At 400 Strength, both the Double Damage and Triple Damage modifiers have a chance to activate independently. If a hit deals Triple Damage, it cannot also deal Double Damage. Functionally, you have a 5% chance to deal Triple Damage and 9.5% chance to deal Double Damage (due to 0.5% redundancy); with no other sources of Double or Triple Damage, this is effectively a 19.5% more Damage multiplier for Hits. Non-damaging ailments, fortification and stuns will still benefit fully from the tripled hit damage.
(20-30)% increased Stun Duration on Enemies
+(40-50) to Strength
+(20-25)% to all Elemental Resistances
50% increased Flask Charges gained
10% chance to deal Double Damage while you have at least 200 Strength
5% chance to deal Triple Damage while you have at least 400 Strength
Few men cast a longer shadowthan the Great Meginord of the North.
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