On weapon attacks, attunement does not (lam testing)...
Thanks for sharing this info, PraetorPlato.
Assuming Alchemical Attunement is a copy of the Legendary Greensteel effects, it would seem to match what the wiki reports for it too:
Legendary Air Strike | Attacks and spells have a chance [around ~1%] to deal massive electrical damage [around 2,000 (melee no buff)/around 10,000 (spell with spell amplifier), single target]. |
> Ref Scrag's question about how this build benefits from electric spellpower:
This build does use an AoE spell every 20 secs:
Consecration. It is an intrinsic part of the build (as it does CC and cause helplessness, as well as some extra fire dmg), so not used solely to proc effects. It does, therefore, seem to benefit from spellpower scaling dmg via spellcasting. Prayer is another spell that I personally cast frequently, and which seems to be applying the Air attunement dmg (not properly tested this, though).
This might explain why I see a wide range of values for the Alchemical Air Attunement dmg: sometimes it is triggered by a spell (Consecration), and other times via melee hits. With the amount of electric dmg it does in general because of Outburst, it is sometimes hard to pinpoint these in combat.
On weapon attacks, ... most of the outburst affixes are generally considered worse for DPS than debuffs
> I get that it is 'generally' considered worse, but I suppose context around the 'generally' might be worth being considered in some detail, if I may:
- in the current state of the game, many enemies die too quickly in general, so potentially too quickly for stacks of some de-buffs to build enough to make a significant impact
- boss fights are perhaps where de-buffs matter the most
> even here, most de-buffs stack up to a maximum number, so after the max is reached, de-buff weapons are potentially not as efficient dmg-wise. Sure, they help keep the stacks up, but it wouldn't require a entire party of characters for the upkeep
> in this sense, it would seem counter-productive to have all party members applying the same de-buffs: some could potentially contribute higher DPS by using weapons like Outburst, which focuses on lots of burst dmg being amplified by the de-buffs
> surely, some groups/guilds coordinate who will use which de-buffs, so others can concentrate on DPS, but this optimisation is highly unlikely to be done by the vast minority of the groups that do quests/raids in the game
- solo play is perhaps another style where de-buffs would potentially matter more, as there would be a sole source of de-buffs
> All in all, for my personal playstyle (mostly groups at endgame) I am personally happy with this choice of gear for my paladin.
The alternative I frequently use on my DPS alts would be a Dino weapon with the following effects:
Meltscale: 15d6 Acid; Crystral+Byeshk
- imo, this is covered by Outburst's procs |
Meltfang: Acid DoT Hit/Cast; Evil
- this is covered by the Alchemical Air Attunement ring |
Claw: +02 excep {ability}
- though is useful (particularly for CC DCs), I can't say it was a significant loss |
Brighthorn: Affirmation +1k HP Hit/Cast
- this can be obtained by a swappable item (I use the Staff of Summer from Dryad): ya it's annoying, and ends up triggering less often, but it is not a complete loss of this effect |
> This build generates a nice amount of vulnerability stacks via:
- KoTC's Avenging Cleave [T5]: Make a sweeping weapon attack against all nearby enemies for +40% damage. Damaged enemies gains one stack of Vulnerability. Shares its cooldown with the Great Cleave feat. Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
- Divine Crusader's Bring Down Wrath [T5]: Your weapon attacks now apply a stack of Vulnerability and Armor Destruction on Critical Hits. (1 second cooldown on the debuff application).