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The charged trait is going to boost the effects in that list stated by Alcast. Idk if it's been explicitly stated here, but if it helps:
Let's use the weapon enchantment proc from the list:
- 20% chance to proc (baseline)
- This is doubled by Elemental Force passive, so now 40%
- Charged buffs this chance by an additional 110%, so 40% * 2.10 = 84% (note that using 1.10 here would only be a 10% increase)
So, this weapon enchantment on a charged weapon has an 84% chance to proc.
That's a good question, and I honestly don't know for sure but I'm inclined to say enchantment effect only, based on comments in this thread.
Also found this thread, and while it doesn't necessarily address your question.. considering the amount of testing that OP has done with a charged staff, they'll probably be able to answer it. @Masel92
Charged greatly increases the chance of your weapon procing a status effect (chilled, burning, concussed, etc). I'm more familiar with the magic related effects but there are physical weapon ones too such as bleed. You can get an idea on the effects of the them from the passives in the respective weapon skill line. For example concussed enemies (from lightning staves) take an extra 8% damage, burning 20%, etc. Then you can proc secondary effects. Concussed enemies hit with a lightning Wall of Elements for example will be set off balance, be stunned, and take significantly more damage especially with the Exploiter CP passive.
The charged trait is really nice in certain roles. A healer using a lightning staff in charged will concuss and set enemies off balance more often creating opportunities for more damage from the group. Burning after HotR update is supposed to do about double the damage as before so can be great for mDKs and such.