[3.23] Lk's Cold DoT Ele [League-start to over 40m DoT] (Wildwood Primalist Update)

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Porterhaus wrote:
Looking for a better mid-game boot recommendation. Would you recommend using Embers and rolling “Drops Scorched Ground While Moving” while I farm Maven on SSF?

Does anyone have a sense of how these each relatively raise damage for the build?

# Skill gem levels
# Increased Effect of Non-Damaging Ailments
% Spell damage
% Cold Damage
% Cold Damage over Time Multiplier
% Damage over Time Multiplier
% Damage over Time

I’m not sure if there is a way to calculate this out with PoB but it’d be great to know say that each X% of cold DoT multiplier = Y% cold or spell damage when evaluating gear.


using Embers and rolling “Drops Scorched Ground While Moving” - yes. will be helpful while farming maven.

+1 skill gem levels are roughly 10-15% MORE dps (for that skill used).

non-damaging ailments help scale the bonechill which makes our CDOTs (vortex, creeping frost - even cold snap and vaal cold snap) deal more dmg. effect of chill is capped at 30% - there's some complicated calculations here, but usually we dont hit this cap. 30% increase effect of non-damaging ailments is roughly 40% elemental damage/spell damage/cold damage/damage over time.

spell damage is generic, cold spell damage is specific to cold. for example +16% spell damage means +16% to cold, fire, and lightning. we dont care about fire/lightning, so cold spell damage and spell damage are "the same" to us. since we are dealing elemental damage (cold), +% elemental damage means the same thing. +% elemental damage refers to damage that has the cold/fire/lightning attributes. damage over time (NOT multiplier), falls under the same category (called "increased/reduced").

therefore, for all purposes and intents, in this build, increases to the following are equal, point for point. cold spell damage == spell damage == elemental damage == damage over time. (because there are other skills in POE, where elemental damage is not from a SPELL, or other skills which are not DoTs).

the same logic applies to DoT multipliers, but DoT multipliers are a separate category of modifier to your overall damage. cold dot is a specific example of dot. dot encompasses fire and lightning (but we do not care about those).

imagine 100 dps, 50% increased spell damage, and 50% damage over time multiplier. then dps will be 100*1.5*1.5 = 225, and not 100*(1+0.5+0.5) = 200. of course, i'm over simplifying here, you can really see the breakdown in POB, when you mouse over the Skill Damage over Time box, POB will tell you where they get their numbers from.

in terms of "ratio", it really depends on which you have more (DOT multiplier or spell damage). if you have A LOT of spell damage - exaggerated, say 10000% spell damage increased. then % dot multiplier will be huge dps boosts, because they interact multiplicatively. however, in 4 years of playing CDOT, i would say 1% CDOT is around 4-5% increased spell damage.

you will have to play with POB to find out how the % affect your overall dps. usually, multipliers are the strongest because they are the "hardest" to find, be it on the tree, or on items. even i am unaware of all my sources of damage. to give you an idea, my creeping frost dps is

6737.6 (base)
* 8.91 (mods related to increased dmg - such as cold spell dmg/spell dmg/elemental dmg/dmg over time)
* 10.13 (mods related to MORE dmg)
* 2.47 (mods related to multiplier)
* 4.126 (effective dps modifer - such as buffs/auras/curses/debuffs on enemy)
= 6195922.8 dps
Last edited by SonsOfKorhal on Apr 17, 2023, 3:03:12 AM
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Rashnu311 wrote:
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Killtrox wrote:
Is there a way to run ele reflect maps? I notice the claim that this build can run all map mods, but I am unable to run these.

Thanks!



The last ascendancy you take is bastion of the elements and makes you immune to elemental reflect, make sure you are following the PoB.


Thanks for reminding me, I COMPLETELY forgot to run uber lab for my last ascendancy points. Derp!

"
"
proyousart wrote:
hey! thanks so much for creating this. this is my first character back in years and im having a blast.

i had some quick questions - general and build specific

1) if anyone has the time and could look through my character to give advice on my next upgrades that'd be great. i have about ~20 div to spend

2) is pain attunement THAT good? from what i read it's just 30% more spell damage right? if i ran an abyss jewel and belt with + damage and + damage after kill like i am right now, is it better? considering we free up a jewel slot and a passive skill point and better stats on a rare belt?

3) i have a +2 amulet with cold damage leech, is it potentially possible to pivot my build to EoM instead of DD? i find the leech to be more consistent and i dont have to spend passive points. how would i potentially pivot this build to a non-DD EoM build (wtih cold leech on my amulet)


EDIT: also just took your advice and 6linked + chromed a +1/+2 duration chest base , i never crafted anything corrupted before so it was scary but it actually wasnt that bad! THANK YOU!


