Greatly improve the base strength of Ignite, Burning and Cold Damage over Time, while making Elemental Overload and Elemental Equilibrium less powerful or require more investment with Damage over Time skills. Rebalance skills that could apply Ignite effects around the new base damage of Ignite and remove the Ignite Damage multipliers.
Player Ignite now inherently deals 150% more Damage than before (previously 50% of base Damage over 4 seconds, now 125% of base Damage over 4 seconds). Cold Damage over Time Skills now deal more damage:
Burning skills now deal more damage:
Many Skills that had an Ignite Multiplier have had that Multiplier removed. The Skill has been balanced to compensate for this, if necessary. Certain Skills have been rebalanced due to the change to Base Ignite Damage, taking into account whether they’re able to take full advantage of Elemental Overload now. Note that examples below do not include the effect of Elemental Overload or Elemental Equilibrium, hence why the Ignite value is much higher for many of the skills:
# | Description |
---|---|
1 | Fireball no longer has 50-88% more Damage with Ignite. It now has 25% chance to Ignite at all gem levels (previously 20-39%). Because of base Ignite damage changes, Ignite with the skill is now 33.0% higher. |
2 | Vaal Fireball no longer has 50-88% more Damage with Ignite. It now has 25% chance to Ignite at all gem levels (previously 20-39%). Because of base Ignite damage changes, Ignite with the skill is now 33.0% higher. |
3 | Discharge now has 55% less Damage with Ailments (previously 30%). Because of base Ignite damage changes, Ignite with the skill is now 60.7% higher. |
4 | Flameblast now has 60% more Damage with Ailments for each Stage (previously 90%). Because of base Ignite damage changes, Ignite with the skill is now 75.0% higher at 10 Stages. |
5 | Vaal Flameblast now has 70% more Damage with Ailments for each Stage (previously 100%). Because of base Ignite damage changes, Ignite with the skill is now 81.8% higher at 10 Stages. |
6 | Incinerate now has “Final wave deals 250% more Damage with Ignite” (previously 500%). Because of base Ignite damage changes, Ignite with the skill is now 45.8% higher. It received a harsher damage loss because it still works very well with Elemental Overload. |
7 | Quality on Anomalous Firestorm no longer grants “(0.00)-(-0.06) seconds to Base Duration”, or “First Impact deals 0-60% more Damage with Hits and Ailments”. Instead, it now grants 0-10% chance to Ignite Enemies. Because of base Ignite damage changes, Ignite with the skill is now 150% higher. If using the Anomalous quality, the Ignite is now 110% higher. |
8 | Fire Burst (Granted by the “Cast Level 20 Fire Burst on Hit” Essence Modifier) now deals 752 to 1127 Fire Damage at level 20 (previously 1122 to 1683). Now has a 1 second Cooldown (previously 1.5 seconds). It now has 170% Effectiveness of Added Damage (previously 250%). Because of base Ignite damage changes, Ignite with the skill is now 67.5% higher. |
9 | Hexblast now deals 103 to 155 Chaos Damage at gem level 1 (previously 74 to 110), up to 965 to 1447 at gem level 20 (previously 689 to 1034). It now has “40% more Damage with Hits per 5 Doom on Hex with most Doom” (previously 60%), and “15% more Damage with Ailments per 5 Doom on Hex with most Doom” (previously 40%). It now has 210% Effectiveness of Added Damage at all gem levels (previously 150%). Because of base Ignite damage changes, Ignite with the skill is now 95.6% higher at 30 Doom, and 83.3% higher at 40 doom. |
10 | Doom Blast (from Impending Doom Support) now deals 54 to 81 Chaos Damage at gem level 1 (previously 39 to 58), up to 602 to 903 at gem level 20 (previously 430 to 645). It now has “40% more Damage with Hits per 5 Doom on Hex”, and “15% more Damage with Ailments per 5 Doom on Hex”. It no longer has “60% more Damage per 5 Doom on Hex”. It now has 140% Effectiveness of Added Damage at all gem levels (previously 100%). Because of base Ignite damage changes, Ignite with the skill is now 44.6% higher at 30 Doom, and 32.8% higher at 40 doom. |
