3.9 notes on shock/chill
- Shock and Chill calculations have been changed. In general, it is much easier to Shock and Chill monsters with low values of the ailment, but harder to reach high values of Shock and Chill. The formula used to calculate Shock and Chill magnitudes is now: 1/2*[Damage % of Ailment Threshold (see below) ]^0.4
- We've added an Ailment Threshold to monsters. In the great majority of cases, the Ailment Threshold matches the monster's Maximum Life. It primarily differs for especially high-life monsters (such as The Shaper), where the threshold is reduced to allow ailments to be applied with hits that wouldn't ordinarily reach the required Life thresholds.
- The minimum Shock and Chill value is now 5% (from 1%). To reach the minimum, you must deal 0.4% of a monster's Ailment Threshold with the associated element in a single hit. To inflict a 10% Chill you must deal 1.8% of a monster's Ailment Threshold with the associated element in a single hit. A 30% Chill requires a hit of 28% of the monster's Ailment Threshold.
So shock is fine or unneccesary even for normal map clear. And normal bosses have different ailment thresholds not associated with their hp so thats balanced.
But is it a waste of time and passive points etc trying to scale shock against the kind of 600% extra hp mobs we've seen in metamorph and will see in delirium too (double meta+delirium 1200% hp)? Or do they change the thresholds on those too?
Reason being:
Overshock
30% increased Lightning Damage
Your Shocks can increase Damage taken by up to a maximum of 60%
30% increased Effect of Shock
Seems strong but is 60% ever going to be achievable on the type of monsters you will actually want or need it? Especially with any of the common lightning skills which tend to hit faster but not very hard.
I do remember metamorphs being freeze immune but i don't remember if that was just a bug or a facet of their big healthpools.