What is Shock?
Shock is a Non-Damaging Elemental Ailment that makes the target take increased Damage and is most commonly inflicted by a Hit, but can also be caused by a Ground Effect. Shock can only be inflicted by a Hit of Lightning Damage by default, and its effect does not stack. Each Shock inflicted on a target will have its own independent Duration but only the highest Magnitude Shock will affect the target at any one time.
The increased Damage Taken from Shock is additive with other sources of increased Damage Taken, such as
Wither.
Note: Damage Taken modifiers are applied post-mitigation, for more information check out our guide on the full order of operations!
Chance to Shock
Any Lightning Damage in a Hit has a chance to inflict Shock. The chance to inflict Shock is based on the total Lightning Damage of a Hit relative to the target's Ailment Threshold. For the majority of monsters, their Ailment Threshold is equal to their maximum Life, with the exception of stronger monsters such as some Rares and all Unique bosses. Stronger monsters have their Ailment Threshold adjusted to allow players to inflict Ailments on them. By default, the Lightning Damage in a Hit has 1% chance to inflict Shock per 4% of the target's Ailment Threshold dealt by that Hit, calculated after the Damage has been mitigated by any stats or modifiers that affect Damage taken on the target.
Modifiers that grant an 'increased chance to Shock' , for example
Emboldened Avatar, do not apply a base chance to Shock. Instead they directly scale the existing chance for a Hit to Shock based on the Lightning Damage relative to the target's Ailment Threshold. For example, if the Lightning Damage in a Hit dealt Damage equal to 100% of the target's Ailment Threshold, it would have a 25% base chance to inflict Shock. If the character had 50% increased chance to Shock, that Hit would have 37.5% chance to inflict Shock.
Note: modifiers that grant an 'increased chance to inflict Ailments' are additive with 'increased chance to Shock' and will also scale the inherent chance for a Hit to inflict Shock.
Since the chance to inflict Shock is calculated post-mitigation, any modifiers that affect how much Damage a target takes, such as
Elemental Weakness or Exposure, can help to improve your chance to inflict Shock by improving the Damage dealt by the Hit.
Magnitude of Shock
The default Magnitude of Shock increases the Damage Taken by the target by 20%. Modifiers to the Magnitude of Shock, such as the one on the
Frazzled Passive Tree notable, are multipliers to the base Magnitude. For example with '30% increased Magnitude of Shock you inflict', your inflicted Shocks will make targets take 26% increased Damage (20% * 1.3 = 26%).
Note: modifiers to Magnitude do not affect Shock Duration.
When Shock is inflicted by a source that doesn't Hit and also doesn't specify its Magnitude, it will typically have a base Magnitude of 20%.
The Magnitude of Shock is hard-capped at 100% increased Damage Taken.
Duration of Shock
The default Duration of Shock is 8 seconds on Monsters and 4 seconds on player characters, and can be increased with modifiers such as 'increased Shock Duration' . Each instance of Shock will exist on a target, but only the highest Magnitude instance of Shock will affect the target at any one time by default.