Charged works as follows:
Chance to apply status effect=Base Chance*(1+Sum of % Increases)
Base chance is
1% for ground aoes
3% for single target dots
5% for direct aoe (not really sure about this one)
10% for direct single target damage
20% for enchantments
So for example a shock enchant on a charged destro staff will lead to: 20%*(1+100%+220%)=20%*420%=84%
The bleed from the axe does not count as a status effect, which is why charged is a bad trait on stamina based builds.
Status effects are:
Poisoned, 6 second dot with HotR
Burning (Fire), 4 second dot with HotR
Concussion (Lightning), 4 seconds 8% more damage taken for the target and small initial damage
Chilled (Ice), 4 second snare and small initial damage
Diseased (no idea how this one is called ingame), afflicts major defile
Samsquanch wrote: »Any idea where Masel92 got his info that Bleed is not a status effect?
Everything else I've read claims that Bleed is in fact a classified as a status effect.
So in the next patch, would you run with nirnhoned or sharpened axes?
Samsquanch wrote: »So Masel92,
Having a lower chance to proc that bleed might actually increase its effectiveness? Say, only using one axe instead of two and keeping the chance lower (8%), could actually cause you to get more of the bleed effect out?
Paulsimon,
I have read elsewhere that one infused weapon applies to your offhand weapon as well as your main hand on your back bar. Is this true? I know it probably isn't intended, but have you tested these claims?
Thanks in advance.