Throwing phys vs throwing fire

Ok. Then in that case, I’m assuming that if you have “+10 melee” and “+10 fire melee” as modifiers, it will first apply the general one (going to 20 phys + 20 fire) and then the specific one (going to 20 phys + 30 fire)?

Yup. 5 chars

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You guys are way fkn smarter than me - you know I did poe1 for 10+ years so I really thought this kind of stuff as a whole would make more sense to me by now lol!

I think I got it thought due to the examples. So once I’ve converted the base from phys to fire then “throwing damage” would add to it and also “fire” would add to it and its multiplicative variables but adding phys throwing damage would just add that as a seperate value so I might have 150 fire throwing all up from my sources and then click the passive I mentioned earlier that adds fire throwing and phys throwing, it would add +1 fire to the 150 fire total (with multis etc) and then be 15x and also +1 phys throwing on the side.

God I hope I wrote that correct! Also thank you guys so much for this, appreciate it heaps

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Yes, I think what you wrote is correct. Once you convert a skill to a new element, it no longer does the old one, so it counts as example 1, only for the new element.

So if it did 20 phys and you added +1 phys it would do 21 phys, but if you converted it to fire and added +1 phys, it would then do 20 fire and 1 phys.
However, the generic tag +1 throwing would still add to the fire making it 21 fire damage.

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Wicked! And obviously I’d want to stack as much as I could with 1 so that the hits are bigger, specially with fire and ignite etc. Ahhh exciting - pretty obvious I’m doing a shield throw for 1.2 starter with the changes it’s hard to say if it’s going to scale better. I’ve done a few and got to end game but they’re no where near as juicy as shield bash which is sad, maybe the new tree will ramp it up! Maybe lol

Yes, though the phys throwing damage would be affected by any generic % damage modifiers on the skill tree that don’t specify fire & those are only Molten Toss (% fire damage) & Forgeborn (flat fire & fire penetration). All the other nodes are generic modifires that would affect all glat damage regardless of the flavour.

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