Is elemental damage scaling bugged?
Just a quick question, because i don't think it's supposed to work this way.
I'm running a pure pyro sorc right now, the main skills i use are Fireball and Ember Fusillade, now i've really taken care to look for items that give me increased fire damage, be it gems, items or passives on the passive tree. Now what i find to be very confusing, is the fact that if i go and hover over a skill like Burning Nature, a skill that increases my fire damage, the damage of my Fireball and Ember Fusillade only go up by a measly 100. Fireball going from 2.072,28 to 2.151,14 damage. Ember Fusillade going from 8.885,38 to 9.222,61 damage. That really doesn't feel like it's working as intended, or am i just looking at something the wrong way? Last bumped on Jan 12, 2025, 10:05:53 PM
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Made a mistake! Ember Fusillade goes from 8.885,38 to 8.998,29 points of damage.
Also the skill Burning Nature is supposed to increase the fire damage by 25%. |
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If you are talking about the atlas passive Burning Nature, this is 25% increased fire damage.
The wording in PoE 1 and 2 is very specific. All increase/reduction are additive and all more/less are multiplicative. So lets say 100% increased fire damage, 50% increased elemental damage, 10% increased damage and 2 support gems with 30% more fire damage and 35% more elemental damage. All 5 apply to fire. So the formula would be: 1 * (1 + 1 + 0.5 + 0.1) * (1 + 0.3) * (1 + 0.35) = 4.563 times fire damage multiplier So 1000 fire damage would become 4563 fire damage. The formula explained. The first bracket 1 + 1 + 0.5 + 0.1 is the baseline 100% damage + the 100% increased fire + 50% increased elemental + 10% increased damage. Every increased is added up in this bracket. So you will se some sort of "diminishing returns". The other brackets are the multiplicative more damage. Edit: So the 25% of Burning Nature is just added to the first bracket with all your other increases, + 0.25. That is why the effect is somewhat low. Edit 2: Just for completion sake. Increased physical damage on a weapon is the exception. This is known as a local increase. The others are global increases. Local increases directly effect the weapon damage displayed. It effects the base damage and is therefor calculated first directly on the weapon and is not added with the other increases. Keep in mind, increased elemental damage, increased fire damage and so on weapons is still global and is handled like all other increases. Last edited by Avaricta#4758 on Jan 12, 2025, 5:31:19 PM
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Hmn... Well i guess there isn't much i can do about it then, though it seems like it's not really worthwhile, getting a passive that only increases your damage by so little.
Sure it adds up over time but at the point where i'm at, 100 damage more won't really do a whole lot. |
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" And this is why doing different types of damage will always do more damage overall than just doing 1 type of damage, because if how the damage formulas work |
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" What? That is wrong. Single damage type will always do more damage because you have things that scale off of base damage of one specific type like bleed, poison, ignite, shock, freeze, and so on. Also because you have things that effect only one damage type like curses, exposure, break armor, and so on. Even if you add increases of different damage types, they are still additive and effect only the corresponding type. Last edited by Avaricta#4758 on Jan 12, 2025, 10:13:58 PM
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