Shock



Shock is an elemental ailment associated with lightning that causes the affected target to take increased damage from all sources.

Mechanics
A hit of damage that has a is capable of inflicting shock. Critical strikes always inflict shock regardless of their chance to shock. Modifiers to chance to shock can be found on some gems, equipment, and the passive skill tree. By default, only lightning damage is able to inflict shock. Some skill effects and modifiers, such as Shocked Ground and, apply shock without dealing damage.

The base duration of shock is 2 seconds and its effect is determined based on to the amount of Lightning damage dealt relative to the enemy's ailment threshold. Shock's effect is capped at 50%. Shock's minimum effect is 5%; any shock of lesser effect than that is discarded. The effect of shock is calculated using the following formula:

$E = 1/2 * ({D \over T})^{0.4} * ( 1 + M )$

where D is the lightning damage dealt, T is the enemy's ailment threshold, and M is the sum of the attacker's increases to the effect of shock (normally 0%).

In the great majority of cases, a monster's ailment threshold is equal to its 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. Playtesting estimates the ailment threshold on Sirus, the Awakener of Worlds to be 25million damage, or approximately 35% of boss life.

Example shock values
* Note that in-game values are rounded, usually in the enemy's favor

In-depth mechanics
Some modifiers such as Shocking Conflux or the modifiers found on and  can change which damage types are able to inflict shock. If the player is able to shock with multiple different damage types, the shock's effect is determined by the total damage dealt by all applicable damage types.

Some modifiers, such as the one found on, can raise the maximum effect of shock beyond 50%.

Modifiers to shock effect, such as, apply to the effect of the shock before the minimum or maximum effect is enforced. This means that increases to the effect of shock effectively reduce the amount of damage needed to apply both a minimum and a maximum shock. For example, a total of would reduce required the amount of damage dealt to apply a minumum effect shock to 0.06% of the enemy's ailment threshold, and reduce the required damage dealt for a maximum shock to 17.68%.

Unless otherwise specified, all sources of shock that apply without dealing damage have a base effect of 15% increased damage taken and scale with any modifiers to shock effectiveness. Some examples of shocks that apply without dealing damage are Shocked Ground,, and Vessel of Vinktar.

The shock ailment is applied after the hit (not before), because the magnitude of the shock is based on damage dealt.

Related modifiers
The following mod with spawn weight are related to shock (excluding shocked ground related mods):

Cluster jewel passives
The following cluster jewel-only passives are related to shock:

Version history

 * 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.
 * The default Shock magnitude for effects that apply Shock without damage (such as Skitterbots) is now 15% (from 20%).


 * Shock no longer increases the damage taken by enemies by a fixed amount for a variable duration. Now, Shock will apply to enemies for a duration of 2 seconds and increase the amount of damage the shocked enemy takes based on the Lightning damage dealt to the enemy. A purely Lightning hit which removes 10% of an enemy's life will increase the damage that enemy takes by 50% for 2 seconds, scaling linearly down to 0% at no Lightning damage dealt.
 * Increased Effect of Chill and Increased Effect of Shock will increase the amount that each ailment affects whatever they are afflicting, up to their respective caps.
 * Shocking ground increases damage taken by a fixed amount of 20%.
 * Other non-hit sources of Shock, unless otherwise specified in the debuff, will increase damage taken by 20%.


 * Freeze, Shock and Chill now last for 60ms for every 1% of life dealt by the appropriate element, up to a maximum of 50%.


 * Shock and Shocked Ground have been changed so that they cause 50% increased damage taken (rather than 30%) but no longer stack. They do not stack with each other either. "Cannot Be Shocked" now prevents players being affected by either Shocked Ground or Shock itself.


 * Shock has been reduced to 30% increased damage taken per stack rather than 40%.
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