PUUUUUUH!!
https://www.pathofexile.com/forum/view-thread/1897612die zwei wichtigsten und interessantesten abschnitte:
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Does poison being an Ailment now mean that Critical Strikes with Chaos Damage cause Poison now?
No. Poison and Bleeding are both still caused in the same ways as before. Being ailments doesn't mean they are caused by critical strikes - Chill has always been an ailment caused by cold damage hits rather than critical strikes.
The properties that all ailments share are that they're usually applied by a hit, and in some way scaled by damage of that hit, and that they aren't Skill Effects, and are thus unaffected by Skill Effect Duration.
Poison and Bleeding already met the first criteria, and the change to make them ailments makes them follow the second one. It also means that all three Damage over Time effects that come from the base damage of hits (Bleeding, Ignite, and Poison) are the same type of mechanic, making it easier to have modifiers that apply to them.
d.h. bleed poison und ignite duration ist nicht mehr durch increased skill effect duration vom tree, gear oder support gem skalierbar. sollte also vor allem poison richtig heftig ficken.
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Is there going to be any interaction between the inbuilt damage multiplier of skills and the DoT for poison/bleed/ignite? As an example, if I ran a skill with a reduced base damage (like spectral throw), would I do less damage than a skill with higher base damage (like heavy strike)?
In the Fall of Oriath Beta, we're changing the stat that is described on skills as "Deals x% of Base Attack Damage" to specifically apply to the base damage; Previously, it was a multiplicative damage modifier similar to what you'd find on a support gem, just presented differently. This meant it actually scaled all damage, not just base damage.
In future it will correctly modify the base damage.In addition, most attack skills will also have a Damage Effectiveness multiplier as many spells do, so that added damage such as from the Added Chaos Damage Support will be modified separately, since this Base Damage modifier will no longer be applying to it. Because Damaging Ailments are based on the base and added damage of the skill, this means that the Base Damage modifier and the Damage Effectiveness will correctly affect the ailment damage. As a result Spectral Throw would apply a smaller bleeding or poison than a Heavy Strike.
rip mortem morsu ST und co, und allgemein rip ele based attack builds. schnelle skills mit starkem aoe und starken sekundäreffekten wie LA oder KB werden sicher einen damage effectiveness multiplier von 20 oder 30% bekommen, d.h. zb ele wander damage wäre einfach mal gedrittelt.

edit: vielleicht falscher alarm. auf reddit hat mark dazu folgendes geschrieben:
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This is not making a significant functional change. Previously, attack skills had a modifier to "Base Damage", which despite it's name, actually scaled both base and added damage.
In 3.0.0, attacks will have a modifier to Base Damage which only affects actual base damage, and a Damage Effectiveness, which like all damage effectiveness, only affects added damage. As far as I'm aware, they'll all be at the same values, so it's just making it clearer which applies to what, both base and added damage end up scaled by the same amount
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Previously Attacks had a modifier labelled as modifing "Base Damage" which actually applied to both base damage and added damage, and didn't have Damage Effectiveness (which applies only to added damage).
Now they have a base damage modifier that correctly applies only to base damge, and a damage effectiveness for the added damage.
Unless the balance team find a compelling reason to put a specific skill's damage effectiveness at a different value to it's base damage modifier, the result is the same, it's just no longer technically incorrect about how it got there.
naaaja... leichte nervosität dürfte weiterhin angebracht sein...
This post was edited by Black XistenZ on May 10 2017 06:35pm