Elemental Proliferation

This may have been hinted at elsewhere, but I never saw it explicitly asked.

Concerning minions and elemental dmg auras (hatred, wrath, anger) and elemental proliferation:

Suppose I have one or more of those auras active and linked with elemental prolif. Now my minions will deal added dmg of whatever element with their attacks, and (I assume) have a chance to freeze/chill/shock/burn. Will elemental prolif spread those status debuffs?

Key issue I see: is the aura (hatred/wrath/anger) dealing the dmg, or is the minion?
ign Tubgurl
the minion, so this support needs to be linked to the minion. auras are buffs and don't deal damage on thier own.
Do multiple instances of burning, being spread by multiple enemies, still over-write each other as normal burning does?



Ex.. I put cold to fire on frost nova. I roll a critical hit and therefore burn all enemies around me. If I were using proliferation, would the auras on all the enemies in effect stack or would the highest aura over-ride the rest?
highest burn always takes priority.
Perhaps a dev can answer this =

When Elemental Proliferation causes a monster to be afflicted by a status ailment (Shock, Freeze, Chill), which then spreads to other monsters around it, is (a) the duration of the status ailment based on the original monster, or (b) is the duration calculated individually for each monster that the status ailment proliferates to?

For example, let's say a low HP monster is standing next to a high HP boss. Usually the high HP boss would be immune to status ailments because status ailments (except Ignite) are based on damage dealt relative to a monster's max HP. So, if the low HP monster is Shocked, will the "Shock" ailment proliferate to the high HP boss standing right next to it (and also have the same Shock duration as the original monster)?

Insights appreciated!
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Last edited by rrtson on Mar 10, 2013, 5:16:00 AM
Elemental Proliferation causes Status Ailments to function like Auras (but it's not defined as an Aura; Aura Radius bonuses do not apply).

You Shock a monster for six seconds. It will then Proliferate Shock for six seconds; any nearby monster will be Shocked. Once the duration expires on the initial target, the 'Aura' ends. Since there's no Aura any more, there's no Shocks any more.
"
Vipermagi wrote:
Elemental Proliferation causes Status Ailments to function like Auras (but it's not defined as an Aura; Aura Radius bonuses do not apply).

You Shock a monster for six seconds. It will then Proliferate Shock for six seconds; any nearby monster will be Shocked. Once the duration expires on the initial target, the 'Aura' ends. Since there's no Aura any more, there's no Shocks any more.


Thanks for the clear and concise answer :)
I also have another question, posted below
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Last edited by rrtson on Mar 14, 2013, 7:10:36 PM
This is going to be kind of confusing, so please bear with me as I give this example:

1) Let's say I'm fighting a high HP monster who -- by itself -- cannot be 'Shocked' due to my lightning spells not doing enough damage relative to its maximum HP.

2) But with the Elemental Proliferation gem attached to my lightning spell, I can shock low HP monsters standing next to the high HP monster. If I Shock the low HP monsters, the 'Shock' status ailment proliferates to the high HP monster.

3) This means that the high HP monster is now taking anywhere from 140% (1 Shock charge) to 220% (3 Shock charges) extra damage from my lightning attacks.

4) Now take this quotation from the wiki into consideration:

"
The duration of the Chill, Freeze, and Shock statuses are related to the amount of cold or lightning damage dealt. The duration for these effects are calculated as follows:

Shock: 276ms per 1% max life dealt as lightning


My question is: What does "dealt" mean? Is the duration (a) still being calculated based on the lightning damage that my spells do? Or is the duration (b) now based on the increased lightning damage the monster is currently taking due to the Shock charges from nearby monsters?

In other words, is it possible to sustain Shock charges on a high-HP monster independently from the low-HP monsters who initially caused the high-HP monster to be 'Shocked'?
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"dealt" in this case is actually "total of this type taken". if the damage is whatever % of hp, then the status effect lasts long as that ratio. it is very possible to shock on this scenerio you setup.
^That. 'Dealt' always refers to final damage. If the monster is immune to Lightning, you always deal zero damage -> Shocks would last zero seconds.

"
rrtson wrote:
3) This means that the high HP monster is now taking anywhere from 140% (1 Shock charge) to 220% (3 Shock charges) extra damage from my lightning attacks.

(emphasis mine) I think you meant 'total' there :P
Of note: Shock increases all damage taken, not only Lightning damage. That's why it's so overpowered. :)
Last edited by Vipermagi on Mar 15, 2013, 5:18:10 AM

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