1. Next upgrades:
a. Anoint Ash, Frost and Storm on your amulet
b. Replace Elemental Focus with the Awakened version. Lv 5 gives +1 to spell skill gems.
c. Get Empower level 4
d. Get quality on support gems
e. Flasks:
i. Quality them
ii. Get a life flask with corrupted blood immunity rather than on a flask.
iii. You don't need freeze immunity if you have freeze Pantheon set-up

2. Yes. More damage is not the same as increased damage. More damage is a multiplier to your total damage. Increased damage adds on to other sources of increased damage, then multiplies your total damage.

3. DD is more than just the life regeneration. You have to spend passive points to get Eldritch Battery. Leech does not work with DoT damage, only the instant damage on hit. You will also have to drop Tempest Shield for Defiance Banner. You will have to read map mods. Etc.

4. Etc: Molten Shell and Steelskin conflict with each other because they are both guard skills https://www.poewiki.net/wiki/Guard_Skill

Glad your corruption craft worked~


thank you! this is super helpful. one last question here:

are there better boots for strictly bossing? i shred through any map but sometimes with endgame bosses and delirium bosses i run into issues.

im playing around with the idea of having a second pair of boots to swap into when im going into a guardian or boss room with difficult mods. these boots would have better defensive mods or better single target offensive mods. some of them i was thought were interesting was:

- Damage Penetrates 10% of Enemy Elemental Resistances if you haven't Killed Recently (eternal lab)
- Drops Sapped Ground while moving, lasting 2 seconds (Pinnacle)
- While a Unique Enemy is in your Presence, #% increased Life Regeneration rate
- #% Chance to Block Spell Damage

on top of that, higher life, % life maybe and just higher armor/eva

im still very very new to the game so any mods or implicit suggestions would be great if this is a decent idea

Just got a Eye of Malice drop in SSF early on. Would this be usable for your build without any modifications (Noticed you mention to get the most out of it, we need specific skill point investments) until I can get a Devouring Diadem?

Don't really understand how the increased fire/cold res really works & does it always add damage for our build. Does it increase damage even if we don't curse?
Last edited by toney8 on Apr 17, 2023, 12:40:42 AM
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toney8 wrote:
Just got a Eye of Malice drop in SSF early on. Would this be usable for your build without any modifications (Noticed you mention to get the most out of it, we need specific skill point investments) until I can get a Devouring Diadem?

Don't really understand how the increased fire/cold res really works & does it always add damage for our build. Does it increase damage even if we don't curse?


you can make EoM work, it will feel a little clunkier, because you'll have to allocate EB. and secondly, not being able to run tempest shield, thirdly, being careful of map mods that are no regen. in SSF, i guess it's a good starting point, use whatever is available to you.

regarding dps, just think of this:

if enemy resistances are NEGATIVE, then increasing them by 50% means making the resistances EVEN MORE NEGATIVE.

-100 * 1.5 = -150.
"
cadosinio wrote:
"


The easiest solution will be to spend your next 3 SP adding Eldritch Battery. Let us know how it goes.


When I add Eldritch Battery, when do I unspec?

Also, on other note:
I've been looking at the build and I think about getting rid of shield charge + tempest shield (i hate shield charge) to somehow automate curses, maybe using frostblink? What do you think?

I hate a lot of buttons and love automating stuff. If you can give me any advice i'd be grateful

I will try linking frostblink - hextouch - ele weeakness - frostbite


while you may not like shield charge, DO NOT remove tempest shield. it gives you spell block and shock immunity. that is a large defensive layer. myself, i run both shield charge AND frostblink. for automation, what i have done is to link arcanist brand with the 2 curses. works well enough for me.

if you intend to remove tempest shield and shield charge, is that because you do not intend to use a shield? then the gearing will be very different.
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SonsOfKorhal wrote:
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toney8 wrote:
Just got a Eye of Malice drop in SSF early on. Would this be usable for your build without any modifications (Noticed you mention to get the most out of it, we need specific skill point investments) until I can get a Devouring Diadem?

Don't really understand how the increased fire/cold res really works & does it always add damage for our build. Does it increase damage even if we don't curse?


you can make EoM work, it will feel a little clunkier, because you'll have to allocate EB. and secondly, not being able to run tempest shield, thirdly, being careful of map mods that are no regen. in SSF, i guess it's a good starting point, use whatever is available to you.

regarding dps, just think of this:

if enemy resistances are NEGATIVE, then increasing them by 50% means making the resistances EVEN MORE NEGATIVE.

-100 * 1.5 = -150.


Great to know! I'll stick with that in that case until I can get DD.

For the negative resistance explanation, that makes perfect sense. Thanks for the info!
Last edited by toney8 on Apr 17, 2023, 2:16:18 AM
"
cadosinio wrote:
"


The easiest solution will be to spend your next 3 SP adding Eldritch Battery. Let us know how it goes.


