These 2 are correct. The attribute svaling is mentioned on the tooltip. Skills rarely change attributes (Smite converted to void is a rate example of this happening).
I thought the Searing Light node should give it the fire tag as it adds an upfront fire hit, though the node text does not mention the tag.
Have you tried equipping an item that gives ward/sec bases on missing hp?
For example, Temper node from Forge Strike adds flat melee fire damage(no damage conversion), but somehow it also adds fire tag to the skill without mentioning.
Hi.
Can you clarify how it does not scale with Attunement?
I’m currently running at around 40 ish Attunement with about 900 HE.
Can I drop the attunement then?
Is there any benefit to it? I just assumed it was one of my main stats and never really gave it a second thought.
Cheers for the reply.
I since checked and tested it.
I am running HH as my main damage source. Each point of Attunement gives me 5% healing effectiveness, which along with fire damage, increases my damage output.
Therefore my main stats for my build will be Healing effectiveness, Attunement, Fire Damage, and then squeezing in crit multi and crt chc where possible. I’ve also been testing damage whilst channeling as this also affects my HH, but only so many slots for so many affixes you know.
So for now, it appears Bane is not required for my build but Attunement is. Currently at level 98 and 200+ corruption and seems to be holding well.
Did some testing of my own, specifically around Divine Catalyst and what is and isn’t inherited by Divine Bolt from the tree. Some useful observations, and one very puzzling one that I could use a hand unpicking if anyone’s interested.
Divine Bolt is not converted by Seraph Blade. Unsurprising, but worth noting.
Divine Bolt inherits the spell damage from Bane of Evil, but not the crowd control effects from Turn Undead and Halted Scourge. Couldn’t come up with a way to test the damage and DR without completely overhauling my build, but I might come back and do this properly someday.
Divine Bolt inherits the damage from Virtue of Patience, though the cast speed penalty is steep enough that this is marginal if your main source of bolts is Divine Catalyst.
Divine Bolt is not affected by Divine Barrier, even when Piety causes it to heal allies. No conversion, but also no ward per 2 Attunement. I should probably test the other two ward nodes, but this isn’t a great sign.
Urgent Healing did not affect the amount of health restored by a Divine Bolt proc. More details on that below.
As for the size of the heal, I got some very strange numbers. With 282% global healing effectiveness, 240% bolt-specific healing effect from Attunement, and 118% healing effect in my HH tree I was healed for roughly 410 health (my health immediately started decaying again, so it was hard to be precise). If all the heal effect is going through correctly, that suggests a base heal of roughly 55, but Piety is only supposed to have a base heal of 25 (Bolt’s base damage). This is puzzling, but probably academic - I took off all my heal effect gear to be able to get useful test results, and at realistic levels of HE for a HH build, one bolt will fully heal you and cannot be converted to ward.
Hope this helps someone out there. Now if only there was a way to convert bolts (with or without Searing Light) to lightning…
EDIT: Because I forgot about them entirely: The electrify chance and more damage with electrify works fine. The electrify spread is a pain to test, but it doesn’t seem to apply. Without two enemy dummies near each other it’s quite hard to set up on enemies who are moving and dying, especially when you need to exclude things being hit by HH itself