Copy of reply by Harrowing re Elemental Effect Damage
•#1 Poison originating from weapons or skills yes, Each time the poison effect is triggered as long as poison remains active it does 10% base weapon damage. If you apply poison again from a different source/skill it "resets" the status and resets the poison damage level.
•#2 Poison damage from skills from the same source Stack, i.e. say you poison moloch once with 50 poison damage over 5 seconds (5 damage each second) then you poison him again with the same skill It adds both sources together as long as they both "tick" and apply all of their proper damage.
•#3 When you have the property damage of poison effect it increases the damage applied during poison status by said amount. E.g. trigger poison from a evoker toxic machine pistol doing 50 damage over 5 seconds. You also have the property damage of poison effect increased by 100%. Instead of doing 5 damage each tick you now do 10 damage per tick, this property only increases the damage of the durational portion, not the source damage. The property from skills like swarm works exactly the same, increase the poison damage for the durational tick.
In all 3 of the above examples all are affected by Internal sources of normal mods/augments such as divine damage and crit damage, External sources are excluded, except for skill based poison sources such as swarm, venom armor, etc.
•#4 Mods/augments that spawn toxic attacks (All mods really such as poison nova on hit, charged bolts on hit, etc) directly have vastly different damage calculations... Damage is calculated by the differences in item level, monster level, player level, and whether its from another trigger of the item source or not (i.e. if a poison nova triggered another poison nova)
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In example #4 These sources are only affected by divine mods. Everything else from what I can tell is excluded.
On Shock damage.
It depends on other things such as an attack speed modifier (how much damage was applied during 20 ticks/1 game tick). Shock damage does 50% of the source damage applied during the time it took for the shock effect to be applied and the next shock damage tick count. There are some skill based shock effects which get very high sources of damage (Namely Arc legion for e.g.) Each shock tick happens each 1 game tick (it may be 1~20 ticks away). Also, Shock damage stacks, differently than poison. The game includes the previous game's tick shock effect damage in the next shock effect game tick damage.
1.E.g. #1 IF say you used a level 1 arc legion and proc'ed shock immediately after attacking the target. During the time shock effect was applied and the the next shock tick counter all damage that is SHOCK based is summed(added up) and then 50% of that damage is applied during the tick. So day you did 200 total damage during 20 ticks, On the next game tick the shock effect damage portion would be 100 extra damage.
2.E.g. #2 Lets say this time you proc'ed shock with a level 10 arc legion, a 250% skill damage modifier for shock effect damage. Lets say you did 5 shock damage each tick and you applied shock effect for 100 ticks . This means you've done 5 game ticks of shock effect damage.
1.The first shock effect damage will be (5 * 20) * 0.5 * (250% )= 125 shock damage
2.Second game tick does ((5 * 20) + 125) * 0.5 *(250%) = 281.25 shock damage
3.Third game tick does ((5 *20) + 281.25) * 0.5 * (250% = 476.5625 shock damage
4.Fourth game tick does ((5*20) + 476.5625) * 0.5 * (250%) = 720.703125 shock damage
5.the Final game tick would do ((5*20) + 720.703125) * 0.5 * (250%) = 1025.87890625 shock damage.
^^ Thats why the longer you shock the better it gets, Also note the same rules for skill/item/mod based shock damage are applied the same way as in the poison examples. Those big jumps you see in damage during the shock effect after about 6 seconds are the results of my example.
Ignite is the simplest of the all it does 3% total hp damage per game tick, and only the duration can be modified.