Hello all,
Been working for months now on a Consecrated Ground Judgement build to maximize the Consecrated Ground damage over time (DOT) fire damage. Just FYI I have done tons of research and seen that others have not gotten it to work - saying it doesn’t do enough damage, yet here I am to make it work or die trying. I’ve done some testing in game which I can post the results of later, the testing included the (individual) addition of the following damage stats: %fire dmg, %healing effectiveness, Strength and Attunement attribute points, %melee dmg, %fire DOT, and %elemental DOT. The testing showed all the listed stats DO contribute to damage increases of Consecrated Ground, with Attunement, Strength, and Healing Effectiveness being the top 3. The tests were performed on the dummy, with no damage stat influences from character passives and I can post the Judgement skill tree points. Sanctification was used (no HITS from judgement use). One testing event used the Sigil of Sacrifice node(+12 base fire dmg per sigil consumed) & Sigils of Hope (no dmg influence from ACTIVE sigils, and 4 sigils consumed every time) and one testing event did not spec into the Sigil of Sacrifice node. This was done to see how much damage the Sigil of Sacrifice node actually adds to Consecrated Ground and how viable its usage is for a Consecrated Ground damage build. The test consisted of the following steps:
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Initially, my character did not wear ANY equipment other than a grey broadsword weapon with 1.15 base attack rate and +12 melee physical damage. Judgement Consecrated Ground was used, and damage recorded.
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After damage was recorded under those conditions, individual pieces of equipment were equipped with a corresponding damage stat (only 1 at a time), damage was observed, and recorded, rinse-repeat for all the stats previously listed.
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Then, by comparing the damage recorded from each stat added with the damage recorded as described in (1), I calculated the % increase in damage per 1% increase in the corresponding stat. For example, if I initially recorded damage ticks of 28 with nothing but the weapon equipped. Then equipped a ring that gives me 33% fire damage, use Judgement Consecrated Ground and get damage ticks of 34. Then (34-28)/33 = 18.18% damage increase per 1% fire dmg increase.
Here are the screenshots of the passives I used during the tests
(I guess I am inept when it comes to using paint, apologies for the cut offs)
I was specc’d into 5/5 honour, 6/6 holy symbol, 1 holy nova, 1 divine bolt, 2 shared divinity, and 5 faith armour
https://imgur.com/hw4He0g
I specc’d 5 points into Abyssal Endurance
https://imgur.com/DA2pxYd
8 fearless, 5 protector, 5 armor clad, and 2 time and faith
https://imgur.com/p07tndz
Judgement Tree w/Sigil of Sacrifice Test
https://imgur.com/lJbHqEo
Results of Sigil of Sacrifice Test:
Baseline(no added stats) - 36 dmg, every time. No variance
+7 ATT - 49 dmg, “” “” ; (49-36)/7 = 185.7% dmg increase per 1 ATT attribute
+8 STR - 40 dmg, “” “” ; (40-36)/8 = 50% dmg increase per 1 STR attribute
+34% healing eff. - 45 dmg, “” “” ; (45-36)/34 = 26.47% dmg increase per 1% healing effectiveness
+28% elemental DOT - 40 dmg, “” “” ; (40-36)/28 = 14.28% dmg increase per 1% elemental DOT increase
+21% DOT - 39 dmg, “” “” ; (39-36)/21 = 14.28% dmg increase per 1% DOT increase
+45% fire dmg - 42 dmg, “” “” ; (42-36)/45 = 13.33% dmg increase per 1% fire dmg increase
+38% fire DOT - 41 dmg, “” “” ; (41-36)/38 = 13.15% dmg increase per 1% fire DOT
+69% melee dmg - 45 dmg, “” “” ; (45-36)/69 = 13.04% dmg increase per 1% melee dmg increase
Judgement Tree without Sigil of Sacrifice Test (sorry for cut-off)
https://imgur.com/KLQJNGi
Results of test with no Sigils:
Baseline(no added stats) - 17 dmg, every time. No variance
+7 ATT - 26 dmg, “” “” ; (26-17)/7 = 128.57% dmg increase per 1 ATT attribute
+8 STR - 20 dmg, “” “” ; (20-17)/8 = 37.5% dmg increase per 1 STR attribute
+34% healing eff. - 23 dmg, “” “” ; (23-17)/34 = 17.64% dmg increase per 1% healing effectiveness
+21% DOT - 19 dmg, “” “” ; (19-17)/21 = 9.52% dmg increase per 1% DOT increase
+45% fire dmg - 21 dmg, “” “” ; (21-17)/45 = 8.88% dmg increase per 1% fire dmg increase
+69% melee dmg - 23 dmg, “” “” ; (23-17)/69 = 8.69% dmg increase per 1% melee dmg increase
+38% fire DOT - 20 dmg, “” “” ; (20-17)/38 = 7.89% dmg increase per 1% fire DOT
+28% elemental DOT - 19 dmg, “” “” ; (19-17)/28 = 7.14% dmg increase per 1% elemental DOT increase
Also worth noting, there was only a 111.76% base dmg increase w/Sigil of Sacrifice vs. without (comparing both baseline damage entries). Based on the Sigil of Sacrifice tool tip, this increase should be closer to a 1200% increase since we should be getting +12 base fire damage added per sigil sacrificed ; we sacrificed 4 sigils so it should be +48 which should be 1200% * 4 (base fire damage of consecrated ground) = 48. So I just thought that was an interesting takeaway. Because of this as well as diminishing numbers of sigils of hope over the duration of an actual fight, I concluded that using Consecrated Ground (CG) (with the Sigils of Sacrifice node) numerous times would result in inconsistent DPS for each CG as time goes on. As such, it would be better to spend those points into other areas of the Judgement tree to get more damage. In addition, if you’re sacrificing Sigils of Hope they will not be active to give damage and defensive buffs, further limiting damage output.
Comparing the two tests, we can see that the effectiveness of %melee damage falls off with a the base increase in fire damage of CG. We also see that %elemental DOT effectiveness increases with the base increase in fire damage of CG. Interesting to note. The other stats (% fire, %fire DOT, and %DOT) seem to behave similarly regardless.
All of this is to ask the question: what is the best damage stat distribution to maximize the damage of Consecrated Ground? Passive nodes for Judgement indicate Consecrated Ground scales with Fire, Melee, and Damage Over Time. Like I stated earlier, Attunement, Strength, and Healing Effectiveness seem to be the top stats to focus, however I have learned through research that it is supposed to be better to spread damage stats out over multiple different sources rather than pile into 1 or 2. However, %fire dmg, %healing effectiveness, Strength and Attunement attribute points, %melee dmg, %fire DOT, and %elemental DOT are a lot of damage stats to include as affixes, so I would like some intelligent input on how the best way to go about it is?
Thank you Community!