When I add Eldritch Battery, when do I unspec?

Also, on other note:
I've been looking at the build and I think about getting rid of shield charge + tempest shield (i hate shield charge) to somehow automate curses, maybe using frostblink? What do you think?

I hate a lot of buttons and love automating stuff. If you can give me any advice i'd be grateful

I will try linking frostblink - hextouch - ele weeakness - frostbite


1. I recommend to add it during early maps. You may opt to add it earlier too if you are facing mana issues. You will unspec when you get Devouring Diadem, which itself provides EB.

2. Like SOK mentioned, you should use Tempest Shield when you have Devouring Diadem as it gives you good defense.

3. "frostblink - hextouch - ele weeakness - frostbite" is fine if you gain sockets from dropping shield charge. Culling strike will have to go somewhere else though.
YouTube Channel: www.youtube.com/@LkGG-Gaming
Devouring Diadem CDoT Elementalist Guide: www.pathofexile.com/forum/view-thread/3362183
Vaal Caress CDoT Trickster Guide: www.pathofexile.com/forum/view-thread/3450602
"
SonsOfKorhal wrote:
"
Porterhaus wrote:
Looking for a better mid-game boot recommendation. Would you recommend using Embers and rolling “Drops Scorched Ground While Moving” while I farm Maven on SSF?

Does anyone have a sense of how these each relatively raise damage for the build?

# Skill gem levels
# Increased Effect of Non-Damaging Ailments
% Spell damage
% Cold Damage
% Cold Damage over Time Multiplier
% Damage over Time Multiplier
% Damage over Time

I’m not sure if there is a way to calculate this out with PoB but it’d be great to know say that each X% of cold DoT multiplier = Y% cold or spell damage when evaluating gear.


using Embers and rolling “Drops Scorched Ground While Moving” - yes. will be helpful while farming maven.

+1 skill gem levels are roughly 10-15% MORE dps (for that skill used).

non-damaging ailments help scale the bonechill which makes our CDOTs (vortex, creeping frost - even cold snap and vaal cold snap) deal more dmg. effect of chill is capped at 30% - there's some complicated calculations here, but usually we dont hit this cap. 30% increase effect of non-damaging ailments is roughly 40% elemental damage/spell damage/cold damage/damage over time.

spell damage is generic, cold spell damage is specific to cold. for example +16% spell damage means +16% to cold, fire, and lightning. we dont care about fire/lightning, so cold spell damage and spell damage are "the same" to us. since we are dealing elemental damage (cold), +% elemental damage means the same thing. +% elemental damage refers to damage that has the cold/fire/lightning attributes. damage over time (NOT multiplier), falls under the same category (called "increased/reduced").

therefore, for all purposes and intents, in this build, increases to the following are equal, point for point. cold spell damage == spell damage == elemental damage == damage over time. (because there are other skills in POE, where elemental damage is not from a SPELL, or other skills which are not DoTs).

the same logic applies to DoT multipliers, but DoT multipliers are a separate category of modifier to your overall damage. cold dot is a specific example of dot. dot encompasses fire and lightning (but we do not care about those).

imagine 100 dps, 50% increased spell damage, and 50% damage over time multiplier. then dps will be 100*1.5*1.5 = 225, and not 100*(1+0.5+0.5) = 200. of course, i'm over simplifying here, you can really see the breakdown in POB, when you mouse over the Skill Damage over Time box, POB will tell you where they get their numbers from.

in terms of "ratio", it really depends on which you have more (DOT multiplier or spell damage). if you have A LOT of spell damage - exaggerated, say 10000% spell damage increased. then % dot multiplier will be huge dps boosts, because they interact multiplicatively. however, in 4 years of playing CDOT, i would say 1% CDOT is around 4-5% increased spell damage.

you will have to play with POB to find out how the % affect your overall dps. usually, multipliers are the strongest because they are the "hardest" to find, be it on the tree, or on items. even i am unaware of all my sources of damage. to give you an idea, my creeping frost dps is

6737.6 (base)
* 8.91 (mods related to increased dmg - such as cold spell dmg/spell dmg/elemental dmg/dmg over time)
* 10.13 (mods related to MORE dmg)
* 2.47 (mods related to multiplier)
* 4.126 (effective dps modifer - such as buffs/auras/curses/debuffs on enemy)
= 6195922.8 dps


Concur with everything here.

To add, non-damaging ailments also affects Scorch and Shock effect. Scorch reduces the target's resistances while shock increases the target's damage taken.
YouTube Channel: www.youtube.com/@LkGG-Gaming
Devouring Diadem CDoT Elementalist Guide: www.pathofexile.com/forum/view-thread/3362183
Vaal Caress CDoT Trickster Guide: www.pathofexile.com/forum/view-thread/3450602
can you post a link to your current atlas tree?

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