's an wizard offhand with +Lighting/Arcane/Fire damage, like Triumvirate, at 70.
Don't forget what you've quoted yourself and what maka explained
Such a light/fire/arcane item would do nothing unless you have one of those damage types in use, eg using such a spell or carrying such a weapon.
Under current design, that is.
You would want something like the D2 Eye of Ettlich, which added a flat amount of cold damage. Maybe they'll relaunch this very item for the effect would be useful in this scenario
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Maka is wrong. +% damage as (element) will add that much weapon damage, as that element, to attacks/spells, in RoS.
Exactly. And they've said it'll work like jaetch and I already explained, and how it currently works on Console. At least, that's the latest they've said on the subject, but things are always subject to change.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Current damage calculation:
Take effective weapon damage
Add % elemental damage to physical portion of your weapon damage as the elemental type of the % damage
Skill used converts damage type to spell type
for SB, damage type is not converted
Console/2.0 methodology:
Take effective weapon damage
if any elemental damage on weapon is present, apply any +% ele damage of that type to that damage
Skill used adds damage type based on spell used, and applies effect based on weapon element
Not completely sure what happens with SB in Console as I don't have a copy, and loot 2.0 methodology isn't concretely determined yet in that respect as far as I know.
What that means is if you have an effective weapon damage of 500-500 on a black weapon in the current PC version, 8% zuni boots makes the effective weapon damage 540-540. On console or in loot 2.0, zuni boots 8% will not apply anything to that weapon so weapon damage remains at 500-500.
If you have a 500-500 weapon with 300-300 of the damage being poison damage, 8% zuni boots makes the effective weapon damage 516-516 in the current PC version. On console or loot 2.0 it would be 524-524.
Hopefully that summarizes and demonstrates the differences accurately to the extent of our knowledge.
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
This is the information I have, and this is how I heard this is how it'll work in the future. This *isn't* how it works now, but how it's slated to work. I suppose it could have been changed, but that would be a pity. It adds a depth of gameplay that's missing.
Tal's Amulet and Zuni boots and the like have always been counter-intuitive, and it's no surprise we're at odds on how this will exactly work. Reading Elemental Exposure seems to reinforce elemental weapon damage will be added to spells, though.
Who knows. I've been wrong before. It could have been changed, scrapped, revamped revisiting reverted or any other word the devs like to use when they change their minds.
I see what you mean. I assumed Tal's amulet was written as +6% (elemental) damage as opposed to adds (32) to (600) lightning damage because armor doesn't have base damage.
I have no idea how you'd stack Elemental overload to 20% then. The maximum might only be 15%. I guess I just assumed Tal's and Zuni boots-type things would add extra elemental damage to attacks.
This could be on me! We'll see how it works.
You can use multiple skills, if I'm reading it right. Like drop a blizzard to apply cold but have a fire weapon and cast WW, then blast mob with a lightning skill. That should give cold, fire, arcane, and lightning damage to everything in the area.
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
If you read over the text again it says each different damage type provides a stack.
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
At this point, the mobs are long dead(or almost dead) and the passive is the next thing to a wasted slot. It would have to stack up really really quickly unless we're talking a boss or something. Even then, it's simply not worth the trade-off unless mobs take a FAR longer time to kill in RoS then currently...but you're not really playing diablo anymore.
I guess we'll find out in two weeks.