TheUndeadAmulet wrote: »No.
Elemental Force - "Increases your chance to apply elemental status effects by 100%"
So only Burning, concussion, chilled and the new magic damage status effect are affected.
TheUndeadAmulet wrote: »No.
Elemental Force - "Increases your chance to apply elemental status effects by 100%"
So only Burning, concussion, chilled and the new magic damage status effect are affected.
Just read somewhere that elemental effects include physical for some reason. I wouldn't know how to test it. There's no number shown in stats for such.
Ippokrates wrote: »TheUndeadAmulet wrote: »No.
Elemental Force - "Increases your chance to apply elemental status effects by 100%"
So only Burning, concussion, chilled and the new magic damage status effect are affected.
Just read somewhere that elemental effects include physical for some reason. I wouldn't know how to test it. There's no number shown in stats for such.
But in combat metrics you can see for how many times each of status was applied, so just run few tests on dummies and you should see if sundered had as many hits as for example burning.
Just an update if anyone was curious. From my testing it seems that destro elemental passive DOES increase physical, poison, bleed, and disease debuff chances as well.
Used physical and magical single target dots on a dummy while holding destro staff for several parses and they seemed to have about the same chance of occuring.
YandereGirlfriend wrote: »Does anyone know why Light Attacks are singled out for exemption?
In a game that has so much of its combat mechanics riding on weaving it seems like an odd exclusion.
Why not treat them as single-target abilities at the 10% chance?
MashmalloMan wrote: »Idk if this helps with what you're trying to do, but I find it interesting.
Base Status Effect Chance:Weapon Light/Heavy attacks have a 0% chance to proc status effects, but can still have flame, frost, shock, physical or magical damage for those damage specific modifiers like the Automaton set.
- Enchant = 20%
- Single Target Direct = 10%
- AOE Direct = 5%
- Single Target DOT = 3%
- AOE DOT = 1%
Status effect chance modifiers are all additive, not multiplicative. So +100% with an enchant of 20% is 40%. +220% on 20% is 64%, etc.
Destruction Staff = +100%
CP = +60%
Charged = +220% (110% for 1H weapons)
The new Heartland Conqueror set would doulbe charged from +220% to +440%.
Total without the set is = +380%
With set is = +600% (insane)
Withouth the set, a Flame Enchant would have a +96% chance to proc burning. Force Pulse would have a 48% chance to proc burning, concussed and/or chilled every cast, each tick of damage has a base chance of 10%.
Keep in mind, almost every status effect lasts 4 seconds whether debuff, dot or both, only exception is poisoned that lasts 6 seconds as a dot.
So depending on what you're aiming for, some of the bonuses could be wasted like charged or a Destro staff or the new set. A place where it's still advantagous is for a Dragonknight aiming to proc Poisoned/Burning for the 500 stamina/magicka return since there is no cooldown on that passive at all.
Another idea I just had is the fact that the dots of status effects tick every 2s, with what I'm assuming is a first tick on the application of the effect at 0s, eg.. 0, 2, 4 for burning. Worth testing, because if this is true, that means applying an effect like burning or poisoned constantly, can give you free ticks of damage everytime the dot refreshes, instead of just waiting every 2s for the next tick to fire. With the other direct damage effects, you obviously get a small boost every time it fires, but it's so small it's not worth relying on really.
Status Effects:
Martial (Should be based on physical stats like Max Stam, Weapon Damage, Weapon Crit, Physical Pen):
Poison = Poisoned = Medium dot damage for 6s.
Disease = Diseased = Low direct damage + Minor Defile(-8% healing received/hp regen) for 4s.
Bleed = Hemorphaging = Low dot damage for 4s + Minor Mangle(-10% max hp) for 4s.
Physical = Sundered = Low direct damage + Minor Breach(-2974 spell/physical resist) for 4s.
Magical (Should be based on physical stats like Max Mag, Spell Damage, Spell Crit, Spell Pen):
Flame = Burning = High dot damage for 4s.
Frost = Chilled = Low direct damage + Minor Maim(-5% damage done) for 4s.
Shock = Concussed = Low direct damage + Minor Vulnerability(+5% damage taken) for 4s.
Magic = Overcharged = Low direct damage + Minor Magickasteal(168 magicka return per hit, 1 second cooldown) for 4s.
How the status effect damage is calculated may have changed from specific, to dynamic highest stats like weapon weaving, I'm not sure if it was changed to this day, can't remember a patch where it was stated as such.. so feel free to test that.