fxeconomisteb17_ESO wrote: »So it would be an increase "by 60%" at the end. But from how much ? Say from a Flames of Oblivion ?
fxeconomisteb17_ESO wrote: »So it would be an increase "by 60%" at the end. But from how much ? Say from a Flames of Oblivion ?
The increase should be 60% of the base chance, whatever that is for the given damage source you’re looking at:
https://en.uesp.net/wiki/Online:Combat
Under “Vulnerable States” > “Status Effects” there is a table of damage sources and corresponding chance to apply a status effect.
It depends how Flames is categorized. If it’s single-target direct damage, you’d get +60% on top of 10% (so 16% total chance). If single-target DoT, you’d get +60% on 3% (so nearly 5% total chance).
fxeconomisteb17_ESO wrote: »fxeconomisteb17_ESO wrote: »So it would be an increase "by 60%" at the end. But from how much ? Say from a Flames of Oblivion ?
The increase should be 60% of the base chance, whatever that is for the given damage source you’re looking at:
https://en.uesp.net/wiki/Online:Combat
Under “Vulnerable States” > “Status Effects” there is a table of damage sources and corresponding chance to apply a status effect.
It depends how Flames is categorized. If it’s single-target direct damage, you’d get +60% on top of 10% (so 16% total chance). If single-target DoT, you’d get +60% on 3% (so nearly 5% total chance).
So it's not worth slotting. Good to know. 40 points to save.
Benoftheflies wrote: »It will be great for DK specifically cause of the combustion passives
Urzigurumash wrote: »Flames of Oblivion is AoE direct damage. At least it always was. I have no idea about the new Champion system, but sounds like this one will be worth it for both Mag and Stam DK to me.
It's good enough that Stam are running flame enchants and Mag are running poison enchants now. The extra burning/poison damage procs with this passive is a dps gain.
It's good enough that Stam are running flame enchants and Mag are running poison enchants now. The extra burning/poison damage procs with this passive is a dps gain.
It's good enough that Stam are running flame enchants and Mag are running poison enchants now. The extra burning/poison damage procs with this passive is a dps gain.
As i'm told that is more because of the flat SD/WD increases resulting in Berserk not being as necessary as just more flat damage.
It's good enough that Stam are running flame enchants and Mag are running poison enchants now. The extra burning/poison damage procs with this passive is a dps gain.
Flawless Ritual does nothing for poison. For that you'll need Battle Mastery, at the cost of another 40 blue CP to max out. If you're running off-stat enchantments, or using skills that do both types of damage, then eventually you will want to take both, because of course they will add some nonzero number to your damage.
The question facing the majority of players is not whether these increase damage but how much at what cost? Most players are not at the point where they can take all the damage and all the mitigation stars (1500 at least, into the 1800s if you want off-stat stars). Until then they're going to have to sacrifice something -- and likely something more crucial -- for this additional chance at applying a status effect.
 
                     SimonBelmont wrote: »Does Flawless Ritual apply only to harmful/offensive effects, or does it also apply to healing/beneficial/defensive effects? The tool-tip says nothing about it being limited to offense alone.
Not that any such beneficial effects that come to mind... Are there even any?