11 | Divine Ire now has “Beam deals 30% more Damage with Ailments per Stage after the first” (previously 70%). Because of base Ignite damage changes, Ignite with the skill is now 7.1% higher at 20 Stages. It received a harsher damage loss because it still works very well with Elemental Overload, and was already one of the highest Ignite damage skills. |
12 | Penance Brand now has “Explosions deal 60% more Damage with Ailments per Energy after the first” (previously 100%). Because of base Ignite damage changes, Ignite with the skill is now 54.8% higher. |
13 | Explosive Concoction no longer has “Deals 30-49% more Damage with Ignite if Charges were consumed from a Ruby Flask”. It now has “+40-78% to Damage over Time Multiplier with Ignite if Charges were consumed from a Ruby Flask”. Because of base Ignite damage changes, Ignite with the skill is now 155.0% higher if you had +50% to Fire Damage over Time Multiplier. |
14 | Armageddon Brand now deals 40 to 69 Fire Damage at gem level 1 (previously 34 to 51), up to 613 to 920 at gem level 20 (previously 398 to 597). It no longer has 120-250% more Damage with Ignite, or 25% chance to Ignite Enemies. It now activates every 1 second while Attached (previously 0.75 seconds), and has a base Critical Strike Chance of 5% (previously 6%). It now has “Deals 10% more hit Damage to Branded Enemy” at gem level 1, which scales up to 29% at gem level 20. It also now has 135% Effectiveness of Added Damage at all gem levels (previously 85%). Because of base Ignite damage changes, Ignite with the skill is now 10.1% higher. It received a harsher damage loss because it still works very well with Elemental Overload. |
15 | Shattering Steel now has “Projectiles deal up to 100% more Damage with Hits per Steel Shard consumed at the start of their movement, lowering this bonus as they travel farther” (previously Hits and Ailments). Because of base Ignite damage changes, Ignite with the skill is now 16.7% lower when consuming 2 shards. This skill is not intended to work well with ignite so it doesn’t justify having its own unique multiplier stat. |
16 | Explosive Arrow now has “Explosion deals 5% more Damage with Hits per Explosive Arrow on Target” (previously Hits and Ailments). Because of base Ignite damage changes, Ignite with the skill is now 66.7% higher with 10 arrows on the target. Ignite with the skill is now 25.0% higher with 20 arrows on the target. |
17 | Sentinels of Purity summoned with Herald of Purity now have 40% less Life. Because of base Ignite damage changes, Ignite with the skill is now 50.0% higher when using the Death Wish skill from the Maw of Mischief Unique Helmet. |
18 | Frost Bomb now deals 8 to 13 Cold Damage at gem level 1 (previously 14 to 21), up to 930 to 1395 at gem level 20 (previously 1336 to 2003). It no longer has 25% reduced Energy Shield Recharge Rate. It now has “4% more Damage with Hits per 0.1 seconds Duration”. It now has 210% Effectiveness of Added Damage at all gem levels (previously 300%). Because of base Ignite damage changes, Ignite with the skill is now 74.1% higher when it is able to ignite. |
The Elemental Overload Keystone Passive Skill now gives more Hit and Ailment Elemental Damage to Skills if they crit in the last 8 seconds. This means that you can’t use a second rapidly hitting skill, making a small amount of critical chance investment much more important to skills taking advantage of Elemental Overload.
The Elemental Equilibrium Keystone Passive Skill now applies 25% Exposure of the Elements not Hit with, removing Exposure of the Elements you Hit with. It’s now an easy way to apply a strong Exposure effect rather than a huge damage boost that we balanced Elemental Damage over Time Skills around. Some other skills have been reviewed because of these changes.
More scaling options have been added to Damage over Time builds on the Passive Skill Tree and items, raising the top end of damage over time for well geared characters.
Redesign the skill without a secondary stacking burning effect, but with high added fire damage against Ignited enemies.
Flame Surge now creates a burning ground that deals damage equal to a percentage of that ignite if you hit an ignited enemy. Burning Ground can be created every 2 seconds, with a percentage of Ignite Damage on the enemy converted to Burning Ground.