I love the way the ailments work and they are fun to build around. I'm doing a frostbite stacking build and it's quite satisfying to see the frostbite debuff going to about 500 on bosses!
Worth mentioning that having over 100% chance to inflict an ailment is good in this game, unlike in poe. In Le any percentage above 100 coults as chance to inflict 2 stacks at once
When my 3LP Mad Alchamist Laddle dropped my head nearly exploded. Warlocks can look at enemies in the game and inflict at least 10 differemt ailments. Now I just need a Crit Multi, Necro Damage, Necro Pen wand to slam.
Any chance you have a link to the diminishing returns for pen? I am playing a bleed build and am scaling phys pen with bleeds but I heard there was a sweet spot. Can't seem to find this graph though.
Diminishing returns for pen is no different from diminishing returns for any other stat, the more of it you have the less effective an increase is. For example going from +0% to +100% is 100% more damage (doubling your dps). Going from 300% to 400% is ~33% more damage. I don't have a chart but unless you have a lot of Pen I wouldn't worry about it.
it applies aliment. for example you can apply a bunch of damnation aliment with wandering spirits. the default of that skill is poison though. Just watch that most gear says stuff like "Chance to apply bleed on hit" so if your skill is not a hit, then you will not be able to scale the spell in question.
i needed this. im quite certain im actually going to do a bleed falcon build, and it should be insanely powerful. but figuring out what stats actually aid the falcons bleed damage has been a pain. since falcon is a minion, all your increased damage over time etc does not scale the damage from your minion bleeds. you need minion damage, minion bleed damage, minion bleed duration etc. one exception is Trained to Hunt which states "A portion of the highest of your global increased melee damage, increased throwing damage, and increased bow damage now apply to all of your Falcon's damage." theoretically this should also apply to its bleed damage, since it states "all of your falcons damage". this allows you to scale your falcons bleed by scaling your inc melee/throwing/bow damage as well. also the way the falcon can scale, im pretty sure i can very easily get the falcon to do 30+ bleeds per hit. just need to figure out the best way to get as many falcon hits as possible. the falcon can end up with 550-650% of your bleed chance, which can comfortably get to like 500-700%. oh, and dive bomb has a bleed pop. so dive bomb will need testing to see if its better to generate more bleeds with dive bomb hits, or pop all existing bleeds for immediate damage. then it'll also take testing to see if shadow falcons do your falcons damage/chances to apply ailments, and if they also will generate the same amount of bleeds as your falcon, per shadow falcon. man i just love new classes and all the testing and stuff that can be done through them.
I just picked up, LE. As I do in every ARPG started with Necro, after considering the tree I decided to go with A bleed skeleton deadball… it had the downside that I didn’t get to see most of the story bosses.
If armor shred is a flat amount, and armor has diminishing returns, then each subsequent stack of armor shred is MORE effective than the last, as going from 200-300 armor is a much bigger % damage reduction than going from 2200 to 2300
I think what he's really talking about is armor going into the negatives and the diminishing returns THAT provides. Most fully geared hit builds can apply 100 or more stacks of shred without much effort
Enemies start with zero armor, so you hit the negative part of diminishing returns immediately. I was also wondering this when I got into the game last year.
While ailment damage does not scale with base damage of the skill, it benefits from any of the more damage nodes on its tree that can logically apply to ailment damage (so if it says melee damage or hit damage it doesn't).
Probably would've been helpful to mention that more multipliers on a skill tree also apply to their ailments. That was definitely something that was unclear to me and really helps with figuring out what to stack an ailment with. Smite for example which gets up to 225% electrify chance, 250% more damage and chance to re-cast just from its tree while some other skills may hit more often but have none of such modifiers.