Unleashing Elemental Havoc: Curse Enemies with Weakness on Every Hit

By admin

Curse enemies with elemental weakness on hit is a gameplay mechanic commonly found in role-playing games. It refers to the ability of a character or weapon to inflict a debuff or negative status effect on enemies when they are hit by an attack. Specifically, this mechanic involves applying a curse that weakens the enemy's resistance or defenses against a specific elemental damage type. Elemental weaknesses are often based on classic elemental attributes such as fire, ice, lightning, and poison. When an enemy is cursed with elemental weakness on hit, they become more susceptible to damage of that particular element. This can result in increased damage dealt by subsequent attacks using that element, making it a valuable strategy in battles against enemies with elemental weaknesses.



Does Elemental Weakness stack with Frostbite/Conductivity etc.?

. granted that one has Whispers of Doom and can hence cast 2 curses on one enemy, will casting both EW and a specific anti-element curse, such as Frostbite, combine resistance maluses?

Underrated stats: Basic human decency, small quantum of respect, microportion of compassion Posted by
onomastikon
on Jan 8, 2013, 4:31:06 AM Yes it stacks. RIP Bolto Posted by
Covert
on Jan 8, 2013, 4:34:22 AM Alpha Member

Does not it make the Whispers of Doom (2 curse) passive almost a requirement for single element dps witches? Ok, other possibility being that unique?

Posted by
Matvex
on Jan 8, 2013, 3:57:57 PM Matvex wrote:

Does not it make the Whispers of Doom (2 curse) passive almost a requirement for single element dps witches? Ok, other possibility being that unique?

Actually nly the penetration support gems are mandatory ;)

Because when you use curses you reduce the actual resist some has (e.g. he has 120 fire res - after reducing it for 30 with a curse he would still have 90 (still more than the cap of 75) - and IIRC even some mosters are overcapped with resistances), but when you use the support gems you reduce the resistance from the cap - e.g. you use lvl 1 Fire penetration gem (penetrates 25 fire res), the enemy has again 120 res, but his cap is 75 so after your gem he has only 75-25=50.

I don't say curses are not good for things not far over the cap or even no at the cap at all they are great, but the penetration supports works always, no matter how far overcapped an enemy is (you could overcap yourself enough so that you could take 2 curses and still be capped with res, but it wouldn't help you against the supports).
So some of the other curses might be a better choise (i guess for PvE going with 2 curses to reduce res and penetration is probably a very strong (maybe best?) choise, but for PvP having Temporal chains and Enfeeble up might be a better idea ;))

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Posted by
Sony_Black
on Jan 8, 2013, 5:23:20 PM

Reduction of resistance from one curse (EW or e.g flammability) at lvl 60 is 49%, total 98%. So even with overcapped resistance in PvP second curse is a must (e.g. 120%-49%=71% vs 120%-49%-49%=22%). So 49 %point difference. More than e.g. Fire Penetration support gem offers at lvl 60.

Posted by
Matvex
on Jan 10, 2013, 4:49:43 PM

Does this still work like this in the Open Beta? Is it worth stacking Frostbite&Elemental Weakness for a Frost Witch? Both my gems are at 40% now.

Are there better alternatives to debuff the mobs?

Can you stack a hex on top of a mark without +max curses?

From what i understand, both marks and hexes still count as curses, so they should both count towards curse limit.
So you shouldn't be able to have both a hex and a mark without raising the curse limit.
Patch notes may shed some more light on the topic

Posted by
Devilking5
on Sep 15, 2020, 11:42:15 PM

Mark confirmed it here.

Hexes and marks are not things that will replace curses but simply subsets of them, and they will still share the same limit in regards to how many curses can be inflicted on an enemy.

However, regardless of how many curses you may inflict at a time, you are limited to one mark. We do not know if there is a way to raise that limit at this time.

Posted by
DER_PSYCHOPATH
on Sep 15, 2020, 11:58:45 PM I wonder if there will be a rework for Deathmark to make it a curse. That’ll change up minions. Posted by
Aldonés
on Sep 16, 2020, 1:25:15 AM I was wrong. Last edited by Odif on Sep 16, 2020, 12:39:04 PM Posted by
Odif
on Sep 16, 2020, 6:01:20 AM Odif wrote:

Patch notes say YES.

