Hi friends,
Let's talk more new build ideas with the coming of Horns of the Reach DLC.
As per Alcast's website, we see that secondary effects such as burning, concussion, & chill have a 10% chance to proc on use of a standard ability which deals flame, shock, or frost damage.
Burning applies a 3 second DoT which ticks 3 times.
Concussion applies minor vulnerability, making that target take 8% more damage from all sources.
Chill applies minor maim, making that target deal 15% less damage.
Force Pulse from the destruction staff skill-line incidentally does all 3 types of damage at once. That means with each single cast, you have each independently, 10% chance to apply burning, concussion, & chill.
With the destruction staff passives filled out, that chance is doubled at 20% per cast to apply each of the 3 secondary effects.
Charged increases the chance further by 220%.Base chance of 10% increased by 220% (3.2x multiplier) is 32%.
32% + 20% = 52%.
So with each cast of Force Pulse with a gold charged weapon, you have 52% chance to apply burning, minor vulnerability, & minor maim simultaneously.
Of special note to my personally is minor vulnerability. This isn't a common debuff and to my knowledge outside of 5 pc set bonuses and concussion you cannot afflict this debuff on an enemy. With Sharpened now being reduced to a much lower % damage bonus, I feel it may be perfectly viable to run charged with force pulse. Maim and burning are less important but they are still a very nice bonus, with each having a 52% chance of proccing with each cast of force pulse.
Assuming you already use force pulse, or can easily add the skill into your bar, w/oblivion glyph:
Classic set-up: Sharpened
4%(?) damage increase (excluding shields)
20% to afflict 3 status effects each cast
1900 oblivion every 6 seconds
Infused set-up:
20% to afflict 3 status effects each cast
2500 oblivion every 3 seconds
Charged set-up:
52% to afflict 3 status effects with each cast
1900 oblivion every 6 seconds
Alternatively w/lightning enchant:
Classic set-up: Sharpened
4%(?) damage increase
20% to afflict 3 status effects each cast
40% chance to afflict minor vulnerability every 6 seconds (with enchant)
Infused set-up:
20% to afflict 3 status effects each cast
40% chance to afflict minor vulnerability every 3 seconds (with enchant)
Charged set-up 2:
52% to afflict 3 status effects with each cast
104% chance to afflict minor vulnerability every 6 seconds (with enchant)
Obviously there's also Nirn but it is close enough to sharpened that I excluded it from the comparison.
So, what do you all think? I think there's some potential here, especially if you consider that a charged staff with a lightning enchant will (mathematically, not sure if this happens in practice) give you an automatic 4 second uptime on minor vulnerability, which is a whopping 8% dmg increase but not just from you, from everyone who attacks this target?