For a summoner how many of you guys use cluster jewels? I can see blessed rebirth being important for minions like skeletons. But would like to use most of this points for cluster jewels for life. Curious how many people use them?
External link →For a summoner how many of you guys use cluster jewels? I can see blessed rebirth being important for minions like skeletons. But would like to use most of this points for cluster jewels for life. Curious how many people use them?
External link →The evil eye on curse effect medium makes enemies cursed by you take 5% more damage. This is a "more damage" multi.
Just pointing this out since some may not know. "More" multipliers of the same type are additive with each other. Meaning if you have, let's say, 4 Evil Eye cluster jewels, then you'll get (1+5%+5%+5%+5%)-1 = 20% more DPS, not (1+5%)(1+5%)(1+5%)*(1+5%)-1 = 21.5% more DPS.
The evil eye on curse effect medium makes enemies cursed by you take 5% more damage. This is a "more damage" multi.
Just pointing this out since some may not know. "More" multipliers of the same type are additive with each other. Meaning if you have, let's say, 4 Evil Eye cluster jewels, then you'll get (1+5%+5%+5%+5%)-1 = 20% more DPS, not (1+5%)(1+5%)(1+5%)*(1+5%)-1 = 21.5% more DPS.
This is not true. "more" and "less" modifiers always stack multiplicatively with each other. However, the Evil Eye notable has an increased damage taken modifier, not more damage taken. It is thus additive with all other increased/reduced modifiers to damage taken.
I always assumed that "increased damage taken" was essentially a more damage multiplier if there were no other sources of increased damage taken. This is quite a new piece of information.
That's technically true in a certain sense but also meaningless. The difference between "more" and "less" is meaninless with only one modifier, because the only difference is in how they stack with other modifiers to the same value.
A passive with 10% increased melee damage behaves exactly like a "more" modifier if you have no other increases to damage, because there's nothing for it to be additive with. The distinction only makes sense in terms of discussing multiple modifiers.
I think this either needs a bit more clarification, or my understanding of mechanics like Frenzy Charges and Arc's Chain bonus is wrong... because I've always understood those to NOT be self-multiplicative.
Arc has a single modifier, the value of which varies based on how many times it has chaned. There are not multiple more modifiers on Arc.
Similarly, the player character has a single modifier giving 4% more damage per frenzy charge - this can be seen in the character panel.
I think the question is more "arc more damage per chain" is it additive to frenzy charge more damage?
No, those are different modifiers.