If you have a 2 curse limit, you can have 2 hexes and a mark on a target.

But, no matter what, only one mark can be on a target, and no more than one target can be marked.

that isnt right.

a mark IS a curse. if your curse limit is 2, you can either have 2 hexes, or 1 hex and 1 mark. you can never have 2 marks.

Additions to the number of curses you can inflict on enemies apply cumulatively to both Hexes and Marks, but do not modify the number of enemies you can have Marked at any given time. Thus, you can have an enemy that is affected by both a Mark and a Hex, but you can't Mark an enemy with two Marks, nor can you Mark two different enemies.

Curse enemies with elemental weakness on hit. How much does it do?

I found some gloves with corrupted curse enemies with elemental weakness on it.

I'm playing cold damage over time, and I'm starved for gem slots. I was wondering if it would be worth it to replace my frostbite on hit using hydrospere.

Does anyone know how much the curse on hit EW corruption reduces resistances?

Last edited by Chow on May 29, 2023, 11:55:51 AM Last bumped on Jun 16, 2023, 3:03:45 PM Posted by
Chow
on May 29, 2023, 11:52:08 AM

I don't recall exactly when the change happened, but all previous sources of "curse enemies with level X curse on hit" have been replaced with "curse enemies with curse on hit [with +x% increased effect]".
When a level is not specificed, the level of that skill is considered to be 1

This means your gloves will curse enemies with a lv1 EW, which gives -20% Elemental Resistances. This effect will be boosted by any Increased Curse effect and increased Hex effect you have on your skill tree

Assuming your Frostbite is Level 20, that would mean trading a -44% coldRes with a -20% eleRes, which is. quite a sharp loss if you focus on cold damage. Not counting, of course, the cold exposure from your hydrosphere. Even if your Frostbite is lv1, that would still be a -25% coldRes, which performs better than EW if you focus, again, only on cold damage (EW is underwhelmed by flammability/conductivity/frostbite, but can still be used with them if you raise your curse limit)

Since you are a Cold DoT build, you'll definitely perform better with your Frostbite, unless you have a very good support you want to put in your Hydrosphere for the missing -24% coldRes (I suppose you already use Bonechill and Hypothermia on your main skill)

Last edited by Maxtrux on May 29, 2023, 12:23:38 PM Posted by
Maxtrux
on May 29, 2023, 12:22:28 PM Maxtrux wrote:

I don't recall exactly when the change happened, but all previous sources of "curse enemies with level X curse on hit" have been replaced with "curse enemies with curse on hit [with +x% increased effect]".
When a level is not specificed, the level of that skill is considered to be 1

This means your gloves will curse enemies with a lv1 EW, which gives -20% Elemental Resistances. This effect will be boosted by any Increased Curse effect and increased Hex effect you have on your skill tree

Assuming your Frostbite is Level 20, that would mean trading a -44% coldRes with a -20% eleRes, which is. quite a sharp loss if you focus on cold damage. Not counting, of course, the cold exposure from your hydrosphere. Even if your Frostbite is lv1, that would still be a -25% coldRes, which performs better than EW if you focus, again, only on cold damage (EW is underwhelmed by flammability/conductivity/frostbite, but can still be used with them if you raise your curse limit)

Since you are a Cold DoT build, you'll definitely perform better with your Frostbite, unless you have a very good support you want to put in your Hydrosphere for the missing -24% coldRes (I suppose you already use Bonechill and Hypothermia on your main skill)

Thank you so much for your detailed response.

I have bone chill and overcharge linked to a cold snap.

My vortex links are Efficacy, controlled Destruction, Cold Penetration, added Cold Damage and Hypothermia. If you have any thoughts, I'd love to hear them.

I got the extra curse passive on the tree, and i'm weighing using either temporal chains or frostbite together with the elemental weakness from my gloves.

I really enjoy freezing enemies so I've been focusing on freeze duration and I'm using heat shiver helmet. That's why I'm considering temporal chains.

Posted by
Chow
on May 29, 2023, 2:56:52 PM

It depends on your build. If you are hitting enemies many times and clearing fast it is probably good. Example, on a cyclone build you might want vuln on hit because its awkward to stop spinning and apply constantly. But if your running around, one shotting everything with large infrequent hits except on bosses, you wont be getting much value and might be better off just applying the hex when needed.

