chance to ignite
how the fuck does chance to ignite work in this game??
when you look up info on ignite, it says " ok, great, but what about chance to ignite? i do damage with my skill, a skill which also has 134% chance to ignite, and in this current map more often than not im not igniting anything. it takes 2-3 hits to ignite most things. the map? nope, it doesn't have increased ailment threshold for monsters. its just a 72% delirious map with no modifiers to monster life, ailment threshold, or anything to make mobs any tankier on a normal map i still don't even ignite 100% of the time, for whatever reason. i was thinking i could rely on ignite for my clear (leap slam, ignite finishes off anything that survives) so that i could eliminate boneshatter from my rotation, but i guess not because ignite just doesn't seem to work, really still use ignite for single target, and it seems to work mostly but is wildly inconsistent in the damage it pumps out. like, WILDLY. but this just showcases why in poe1 you USED to have it where the damage of the ailment was dependent on hit damage, but changed it - because right now especially in poe2 when over 100% chance to ignite can't reliably ignite, having to hit the monster several times to even get an ignite you end up killing them anyway, since the damage of the ignite is tied to damage to the monster. completely ridiculous Last edited by xMustard#3403 on May 13, 2025, 8:42:39 PM Last bumped on May 15, 2025, 12:52:03 AM
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Ignite works similar to shock.
Enemies have a threshold that acts as defense against ignite. If a player deals equal to or more fire damage than that threshold the game rolls a 25% chance to ignite the enemy (this is what the 1% : 4% part means) You can ingite the enemy with less fire dmg, but the % chance to ignite will be lower. Mods that give +% chance to inflict ignite affect that 25% chance. +100% ignite chance = 2 * 25% = 50% Maps with "enemies have more ailment threshold" will drastically reduce igniye/shock chance "Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
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" is this serious? lol okay so then its pointless useless garbage stat not worthy of passive points well thats good to know. time to respec my build, again. glad this is so goddamn clear in game (it isn't at all) right now all damaging ailments are useless unless you're using something that automatically applies it. chance to bleed is too infrequent and difficult to stack, as is poison, as is ignite. so really you're only going to be using those with things that guarantee its application build variety, amirite |
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" It's literally exactly how every other passive bonus works what are you even saying? |
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