It also depends on the rest of your build, for example on hit works well with ignite, because the on hit curse will always be active before the bulk of your damage is done with the ignite. However on ignite builds you often have a lot of downtime between damage where you can apply the full leveled curse.

It is mainly for convenience of playstyle, if you're using your curse constantly and have no downtime between damage, it's probably good. If your character is waiting for burst damage cooldowns, self cast extra damage might be better.

I haven't played vortex as main skill myself, so I'm not familiar, but I would imagine on hit is pretty good for your build. It's an instant skill even with cooldown, you are probably constantly moving and don't want to stop to self cast the curse. Often when I've played cold builds, like COC Ice nova, I would use vortex in a 4-link, with curse on hit to to apply the curse while moving. If you're getting this for free and using that item isn't costing you elsewhere it's likely pretty good. You could always swap it out for pinnacle bosses when needed if your damage is low.

This can result in increased damage dealt by subsequent attacks using that element, making it a valuable strategy in battles against enemies with elemental weaknesses. The curse can be applied by various means, such as a specific character class, a weapon with a special enchantment, or through the use of consumable items or spells. It adds an additional layer of complexity to combat and emphasizes the importance of exploiting enemy weaknesses for more efficient and effective damage dealing.

Curse enemies with elemental weakness on hit

The concept of elemental weakness curses also encourages players to strategize their attacks and tailor their weapon, spell, or character choices to exploit the vulnerabilities of specific enemies. For example, a fire-based attack against an enemy weak to fire damage will result in increased damage and a higher chance of defeating the target quickly. While elemental weakness curses can provide a significant advantage in battles, they may have limitations or trade-offs. Certain enemies may be immune to certain elements, rendering the curse ineffective. Moreover, the player may have to sacrifice other valuable combat abilities or attributes to equip weapons or skills that can curse enemies with elemental weakness on hit. Overall, the curse enemies with elemental weakness on hit mechanic adds depth and strategic options to combat scenarios in role-playing games. It encourages players to adapt their playstyles and tactics based on enemy weaknesses and exploit them for maximum damage output, ultimately enhancing the overall gameplay experience..

Reviews for "Enhance Your Combat Abilities: Curse Enemies with Elemental Weakness on Contact"

1. Sarah - 2 stars
I was really excited when I found a piece of equipment with the "Curse enemies with elemental weakness on hit" modifier, but I must admit, I was quite disappointed. The curse didn't seem to have a noticeable effect on the enemies, and their elemental resistance still seemed to be quite high. It felt like a wasted opportunity to have a powerful curse with such a lackluster outcome. I really hope they buff this modifier in the future to make it more useful and impactful.
2. Mike - 3 stars
While the concept of cursing enemies with elemental weakness on hit sounds great on paper, in practice, it didn't live up to my expectations. Sure, it did weaken enemies to a certain extent, but the effect was so minimal that it didn't make a significant difference in battles. I was hoping for a modifier that would give me an advantage against elemental-resistant enemies, but sadly, this one fell short. I hope the developers reconsider the effectiveness of this modifier and give it a much-needed boost in power.
3. Emily - 2.5 stars
I had high hopes for the "Curse enemies with elemental weakness on hit" modifier, but unfortunately, it just didn't deliver. The curse did apply on hit, but the weakness it inflicted on enemies seemed negligible. I was expecting a more significant reduction in their elemental resistance or even some additional damage, but all I got was a barely noticeable debuff. It's a shame because this modifier had the potential to be game-changing, but it falls flat in its current state. I hope the developers reevaluate and improve its effectiveness to make it more worthwhile to use.
4. Jason - 2 stars
I tried out the "Curse enemies with elemental weakness on hit" modifier, hoping it would give me an edge against tough, resistant enemies. However, I found that the curse didn't have a noticeable impact on their vulnerability. Even after landing several hits, there was no substantial change in their elemental resistance. It felt like a wasted slot on my equipment, and I quickly replaced it with something more useful. I would suggest avoiding this modifier until it receives some much-needed improvements to make it worth using in combat.

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